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The Undead in the Glorins Tomb and Turning

 
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Uin
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PostPosted: Fri Apr 04, 2003 12:19 pm    Post subject: The Undead in the Glorins Tomb and Turning Reply with quote

Are the undead in Glorin's Grandaddy's crypt still immune to turning? I think they are and that the immunity should be taken away. It basically cuts one of the clerics best features. Make them resistant to turning (which they would be because of their level) but take away immunity.

Can anyone verify this?
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Y
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PostPosted: Fri Apr 04, 2003 12:57 pm    Post subject: Reply with quote

make those badgy undead harder! make it so that the only way to survive down there would be to have clerics around! yes!
Hourai for the clercs!
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BriHurley
PostFri 04/04/03 1:07pm
I will look into this.  Reply with quote
 
Selenia_Genoell
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PostPosted: Fri Apr 04, 2003 2:28 pm    Post subject: Reply with quote

They aren't specifcly immune to turning.

They just happen to have enough hit dice to look at your cleric shooing them away with their holy symbol and laugh at you.

To understand why they are alaughing in your face try reading over how turning works

Gah.....link didn't work for Kindo. Posting contents.

---------------------------

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

TURNING AND REBUKING UNDEAD
Turning Checks

Turning undead is a supernatural ability that a cleric can perform as a standard action. It does not provoke attacks of opportunity. A combatant must present a combatant's holy symbol to turn undead. Turning is considered an attack.

Times per Day
A combatant may attempt to turn undead a number of times per day equal to 3 + the combatant's Charisma modifier.

Range
A combatant turns the closest turnable undead first, and the combatant can't turn undead that are more than 60 feet away or that have total cover relative to a combatant.

Turning Check

The first thing a combatant does is roll a turning check to see how powerful the undead are that a combatant can turn. This is a Charisma check (1d20 + the combatant's Charisma modifier).

Table: Turning Checks
Turning Check..................Most Powerful Undead
Result..............................Affected (Maximum Hit Dice)
---------------------------------------------------------------
Up to 0........................Cleric's level -4
1-3..............................Cleric's level -3
4-6..............................Cleric's level -2
7-9..............................Cleric's level -1
10-12...........................Cleric's level
13-15...........................Cleric's level + 1
16-18...........................Cleric's level + 2
19-21...........................Cleric's level + 3
22+..............................Cleric's level + 4

Turning Damage
If a combatant's roll is high enough to let the combatant turn at least some of the undead within 60 feet, roll 2d6 + the combatant's cleric level + the combatant's Charisma modifier for turning damage. That's how many total Hit Dice of undead the combatant can turn.
A combatant may skip over already turned undead that are still within range.

Effect and Duration of Turning
Turned undead flee the turning combatant by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the turning combatant approaches within 10 feet of them, however, they overcome being turned and act normally. The turning combatant can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Destroying Undead
If a combatant has twice as many levels (or more) as the undead have Hit Dice, the combatant destroy any that the combatant would normally turn.

Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

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

Commanded
A commanded undead combatant is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead combatant or combatants in order to command new ones.
Alternatively, an evil cleric may command a single undead combatant with more Hit Dice than he has levels, but he must concentrate continuously to do so (as in concentrating to maintain a spell), and he can command no other undead at the same time.

Dispelling Turning
An evil cleric may channel negative energy to dispel a good cleric's turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).

Bolstering Undead
An evil cleric may also bolster undead combatants against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result becomes the undead combatants' effective Hit Dice as far as turning is concerned (provided the result is higher than the undeads' actual Hit Dice). The bolstering lasts 10 rounds.

Neutral Clerics and Undead
A neutral cleric (one who is neither good nor evil) can either turn undead but not rebuke them, or rebuke undead but not turn them. When a neutral cleric is created, decide which effect the cleric has on undead. That is the effect the cleric has from then on. Some deities specify what effect their neutral clerics must have on undead.
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

Paladins and Undead
Paladins can turn undead as if they were clerics of two levels lower than they actually are. That means a paladin can't turn undead until 3rd level, at which point the paladin turns undead as if the paladin were a 1st-level cleric.


Last edited by Selenia_Genoell on Fri Apr 04, 2003 2:43 pm, edited 4 times in total
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Kindo
PostFri 04/04/03 2:29pm
(Link not working)  Reply with quote
 
Y
PostFri 04/04/03 3:24pm
Da Girlz iZ also into clercZ

icon_wink.gif
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Glorin
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PostPosted: Fri Apr 04, 2003 8:02 pm    Post subject: Reply with quote

You cannot be immune to turning they are just highly resistant to it. +10 i believe.

evidence of this: During Dark Strike's undead army Event the Perfect Unitys were able to turn the High Skeletal priests.
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Uin
PostFri 04/04/03 8:12pm
So they are immune to any PC cleric.  Reply with quote
 
Glorin
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PostPosted: Fri Apr 04, 2003 8:17 pm    Post subject: Reply with quote

nope, Turn Undead is determined by Cleric, they are immune to any Cleric with low Charisma.

Resistance not sure if it can be lowered or not.
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AliZee'
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PostPosted: Fri Apr 04, 2003 8:21 pm    Post subject: Reply with quote

you know what gets me everytime....is those skellies that switch weapons on you...haha thats some good shit....you switch belts and then they switch weapons again
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Marine436
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PostPosted: Fri Apr 04, 2003 8:23 pm    Post subject: Reply with quote

Yea

i died 1-4 times from that....

i was like ! wow he got some good hits....then i see his mace

-Marine
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BriHurley
PostSat 04/05/03 2:55am
I will state this they have been changed to be immune to +5 now.....End subject topic now locked!  Reply with quote
 
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