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Skyscraper Sergeant
 659 Posts



 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
 2290 Posts



 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
 3204 Posts



 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
 123 Posts




 | | 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
 659 Posts



 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
 3204 Posts



 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
 659 Posts



 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
 2290 Posts



 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
 659 Posts



 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
 2290 Posts



 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
 659 Posts



 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
 3204 Posts



 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
 659 Posts



 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
 123 Posts




 | | 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
 3204 Posts



 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
 659 Posts



 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
 123 Posts




 | | 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
 123 Posts




 | | 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
 659 Posts



 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
 1189 Posts




 | | 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
 659 Posts



 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
 1189 Posts




 | | 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
 659 Posts



 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
 659 Posts



 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
 1189 Posts




 | | 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
 123 Posts




 | | 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
 3204 Posts



 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
 659 Posts



 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. | |
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