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Will Save Undead Turning Mechanic?
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<blockquote data-quote="jerichothebard" data-source="post: 2046477" data-attributes="member: 4705"><p>Here are the rules I use now, which I find work really well:</p><p></p><p><strong>Turning Undead</strong></p><p>Duration: concentration, up to 1 rond/(effective cleric) level - see below </p><p></p><p>Radius: 30', with the availability of a feat to increase it (sort of like metamagic - maybe costing two turning attempts) </p><p></p><p>Effects: </p><p>Will save DC (10+effective cleric level+CHA bonus+whatever other bonuses) Negates. </p><p></p><p>Turn resistance applies to this Will save as resistance bonus. </p><p></p><p>Undead who fail must flee the <em>radius of effect</em>. They may not attempt to re-enter the area as long as the effect remains. </p><p></p><p>Additionally, undead who critically fail (by more than five) take 1d6 holy damage/2 effective cleric level, up to 5d6 at 10th level. </p><p></p><p>Undead attempting to enter the area of effect must succeed at the same Will save or be prevented from entering. Undead forced into the area (picked up and thrown by a hearty fighter type, for example) suffer the same effects as the undead initially in the area. </p><p></p><p>Undead prevented from leaving the area begin to take damage on the second round of "exposure".</p><p></p><p>Maintining a turn is like concentrating to maintain a spell - a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a turn. If your concentration breaks, the turning effect ends. </p><p></p><p><strong>Greater turning:</strong> </p><p>As turning, except as follows: </p><p>Duration: Instantaneous</p><p>Radius: 30’ radius burst</p><p>Effect: undead in the radius must succeed at a will save, or be destroyed. Undead who make their save take 1d6 holy damage/effective cleric level, up to 10d6 at 10th level. </p><p></p><p><strong>Bolstering Undead:</strong> </p><p>Gives undead a turn resistance of +1/effective cleric level, and 1d6 temporary hitpoints/2 cleric levels. 30' radius, with feat available to increase radius. <em>(I have not playtested bolstering yet)</em></p><p></p><p>I haven't yet figured out how all the turning feats work. </p><p></p><p>jtb</p></blockquote><p></p>
[QUOTE="jerichothebard, post: 2046477, member: 4705"] Here are the rules I use now, which I find work really well: [b]Turning Undead[/b] Duration: concentration, up to 1 rond/(effective cleric) level - see below Radius: 30', with the availability of a feat to increase it (sort of like metamagic - maybe costing two turning attempts) Effects: Will save DC (10+effective cleric level+CHA bonus+whatever other bonuses) Negates. Turn resistance applies to this Will save as resistance bonus. Undead who fail must flee the [I]radius of effect[/I]. They may not attempt to re-enter the area as long as the effect remains. Additionally, undead who critically fail (by more than five) take 1d6 holy damage/2 effective cleric level, up to 5d6 at 10th level. Undead attempting to enter the area of effect must succeed at the same Will save or be prevented from entering. Undead forced into the area (picked up and thrown by a hearty fighter type, for example) suffer the same effects as the undead initially in the area. Undead prevented from leaving the area begin to take damage on the second round of "exposure". Maintining a turn is like concentrating to maintain a spell - a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a turn. If your concentration breaks, the turning effect ends. [b]Greater turning:[/b] As turning, except as follows: Duration: Instantaneous Radius: 30’ radius burst Effect: undead in the radius must succeed at a will save, or be destroyed. Undead who make their save take 1d6 holy damage/effective cleric level, up to 10d6 at 10th level. [b]Bolstering Undead:[/b] Gives undead a turn resistance of +1/effective cleric level, and 1d6 temporary hitpoints/2 cleric levels. 30' radius, with feat available to increase radius. [I](I have not playtested bolstering yet)[/I] I haven't yet figured out how all the turning feats work. jtb [/QUOTE]
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Will Save Undead Turning Mechanic?
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