tesral
Tuesday 06-17-2008, 03:11 PM
Not being happy with the clerics vs undead table in any of the version of real D&D I did my own.
Clerics vs. Undead
Clerical Turning: Only one try per a given (Individual, not type) undead. Cleric may attempt turning once per day per level plus turning bonus.
Clerics may attempt to turn up to twice their level in hit dice per try. A 7th level cleric can turn 14 skeletons, 7 zombies, or 2 wraiths in a given turn attempt. They can try to turn a single Undead of any hit dice. The undead turned in a large group would be up to the limit closest to the cleric.
A turn attempt is an opposed roll: d20 + Cleric level + Wis Bonus + turning bonus Vs. d20 + Undead hit dice + Wis bonus + turning bonus
Success will turn any undead away from the cleric. They will move away for six rounds at maximum move if possible and cannot come within 30 feet of that cleric again. If the undead cannot move away from the cleric for six rounds they huddle as far away as possible and can only defend themselves for that six rounds, not attack. (they benefit from full AC but cannot attack) If forced inside the 30 foot range they are -2 to all rolls and cannot attack the turning cleric.
Any undead that are half the cleric's hit dice or less are subject to disruption. Disruption happens if the cleric rolls the equal of the undead's hit dice better than the undead. Example, 8th Level Bob turning three Zombies rolls 20, the Zombies roll 18, 16, and 19. The first two zombies are disrupted, the last is turned.
Detecting Undead: This can be tried at will. One try per a given undead or set of undead. A retry can be made if the DC changes by at least 5. The undead to be detected must be in line of sight.
d20 + Clerical level + Wis bonus + turning bonus
DC 20
-2 for each five HD of the most powerful undead present
-1 for each undead present over one
+2 each 10 feet over 30 feet.
+X for undead turning bonus
+5 for indirect viewing (scrying device, crystal ball, etc..)
Examples
-- A hoard of 20 Zombies in clear sight 50 feet away. -19 +4 DC 5. This will drop to DC 3 if they get closer, but would not offer another chance at detection.
-- Five Zombies (-5) and a Wraith it would be -2 for the wraith, +2 for range. DC 15.
-- 10HD ghost seen through a clarvoyance: DC 20 +5 (indrect) -4 (hit dice) +4 turning bonus) = DC 25. Once the ghost is confronted directly cleric can try again at DC 20.
"Turning Bonus" would be the plus or minus that a given clerical order gives the cleric. Typical is none. The Deamwalkers would get a +2 due to their closeness with spirits. Illuminati Priests I will give a +4 due to the undead nature of their gods. As another example Priests of Sharla have a -4 turning bonus, but they get a crack at evil outsiders. Undead can also have a turning bonus. The nature of the undead make it harder to turn. Ghosts for example have a turning bonus. of +4.
Clerics vs. Undead
Clerical Turning: Only one try per a given (Individual, not type) undead. Cleric may attempt turning once per day per level plus turning bonus.
Clerics may attempt to turn up to twice their level in hit dice per try. A 7th level cleric can turn 14 skeletons, 7 zombies, or 2 wraiths in a given turn attempt. They can try to turn a single Undead of any hit dice. The undead turned in a large group would be up to the limit closest to the cleric.
A turn attempt is an opposed roll: d20 + Cleric level + Wis Bonus + turning bonus Vs. d20 + Undead hit dice + Wis bonus + turning bonus
Success will turn any undead away from the cleric. They will move away for six rounds at maximum move if possible and cannot come within 30 feet of that cleric again. If the undead cannot move away from the cleric for six rounds they huddle as far away as possible and can only defend themselves for that six rounds, not attack. (they benefit from full AC but cannot attack) If forced inside the 30 foot range they are -2 to all rolls and cannot attack the turning cleric.
Any undead that are half the cleric's hit dice or less are subject to disruption. Disruption happens if the cleric rolls the equal of the undead's hit dice better than the undead. Example, 8th Level Bob turning three Zombies rolls 20, the Zombies roll 18, 16, and 19. The first two zombies are disrupted, the last is turned.
Detecting Undead: This can be tried at will. One try per a given undead or set of undead. A retry can be made if the DC changes by at least 5. The undead to be detected must be in line of sight.
d20 + Clerical level + Wis bonus + turning bonus
DC 20
-2 for each five HD of the most powerful undead present
-1 for each undead present over one
+2 each 10 feet over 30 feet.
+X for undead turning bonus
+5 for indirect viewing (scrying device, crystal ball, etc..)
Examples
-- A hoard of 20 Zombies in clear sight 50 feet away. -19 +4 DC 5. This will drop to DC 3 if they get closer, but would not offer another chance at detection.
-- Five Zombies (-5) and a Wraith it would be -2 for the wraith, +2 for range. DC 15.
-- 10HD ghost seen through a clarvoyance: DC 20 +5 (indrect) -4 (hit dice) +4 turning bonus) = DC 25. Once the ghost is confronted directly cleric can try again at DC 20.
"Turning Bonus" would be the plus or minus that a given clerical order gives the cleric. Typical is none. The Deamwalkers would get a +2 due to their closeness with spirits. Illuminati Priests I will give a +4 due to the undead nature of their gods. As another example Priests of Sharla have a -4 turning bonus, but they get a crack at evil outsiders. Undead can also have a turning bonus. The nature of the undead make it harder to turn. Ghosts for example have a turning bonus. of +4.