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Re: OT: Narf has gone looney and wants to GM.
Well, my stomach is no longer threatening, but I guess too late anyway.
Can I get a log link? Thanks. |
Re: OT: Narf has gone looney and wants to GM.
Hmm... that puts Jason up a level....
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Re: OT: Narf has gone looney and wants to GM.
Lucky... I'm a little more than 2000 XP away from level 18. I don't suppose I have any chance of 2,500 XP from roleplaying votes? My vote goes to Eldon.
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Re: OT: Narf has gone looney and wants to GM.
Why in particular?
I'm asking so I know what I did right and because, well, I wasn't there for much of the session, so I'm curious. |
Re: OT: Narf has gone looney and wants to GM.
Hmm, just looked up turning and rebuking undead, and since Jason most certainly was able to flee, Jose rebuked him instead of turning, which makes him either evil or neutral channeling negative energy, not good. I think we may be returning to that town after a bit of research...
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Re: OT: Narf has gone looney and wants to GM.
Douglas: I was wondering how long it would be before someone caught that. Five or six hours? Good enough.
Narf: You tried, you were there for one combat (I very clearly remember asking you to break down where your damage comes from) and your character was there for the entire session. |
Re: OT: Narf has gone looney and wants to GM.
I didn't catch it immediately because it's been a very long time since I've seen turning used. Most undead get two or three HD per CR, so it quickly becomes useless against anything that can challenge the party, and anything weak enough to be affected probably has stats so pathetic the party can just bash them all to bits in melee and take little or no damage because they all need 20's to hit so expending something that actually has limited uses per day seems a waste. There is a very small range of levels where Turn Undead can be devastatingly effective (level 2 cleric vs 1 HD hordes = mass destruction, for example), but beyond that its only effective use is usually for feats that give alternate uses, such as Divine Might adding charisma bonus to damage for one round at the cost of a turning attempt.
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Re: OT: Narf has gone looney and wants to GM.
Yeah, I'm mostly giving my roleplaying vote to narf because he did well even when sick.
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Re: OT: Narf has gone looney and wants to GM.
Quote:
Wight: CR 3, 4 HD Vampire: CR +2, +4 Turn Resistence Vampire Spawn: CR 4, 4 HD, +2 Turn resistance Shadow: CR 3, 3 HD, +2 Turn Resistance Greater Shadow: CR 8, 9 HD, +2 Turn Resistance Spectre: CR 7, 7 HD, +2 Turn Resistance Mummy: CR 5, 8 HD Devourer: CR 11, 12 HD Caller In Darkness: CR 9, 11 HD Bodak: CR 8, 9 HD Allip: CR 3, 4 HD, +2 Turn Resistence Turning Check: 1d20+Charisma; With a +3 Charisma bonus, a fully classed cleric has: A 100% chance of turning an undead with effective turning HD of the Cleric's level -2; an 85% chance of turning an undead with effective turning HD of the cleric's level -1; a 70% chance of turning an undead with effective turning HD of the cleric's level; a 55% chance of turning an undead with effective turning HD of the cleric's level +1; a 40% chance of turning an undead with effective turning HD of the cleric's level +2; a 25% chance of turning an undead with effective turning HD of the cleric's level +3, and a 10% chance of turning an undead with effective turning HD of the cleric's level +4. Each point of Charisma bonus beyond +3 adds 5% to each of those; 5 ranks in Knoweledge(religion) gives a +2 bonus on turning checks against undead (increaseing all the probabilities above by 10%); a Phalactry of Undead Turning increases the bearer's effective cleric level for turning undead by 4 (shifting the turning HD up by 4, globally). So a Cleric with a charisma bonus of 3, 5 ranks in Knoweledge(Religion) and a Phalactry of Undead Turning has: A 100% chance of turning an undead with effective turning HD of the Cleric's level +2; an 95% chance of turning an undead with effective turning HD of the cleric's level +3; a 80% chance of turning an undead with effective turning HD of the cleric's level +4; a 65% chance of turning an undead with effective turning HD of the cleric's level +5; a 50% chance of turning an undead with effective turning HD of the cleric's level +6; a 35% chance of turning an undead with effective turning HD of the cleric's level +7, and a 20% chance of turning an undead with effective turning HD of the cleric's level +8. A Cleric, so decked out, with a base cleric level equal to the undead's CR, will turn: 100%: Wraith: CR 5, 5 HD, +2 Turn resistance 100%: Wight: CR 3, 4 HD: 100%: Vampire Spawn: CR 4, 4 HD, +2 Turn resistance 100%: Shadow: CR 3, 3 HD, +2 Turn Resistance 100%: Spectre: CR 7, 7 HD, +2 Turn Resistance 100%: Devourer: CR 11, 12 HD 100%: Caller In Darkness: CR 9, 11 HD 100%: Bodak: CR 8, 9 HD 95%: Greater Shadow: CR 8, 9 HD, +2 Turn Resistance 95%: Mummy: CR 5, 8 HD 95%: Allip: CR 3, 4 HD, +2 Turn Resistence 100%: Vampire (Template, Variable; figure for a fully PC classed vampire): CR +2, +4 Turn Resistence 100%: Lich (Template, Variable; figure for a fully PC classed Lich): CR +2, +4 Turn resistance Sun Domain means that, if turned, they go boom, once per day. Sure, the CR 11 Dread Wraith (16 HD, +2 Turn Resistance) has only a 35% chance under the given conditions above, the CR 8 Morgh (14 HD) 35%, the CR 18 Nightcrawler (25 HD) 35%, the CR 16 Nightwalker (21 HD) 65%, the CR 14 Nightwing (95%), and good bloody luck with the Epic undead, Zombies, or Skeletons past about CR 4 under the above conditions; but other than such things not getting used too terribly often, it's hardly that small of a window for one who really does want to turn undead. |
Re: OT: Narf has gone looney and wants to GM.
He has a point there, you know. Makes the odds a lot better for you even if you do fail.
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