Search
Thursday, July 24, 2008..:: Forums::..Register  Login
Subject: Question on alternate cleric ablities

You are not authorized to post a reply.
AuthorMessages

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/18/2006 1:49 PM  

Hi all,

I own only the three core rulebooks. However, it is my understanding that some feats from other books allow a cleric to change his turn undead ability for another ability, up to a daily use equal to his daily turn undead capacity.  Would anyone be kind enough to tell me what are these feats, their prerequisites (or close enough) and what they do?

Thanks for any help,

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

Monsoon28
Underboss
Underboss
2290 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

08/18/2006 2:59 PM  
Well here is a link to the site in question:

http://wizards.com/default.asp?x=dnd/lists/feats

Where you'll find the feats in question, the prerequisites are usually just the ability to Turn/Rebuke Undead. Any thing more you'll really need the books to answer or check the SRD.

The name of the feats from Complete Divine are:

Elemental Smiting
Elemental Healing
Divine Spell Power
Divine Metamagic
Domain Spontaneity
Disciple of the Sun
Glorious Weapons
Profane Boost
Sacred Boost
Sacred Healing

From Complete Warrior:

Divine Cleansing
Divine Might
Divine Resistance
Divine Shield
Divine Vigor
Sacred Vengeance

I'm sure there are more but you'll have to find those on your own. Hope these help.

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

gss_000
Commander
Commander
3204 Posts


View Have/Want List View Trades View References View Email View Profile

Baltimore, MD

08/18/2006 3:30 PM  
[QUOTE]Skyscraper wrote
I own only the three core rulebooks. However, it is my understanding that some feats from other books allow a cleric to change his turn undead ability for another ability, up to a daily use equal to his daily turn undead capacity.  Would anyone be kind enough to tell me what are these feats, their prerequisites (or close enough) and what they do?[/QUOTE]

You can find a list of feats, monsters, classes, etc at http://www.crystalkeep.com/d20/index.php. It is a completely legal site for anyone that is wondering. All the info there is with the permission of WOTC

Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

Champion of Radiant Sevant

wildmage
Sneak
Sneak
123 Posts


View Have/Want List View Trades View References View Email View Profile


08/19/2006 3:04 PM  
You might be interested to know that Complete Divine also contains suggestions for using the cleric's Turn Undead ability in a different way- specifically by dealing a certain amount of positive energy damage as opposed to the typical "turning" (and possibly destroying low HD) undead.  This seems like a reasonable option that would scale better across all levels and give the cleric even more incentive to jump to the front of the battle against undead.

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/19/2006 6:12 PM  

Guys: thanks for three different takes on this subject, all interesting. I might buy the complete divine if there's enough stuff in there to interest me.

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

gss_000
Commander
Commander
3204 Posts


View Have/Want List View Trades View References View Email View Profile

Baltimore, MD

08/19/2006 7:39 PM  
[QUOTE]Skyscraper wrote

Guys: thanks for three different takes on this subject, all interesting. I might buy the complete divine if there's enough stuff in there to interest me.[/QUOTE]

If it matters to you, as I know these books can get expensive, I use that book a lot for Prestige Classes, and not much else.  If you are looking for feats I mix it up a lot so I don't have one good book suggestion. However, if you are interested in extra spells, you have to get the Spell Compendium.  It's really well done for the most part and it's a great collection of all the spells from a lot of sources.


Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

Champion of Radiant Sevant

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/20/2006 8:48 AM  

I've been boycotting the other rulebooks up to now, wanting to get along on the core books alone. Costs enough in minis as it is :)

Thanks for the suggestion on books. I only wanted a few feats to use as alternatives to turning undead, because in my present campaign i have little undead and that ability is pretty much lost to the cleric. Of course, i didn't want to buy a $30 book just for that, thus my post.

For the time being, i'm pretty content with the core spells, although i'm sure that i'd make good use of the others if i had them. But again, i have to draw the line somewhere.  I buy some adventures, but i decided not to go down the complete XYZ books and other rulebooks.

