"Destroy Undead" class feature

Shawn_Kehoe

First Post
Hi all,

Expedition to Castle Ravenloft includes an alternative class feature for the cleric called "Destroy Undead", which replaces a turn attempt with a burst that does 1d6/cleric level to all undead in range. It seems pretty cool, since I've never liked the Turn Undead system in 3.0/3.5.

The weird bit is the save DC formula, which is given as (10+Cleric Level+CHA Modifier) rather than (10+(Cleric Level/2)+CHA mod)

Either this was a typo, or they decided to give the ability an accelerated DC curve - perhaps reasoning that the ability only affects undead, and all undead have good Will saves.

I think this ability was reprinted from Complete Divine. Could someone with that book please verify if the Save DC formula is the same as in Castle Ravenloft?

Thanks!
Shawn
 

log in or register to remove this ad

Shawn_Kehoe said:
Hi all,

Expedition to Castle Ravenloft includes an alternative class feature for the cleric called "Destroy Undead", which replaces a turn attempt with a burst that does 1d6/cleric level to all undead in range. It seems pretty cool, since I've never liked the Turn Undead system in 3.0/3.5.

The weird bit is the save DC formula, which is given as (10+Cleric Level+CHA Modifier) rather than (10+(Cleric Level/2)+CHA mod)

Either this was a typo, or they decided to give the ability an accelerated DC curve - perhaps reasoning that the ability only affects undead, and all undead have good Will saves.

I think this ability was reprinted from Complete Divine. Could someone with that book please verify if the Save DC formula is the same as in Castle Ravenloft?

Thanks!
Shawn

I use this varient from Complete Divine in my campaigns and it is a Will save DC = 10 + cleric level + CHA mod. Which is funny, cause I always thought it was 1/2 cleric level as well. Do they give any more explanation about how other spells/ability (synergy bonus from Know (Religion), Hallow, Desecrate, etc.) interact with it? I've order Expedition to Ravenloft, but it won't ship until Expedition to Greyhawk is released.
 

Nyarlathotep said:
I use this varient from Complete Divine in my campaigns and it is a Will save DC = 10 + cleric level + CHA mod. Which is funny, cause I always thought it was 1/2 cleric level as well. Do they give any more explanation about how other spells/ability (synergy bonus from Know (Religion), Hallow, Desecrate, etc.) interact with it? I've order Expedition to Ravenloft, but it won't ship until Expedition to Greyhawk is released.

It says that anything which would normally provide a bonus to a turning check instead increases the DC of the Will save.

Shawn
 


Turn Resistance basically becomes DR/- against Destroy Undead damage, although some have suggested it should instead provide a bonus to the save for half-damage.

Shawn
 

Tiberius said:
What do evil clerics get in return? Also, what steps does this variant take to ensure that turn resistance remains viable?

Evil Clerics gain the ability to heal undead for 1d6/level
 


Shawn_Kehoe said:
The weird bit is the save DC formula, which is given as (10+Cleric Level+CHA Modifier) rather than (10+(Cleric Level/2)+CHA mod)

Either this was a typo, or they decided to give the ability an accelerated DC curve - perhaps reasoning that the ability only affects undead, and all undead have good Will saves.
I think the other key factor is that undead tend to have high HD relative to their CR. So, in order for an undead creature to have a reasonable (for the cleric ;)) chance of failing the save, the saving throw DC has to go up rather quickly.

For example, a CR 18 nightcrawler has 25 HD and a base Will save of +14. Add in bonuses from Iron Will, 20 Wisdom and Desecrating Aura, and its final Will save is +23. An 18th-level cleric has a base turn DC of 28 + Charisma bonus, so a nightcrawler has a 55% chance of saving against a Destroy Undead attempt from an 18th-level cleric with 20 Charisma.
 

I use this variant in my campaign. If an undead creature has turn resistance that gets added as a bonus to its saving throw. Also, after the save is resolved I also roll 1d6 per point of turn resistance and take that off the remaining damage. This really helps balance out a high level clerics turn damage, at least for my game.
 

Raylis said:
Evil Clerics gain the ability to heal undead for 1d6/level
This is extraordinarily lame.

Instead of being able to rebuke or control the enemy undead that are coming to attack them, Evil clerics now are able to... wait for it... heal the enemy undead that are coming to attack them.

That was the draw of being an Evil cleric (or the trouble if you were fighting them); you may not be able to spontaneously cast Cure spells, but any undead you encounter could become your ally. This variant wipes out that aspect. That's a damned shame.
 

Trending content

Remove ads

Top