Talk:Turn Undead (3.5e Variant Rule)

From Dungeons and Dragons Wiki
Jump to: navigation, search

Ratings[edit]

RatedLike.png Surgo likes this article and rated it 3 of 4.
It's not at all bad if you're playing at the lower end of High balance level, and at least it's actually usable, unlike the default turning rules. That said, I don't think it quite sits at the same level of balance that the Cleric stands at (*before* crap like Divine Metamagic, not after).


Turn Undead Uses Per Day[edit]

So, obviously clerics and paladins and such still get uses of Turn Undead (or evil equivalent) as per day charges as part of their class feature. While this variant doesn't use them, it could take advantage of that resource, as otherwise you've got a lot of these guys looking at feats that use their Turn Attempts to fuel other stuff like spells. Recommendation: Add something like using up a turn attempt to add extra exorcize damage/bolster healing dice or increase the DC/turn resistance or something. What say you? --Ganteka Future (talk) 17:46, 24 March 2015 (UTC)

This variant is supposed to replace the "normal" turn undead, sorry if that wasn't clear. I'd recommend feats and the like for making Turn Undead do awesome stuff like adding 10% of the heal level (-40% for mass versions or w/e) for the Cure line of spells. When you add more stuff automatically, it just doesn't become Turn Undead anymore. --Ghostwheel (talk) 22:05, 24 March 2015 (UTC)