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

Monsoon28
Underboss
Underboss
2290 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

08/20/2006 6:27 PM  
[QUOTE]wildmage wrote
You might be interested to know that Complete Divine also contains suggestions for using the cleric's Turn Undead ability in a different way- specifically by dealing a certain amount of positive energy damage as opposed to the typical "turning" (and possibly destroying low HD) undead.  This seems like a reasonable option that would scale better across all levels and give the cleric even more incentive to jump to the front of the battle against undead.
[/QUOTE] Yup just starting to use that optional rule in my PBEM group, it seems to be an excellent option for working with your party rather then against them.

@Skyscraper CD is a pretty decent book, one that 'grew' on me, but if fund are limited and the info you need can be found on the net then your probably better off that way.

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/20/2006 6:52 PM  

Would i be stretching the limits of civility (and copyrights ) if i asked how the positive energy damage system works? Please simply don't answer if you feel that this series of questions is in appropriate - i can understand why.

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

Monsoon28
Underboss
Underboss
2290 Posts


View Have/Want List View Trades View References View Email View Profile

Toronto

08/21/2006 1:07 PM  
Shouldn't be a problem since Jonathan Tweet talks about it on his website (he designed the Turning ability in the PHB but he chooses to use the variant rule instead.) Basically instead of Turn/Rebuke/Command/Destroy good cleics create a positive energy burst and evil clerics create a negative energy burst. Therefore healing for damaging undead.

Instead of a 60' radius it only goes out 30' and the undead receive a will save for half. (1d6 per level)

Turn resistance works like DR, so something like a Vampire would have DR4 from the turn damage.

The beauty of the system is that first it works with the efforts of your team mates, so that the fighter who has been whacking on a ghoul won't suddenly feel like he's wasted his time when the Ghoul is just 'Destroyed' or worse yet turns tail and runs.
One thing I've always hated is that a room can suddenly clear out and what are you supposed to do? Chase after them? Leave them? Hope for the best? Wait for their return and in larger numbers?
With this system you can work your turning with your buddies, not overshadowing their efforts or worse yet having zero effect what-so-ever.

"I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield
Sales/Trades Bad (1): Ironfist Boulderbender
Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana.

Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/22/2006 9:22 AM  
Thanks for the info. I like this alternate system a lot.  I think i will discuss it with my players next session, and suggest that we implement it.

I have a few questions however.

1) Evil clerics: how do you handle the rebuke and command undead ability, i.e., does the evil cleric control the undead if he deals negative energy equal to or greater than the undead's HP total? If so, how does rebuke work? How does the bolster undead ability work?

2) the burst of positive or negative energy goes out 30'. Are all undead affected for 1d6 dam (or points healed) per level, notwithstanding the number of undead present? (This appears to make sense due to the shorter range, but i want to make sure that i understand correctly.)

3) Concerning the turn resistance, DR 4 from turn damage appears insignificant at levels where the cleric would be able to deal his level times 1d6 damage to that undead (e.g. at level 12, what does it change if the undead is dealt 42 or 38 points of damage?)

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

gss_000
Commander
Commander
3204 Posts


View Have/Want List View Trades View References View Email View Profile

Baltimore, MD

08/22/2006 2:08 PM  
Hope this helps:

1) I think you loose these abilities since you loose their positive energy variant. Control probably only comes from spells instead of part of turning.

2)Yup.

3) It might not seem like a lot, but they do get will saves to take half damage like from being hit with a cure spell.  42 to 38 might not seem like a lot, but 21 to 17 is, and DR is usually lo anyways (look at a barbarian's DR progression).  At higher levels, the damage output is not unreasonable compard to other spells and abilities and the undead can have a lot more hit points than 42 even if they fail the save.  Add on top of that that any negative level effects, whcih many undead have, reduces this damage as well.  It's not so bad.

Hope that helps

Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

Champion of Radiant Sevant

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/22/2006 2:59 PM  
gss_000: thanks for the precisions. Here are counter-questions

1) what you're saying is that evil clerics can only heal undead? What if they're attacked by them, there's nothing they can do?

3) I'm not sure i understand your comment on negative energy level effects that would reduce the damage dealt from the alternate turn undead ability (if i understand your comment properly). Can you expand on this?

