Variant Turning based on Complete Divine

jodyjohnson

Adventurer
Expanded Turning variant accounting for the other Turn options. Hopefully a more 3.5ish d20ization of turning. i.e. no chart.

Turning (SU)
Turning is a burst which does 1d6 positive energy damage per effective turning level to undead within 30’ of the turning character. A fortitude save negates the damage with a DC 10+1/2 turning level+Cha (modified by appropriate check modifiers such as Unhallow). As undead do not have a Con bonus use Cha as a save modifier. Undead also gain Turn Resistance as a bonus on the save and reduce damage by the same amount.

Effects which increase effective turning level do not stack and neither do penalties to the save DC.

A greater turning attempt increases the damage by +1/turning level, and increases the save DC by +2. If the damage brings an undead’s hit points to 0, the creature is destroyed if it is not normally destroyed at 0 hit points (vampires).

Rebuking effects a burst of 30’ radius. Whether a creature can be rebuked is determined whether it succeeds on a Fortitude save as above but applying an anti-turning modifier as a bonus (such as from Unhallow). A rebuking cleric is limited to double his effective turning level in controlled creatures.

Bolstering an undead allows the undead to use the DC of the bolstering cleric’s turning in place of its saving throw as if it had attempted a rebuke. This requires a standard action and has a duration of 10 rounds.

Domain powers which allow turning of other creature types work similarly although they use normal fortitude saves (Con) unless the creature does not have a Con score. Likewise rebuking is handled the same way.

Item and Feat changes:
Improved Turning grants a +2 to turning DC and +1d6 damage (does not increase turning level).
Sacred armor ability adds +2 to turning level (+1 DC and +2d6 damage).
Phylactery of Undead Turning adds +2 to turning level (+1 DC and +2d6 damage)

Intelligent undead damaged by turning may choose to flee on their initiative rather than suffer further damage or effects. Turning damage heals at 1 hp/HD/hour at worst unlike other damage.
 

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jodyjohnson said:
Expanded Turning variant accounting for the other Turn options. Hopefully a more 3.5ish d20ization of turning. i.e. no chart.

Turning (SU)
Turning is a burst which does 1d6 positive energy damage per effective turning level to undead within 30’ of the turning character. A fortitude save negates the damage with a DC 10+1/2 turning level+Cha (modified by appropriate check modifiers such as Unhallow). As undead do not have a Con bonus use Cha as a save modifier. Undead also gain Turn Resistance as a bonus on the save and reduce damage by the same amount.

Effects which increase effective turning level do not stack and neither do penalties to the save DC.

A greater turning attempt increases the damage by +1/turning level, and increases the save DC by +2. If the damage brings an undead’s hit points to 0, the creature is destroyed if it is not normally destroyed at 0 hit points (vampires).

Rebuking effects a burst of 30’ radius. Whether a creature can be rebuked is determined whether it succeeds on a Fortitude save as above but applying an anti-turning modifier as a bonus (such as from Unhallow). A rebuking cleric is limited to double his effective turning level in controlled creatures.

Bolstering an undead allows the undead to use the DC of the bolstering cleric’s turning in place of its saving throw as if it had attempted a rebuke. This requires a standard action and has a duration of 10 rounds.

Domain powers which allow turning of other creature types work similarly although they use normal fortitude saves (Con) unless the creature does not have a Con score. Likewise rebuking is handled the same way.

Item and Feat changes:
Improved Turning grants a +2 to turning DC and +1d6 damage (does not increase turning level).
Sacred armor ability adds +2 to turning level (+1 DC and +2d6 damage).
Phylactery of Undead Turning adds +2 to turning level (+1 DC and +2d6 damage)

Intelligent undead damaged by turning may choose to flee on their initiative rather than suffer further damage or effects. Turning damage heals at 1 hp/HD/hour at worst unlike other damage.

Well, I don't have any specific additions... but I will say that I've been thinking about adding the CD turn rules in general and would love to read a forum on that topic, so.... bump.
 

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