Oh, and i still think that DR 4 for a vampire is not a lot (And i love the smiley with glasses). I mean, the alternate cleric ability to damage undead is a pretty good damage-dealing ability against those guys: a burst that doesn't affect your allies since they're not undead, no need to touch the opponent, no need to be adjacent to him either. On the other hand, devils or some such that have e.g. a DR5/magic ability, need to be engaged in combat for that ability to kick in (thus adjacent to the guy, can be counter-attacked), and need to be successfully hit.  Much better to have DR/5 against melee attacks, than DR/4 vs a ranged attack that all clerics have. As far as i know, turn resistance doesn't get that high (or does it? I'm not sure, i don't play with many undead! ). I've just checked out the lich, and it also only gets +4 turn resistance. So wouldn't this +4 bonus be close to the best you can get? I feel that at least twice the resistance bonus appears better scaled. Any comments from those who've tried this system, gss-000 or others?

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

wildmage
Sneak
Sneak
123 Posts


View Have/Want List View Trades View References View Email View Profile


08/26/2006 1:34 PM  
[QUOTE]Skyscraper wrote
I've just checked out the lich, and it also only gets +4 turn resistance. So wouldn't this +4 bonus be close to the best you can get? I feel that at least twice the resistance bonus appears better scaled. Any comments from those who've tried this system, gss-000 or others?

Sky
[/QUOTE]

Speaking as a DM, I would be comfortable implementing the new turn undead system and having Turn Resistance function as follows:
1.)  The undead with Turn Resistance get the listed resistance value as a bonus to any Will save for 1/2 damage from the cleric's positive energy burst ability.
2.)  The undead gets DR equal to the Turn Resistance amount that is only effective against the cleric's positive energy burst ability.

Since I'm a fan of the feats that allow the cleric to "cash in" daily turning attempts for other effects, those would function as normal.  Also, consider that if the range is reduced to 30' with the new system, the cleric has to put his/her self in harm's way in order to hit the big bad evil undead guy.  This is still a danger in the case of a horde of zombies or skeletons- those that make the will save can move up and attack the cleric (undead hit dice are d12, the damage dice are d6, even those that fail the save might still be up).

Does this seem reasonable?

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)

gss_000
Commander
Commander
3204 Posts


View Have/Want List View Trades View References View Email View Profile

Baltimore, MD

08/26/2006 4:49 PM  
I missed the question for a bit, Skyscraper:

1) Yes, that is exactly what I mean.  You've changed turning and rebuking into just an output of negative and positive energy.  If you are an evil cleric (or neutral with spontaneous inflict spells) and attacked by undead then you need to rely on other things to deal with them.

3) What I meant was, the minute a PC gets a negative level, say from a slam attack from a vampire, or from a spell cast by a lich, the power of this alternate turning ability goes down since it is level based.  Many more powerful undead have abilities similar to this.

As for turn resistance, +4 is the best you can get. I've neve played with this alternate method.  I'm old school when it comes to turning, I like it as is while I also see that it does lose it's utility as you go to higher CR creatures.    Still, I wouldn't increase the DR if I did use this system.  The will save for half is a real balancing factor. In your example, there is no chance for a devil to save for half from a physical attack. Undead like liches and vampires will probably always make it and the DC is going to be lower than spells since there is no feat like Spell Focus (turning).

Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

Champion of Radiant Sevant

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/27/2006 8:48 AM  

Thanks for the information and your opinions, guys.

I think wildmage's suggestion to give the turn resistance as both a Will save bonus and DR vs turning damage only, appears like a good idea. This way, the stronger undead such as vampires and liches have to be very unlucky to miss their save, and thus the DR will have a more intersting effect.

I'm still not convinced about the alternate ability for evil clerics however. I feel that they get the worst tradeoff of D&D history here . With the old system, they were able to turn potential enemies into submissive allies willing to aid them against their other opponents; now, all they can do is heal their undead enemies... not so groovy from my standpoint. If you have any ideas on how to handle this, i'd be glad to hear them. One thing i might consider, is that the negative energy burst damages the undead, but if the energy burst is enough to kill the undead in a single burst, then the undead is instead dominated and controlled by the evil cleric. I have a hard time finding a good "logical" explanation as to why or how the negative energy burst would act this way however.

I might play it this way for a while and see what happens. For the time being, the two cleric PCs in my campaign are good, so the question on evil clerics doesn't really apply.

 

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

wildmage
Sneak
Sneak
123 Posts


View Have/Want List View Trades View References View Email View Profile


08/27/2006 9:57 AM  
[QUOTE]Skyscraper wrote

 One thing i might consider, is that the negative energy burst damages the undead, but if the energy burst is enough to kill the undead in a single burst, then the undead is instead dominated and controlled by the evil cleric. I have a hard time finding a good "logical" explanation as to why or how the negative energy burst would act this way however.

[/QUOTE]

How about the following?:
Rebuke/Command Undead:  Evil clerics or neutral clerics who have chosen the ability to channel negative energy in order to rebuke/command undead have 2 choices for how this power functions:
1.)  All undead within a 30' burst are healed 1d6 hit points/cleric level with no save necessary.
2.)  The cleric chooses instead to attempt to awe the undead with a display of power through the channeling of negative energy.  All undead within a 30' burst take 1d6 subdual damage/cleric level (Will save for 1/2 damage).  This damage has no effect until it equals or exceeds an undead's individual current hit point total.  At that point the undead is either rebuked or commanded (see below).
NOTE:  The Will save DC = 10 + cleric level + Charisma modifier.

Rebuked undead:  A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

Commanded undead:  If the cleric that dealt the undead subdual damage has cleric levels equal to (or greater than) 2x the undead creature's total hit dice, the undead creature is compelled to follow that cleric's commands.  At any one time, a cleric who rebukes/commands undead may command any number of undead whose total Hit Dice do not exceed his level. He/she may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. 

Subdual damage is removed from undead creatures at a rate of 1hp/Hit Die per hour.  When a commanded undead creature's current hit point total exceeds its current subdual damage, it is no longer commanded (until it is once again dealt further subdual damage to bring it back under command).  If an undead creature is dealt subdual damage using the rebuke undead ability from more than 1 cleric, it follows the commands of the last cleric who dealt subdual damage to it.  If that cleric does not have enough cleric levels to command the undead creature, it becomes rebuked.

Turn Resistance and Subdual damage:  If an undead creature has turn resistance, this value functions as a bonus to the Will save to take 1/2 subdual damage and as DR that is only effective against the "Turn/Rebuke undead" ability.  Undead with Turn Resistance must fail the Will save for 1/2 subdual damage in order to become commanded by a powerful enough cleric- otherwise they are rebuked.

What do you think?

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)

wildmage
Sneak
Sneak
123 Posts


View Have/Want List View Trades View References View Email View Profile


08/27/2006 10:09 AM  
While the above change would give evil clerics more flexibility I don't think the ability is any better than what good clerics get.  At best they can command and then spend another rebuke attempt to heal some undead creature(s).  In a typical game a good cleric (or neutral cleric who turns undead) is more useful than an evil one because he/she can spontaneously cast cure spells (which the party usually needs more than inflict spells against foes).  If either the good or evil party wants to destroy the encountered undead, the good cleric's ability is still better in this case, since it does actual damage and if the cleric were killed or incompacitated he/she would still have contributed to destroying the undead.  If the evil cleric is killed/incompacitated, their subdual damage just sits there and doesn't affect the undead creature's normal hit points.

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/27/2006 8:02 PM  

Hmmm. I'm not sure i like this option as much.

I feel that calculating normal damage and subdual damage during the course of combat would become very cumbersome. The best solution would be one that is very simple, such as the one proposed for good clercis: 1d6 per level, save for half, there you go. Your proposition for evil clerics has the advantage of being along the lines of the one used for the good clerics, but i feel it is more complex than the (already cumbersome) present turning rules for evil clerics, to obtain about the same result (healing aside), so is the change really desirable?

Also, the evil cleric would be able to try turning over and over - up to his daily limit of course - until one or more particular undead are rebuked. I admit the 30' would probably put him at risk, but still, if he's hard enough to hit and/or protected by allies, that gives him a lot of cumulative turning attempts, which the clercis didn't have before (they had several tries, but they weren't cumulative). Although now that i think about this, the good clerics also have a cumulative damaging ability under the new system. Any thoughts on limiting the number of turning damaging bursts to one per undead? (I.e. once an undead is damaged by a good cleric, he can't be damanged again).

Sky


The wise man doubts often. The ignorant, sometimes. The fool, never.

B
Underboss
Underboss
1189 Posts


View Have/Want List View Trades View References View Email View Profile


08/27/2006 9:16 PM  
I don't know that you would want to limit the turning to one damaging burst per undead. Like we had been discussing in another thread the turn undead ability is limited in the fact that it only damages one type of creature that is resistant to many different effects. If you protect that one creature type from the turning attempt you further limit the ability. If the damaging effect worked on many different types of creatures, then I would have no problem limiting it, but I personally feel that turning is limited enough. JMO though, 


Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.--Dylan Thomas


Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/28/2006 9:27 AM  
Good point B.

My problem is, however, that under the old rules, a cleric having say 50% chance of successfully turning a vampire, would have 50% each time he tries. However, under the new proposed rules, the cleric triggering his energy burst will deal cumulative damage which might allow him to cumulatively overcome that vampire INEVITABLY.  Now, say a cleric has 5 turning attemps per day. How many undead *per day* do you actually cross, unless you're in a crypt or something? As a cleric, as soon as i would be confronted by undead, i'd be prompt to trigger my turning ability each round until they're all dead (or close enough). Within a party that also deals damage in addiiton to the cleric, it's likely that you'll kill the undead very quickly. Whereas, with the old rules, whatever you did, unless you're facing weaklings with less than half the cleric's HD in which case you destroy them, you eventually need to kill them in addition to having turned them.

So now, i'm kind of wondering if this energy burst ability is not slightly overpowered compared to the old turning ability.

For the record, i've calculated how a 6th level cleric would fare under the old and new rules, first against a 6HD undead, then against a 9 HD undead (i'll skip the low-HD undead). I'll put the details at the end of my post, for those interested. Overall, the damage-dealing energy burst ability does not seem overpowered when you evaluate how many rounds the undead would remain in front of the cleric (on the contrary, it appears as if it might survive longer to the damage than to the turning as far as the 6 HD undead is concerned, whereas the 9 HD undead would remain as many rounds). However, i come back to my previous argument: a turned undead still needs to be killed eventually, when he comes back after those 10 rounds of fleeing, undamaged. The damaged undead, on the other hand, is, well, damaged. Permanently.  So i still contend that this new damage-dealing power is more powerful than the old turning undead ability. I've checked how it would work with 1d4 damage per level instead of 1d6 (results below). I wonder if this would not be more appropriate.

What do you think?

Sky

CALCULATION METHOD:

As an example, let's say a 6th level, 14 CHA cleric (mod +2) is confronted by a 9 HD undead. Under the old rules, the cleric would need to roll 17 on his d20 (taking into account his +2 CHA mod) to effecrively turn this undead, thus having 20% chance of turning that undead. Pretty slim.

Now under the new rules. We'll assume that the undead has a ordinary +6 Will save bonus. The cleric would be doing (3.5 X 6) average damage, total = 21 dam, and the save DC would be (assuming 10+ 1/2 cleric level + CHA mod) 15.  So the undead has 60% chance of making the save for half damage, thus an overall average output of 14,7 points of damage. At 9 HD with d12 HP per die, the undead has about 58,5 HP, so the undead would be killed in 4 rounds (almost 5, we're 0,3 HP from requiring an addition round) by the cleric if he uses 4 sequential turning attempts.

However, after four (or five) turning attemps, we're pretty close to seeing the undead turned under the old rules too, statistically, so this is pretty much an even situation IMO.

Using a similar calculation system, under the old rules a 6 HD undead would be turned 65% of the time. New rules: this particular undead (having +4 Will save bonus) would have 50% chance of saving for half, which means that he would take agout 16 points of damage per round. At 6 HD, the undead has about 39 hit points, which means that he would be killed in about three rounds. This gives him IMO a much better chance of remaining loner before the cleric who's most likely than not to turn him on round 1.

This does not take into account the turning resistance.

Out of curiosity, i calculated that if the damage output is 1d4 per level for the positive energy burst, the 9HD undead would be killed in seven rounds (impossible for that cleric to kill it alone, since the cleric has only 5 turning attempts, assuming no feat to increase that). The 6 HD undead would be killed in four rounds.

The wise man doubts often. The ignorant, sometimes. The fool, never.

B
Underboss
Underboss
1189 Posts


View Have/Want List View Trades View References View Email View Profile


08/28/2006 11:43 AM  

Cumulative damage is a very good point to bring up. With the positive energy burst the cleric will continually damage undead within the radius, and that may seem fairly powerful, but don't forget that with the current standard rules a cleric with double the undead's HD in levels will out and out destroy any undead that he successfully turns. This becomes a gamebreaker in some situations where the party is supposed to be "worn down" a bit by lower level undead (which are fairly sturdy in their own right) before they face....say....a necromancer. With the current system a 10th level cleric can pretty reliably destroy any undead minions that the necromancer may have. The undead probably won't even get an action. Just poof. With the alternate rules the lower level undead may surviv the first turning attempt ( they are pretty sturdy after all), and will at least get a chance to deal some damage before being destroyed. That's one of the biggest reasons why ( I think) the new rule was created. Too many ghouls, ghasts, wights, shadows and vampire spawn just going poof. As always, this is just my opinion though.



Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.--Dylan Thomas


Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/28/2006 1:07 PM  
Interesting point. We'll call it the poof argument

What appears to transpire from your last post, B, and from my verification (which may be flawed, mind you), is that the energy burst system will be weaker than the turning system for weaker undead (for a fixed, given cleric level), whereas it will be stronger against stronger undead. Indeed, some undead such as Ganith the 20th level necromancer lich, will still be damaged by the 4th level Jozan (before she blows his brains out... or rather, necromantically sucks them in). So low-level clerics can still hurt super-high level undead.

I think overall, taking into consideration all the comments made by others, the damaging energy burst system for good clerics appears to be very acceptable. Thanks to all who participated in this discussion.

Now for evil clerics :)

I feel healing undead is not good enough. They need to be able to defend themselves against agressive undead. There has been the suggestion of subdual damage that was a good suggestion, but i found that to be a bit too complex, having to keep track of both normal damage and subdual damage during the course of combat. Any ideas on a simple, straighforward effect that the negative energy burst could have?

Here's a go at it, for what it's worth. The negative energy burst could, at the cleric's choice, either heal the undead in 30 feet, or create a mobile undeath ward of 30 feet radius around the cleric. The undead need to successfully roll a Will save (DC = 10 + 1/2 cleric level + CHA mod) to be able to enter the warded area. Turn resistance applies to the save, if applicable. The duration of the ward would be (cleric level) minutes. Comments?

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

08/29/2006 10:29 AM  
My last suggestion for evil clerics appears somewhat weird when you think on it: the evil cleric now turns undead, while the good cleric damages them. The world stands upside down.

Another alternative would be to allow the evil cleric to either heal (1d6 per level) or damage undead as per the good cleric's positive energy burst, but the negative energy burst would only deal non-lethal damage if the damage option is chosen.

Any other ideas?

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

B
Underboss
Underboss
1189 Posts


View Have/Want List View Trades View References View Email View Profile


08/29/2006 10:40 AM  
To tell you the truth, I'm kind of stumped on the whole evil cleric thing. I just feel that the ability to make undead cower or to control them is a really good fit...I'll have to think on this a bit more. I just keep having the image of 2 evil clerics meeting in a dark alleyway. It basically becomes a race to summon undead, because any cleric worth his salt is going to know the other can't do jack to the undead. I think on this a bit more and post if I come up with something.


Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.--Dylan Thomas


wildmage
Sneak
Sneak
123 Posts


View Have/Want List View Trades View References View Email View Profile


09/01/2006 7:21 AM  
[QUOTE]Skyscraper wrote
My last suggestion for evil clerics appears somewhat weird when you think on it: the evil cleric now turns undead, while the good cleric damages them. The world stands upside down.

Another alternative would be to allow the evil cleric to either heal (1d6 per level) or damage undead as per the good cleric's positive energy burst, but the negative energy burst would only deal non-lethal damage if the damage option is chosen.

Any other ideas?

Sky
[/QUOTE]

The key issue here is that as stated in the rules, undead are immune to nonlethal damage.  One reason is because they can't be "staggered" or "unconscious", so nonlethal damage doesn't interact properly with the regular damage undead would take.  That's why I used the term "subdual damage" which is borrowed from earlier D&D editions, and makes the most sense here.  There was a concern that keeping track of subdual damage separately from hit points would be tough- but the same is true for nonlethal damage and similar for any creature with regeneration (DM has to keep track of if it was regeneratable damage or not?).  The original intent behind subdual damage was to take down an opponent without killing him/her/it (such as a dragon) to allow for bargaining through a show of superiority, not just to knock someone unconscious and then mutilate the body to finish him off.  Nonlethal damage still allows for this, but it is not applicable to undead.

If you're concerned about being able to rebuke/command undead through repeated use of Turn Undead, this power is still at a major disadvantage- the damage is temporary (heals at 1 subdual point/hit dice per hour).  Even a commanded undead can only be commanded for a couple of hours.  A rebuked undead has 10 rounds in which to either get destroyed or act normally.  The DM might rule that intelligent rebuked undead can still run away.  I would rule that an intelligent undead knows it has taken "subdual damage", realizes it is up against an evil cleric of dark power, and would probably run away before becoming rebuked/commanded.  So actually, I think this alternative evil cleric option is probably too weak to be worth implementing.

Maybe evil clerics should just rebuke/command as normal, but with the option to channel negative energy and heal undead, and good clerics can choose the Player's Handbook or Complete Divine versions.

Thoughts?

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)

gss_000
Commander
Commander
3204 Posts


View Have/Want List View Trades View References View Email View Profile

Baltimore, MD

09/02/2006 8:46 AM  
The problem as I see it is not with evil clerics. Most of the time these are NPCs and I feel you can just have them do what you need them to do offscreen. In these cases it doesn't matter how they have undead working for them, in the encounter they do have undead working for them.

The real issue is with PCs who rebuke (neutral clerics). The change in the system could still stand, but if you do so you should take away the ability, since healing an undead is really worthless, and just put in one of the alternate cleric abilities (is there one in PHBII?). Letting the standard method stand for rebuking does work. Rebuking tends to work better than turning does anyway because at higher levels spells like unhallow work for the rebuking cleric instead of against them and often times encounters are set in areas under the effect of spells like that one to make sure good clerics can't turn the undead.

Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

Champion of Radiant Sevant

Skyscraper
Sergeant
Sergeant
659 Posts


View Have/Want List View Trades View References View Email View Profile

Montreal

09/05/2006 11:42 AM  
The point on subdual damage vs non-lethal damage is well taken. My main gripe about this system is that i don't see the point in changing the system to rebuke/command undead from one complex system to another, for a same result. Not that your proposed system is a bad one Wldmage, but i feel it is as complex as the one that's already there.  Providing the choice between the two systems still allows the cleric to use the old one, which i'm not too fond of.

gss_000: I may simply stick with usual command/rebuke for evil clerics. Your point is good that anyway, most of the evil cleric actions occur offscreen, so who cares if it's complex anyway. Plus, the end result should be that the undead are controlled by the evil clerics, since that is what evil clerics do (apart from the dishes).

For the time being, i'll switch to damage only for good clerics, and conventional command/rebuke for evil clerics.

Thanks to all for your comments and suggestions.

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.
You are not authorized to post a reply.
Forums > Role Playing Games (RPG's) > Dungeons & Dragons 1e-3.5e > Question on alternate cleric ablities



ActiveForums 3.7
Play Dreamblade Now!
You must be signed in to participate in the games.
Copyright 2003-2008 by maxminis.com   Terms Of Use  Privacy Statement