Thursday, March 7, 2019

OSRenstein: clerics' Turning ability

Clerics can Turn wild beasts and unholy creatures by holding their deity's holy symbol aloft and commanding the creatures back. At any time the cleric may use an action to make a Turning attempt. Clerics can attempt to Turn any creature with the Animal, Un-Dead, or Demon trait. This Turning check uses 1d20 and adds the cleric's Hit Dice and WIS modifier - unlike a Spell check, this roll doesn't suffer penalties for wearing armor.
The base roll needed is 8 or higher to turn animals, 10 or higher to turn un-dead, and a 12 or higher to turn demons. The Hit Dice of the target is added to the number needed to successfully Turn them. For example, a Demon with 3 Hit Dice will only be Turned on a roll of 15 or higher.
Animals and un-dead that are successfully Turned will try to flee from the cleric until the cleric is out of sight. If cornered or trapped, the Turning ends and the creature will likely attack the nearest opponent. Demons that are successfully Turned are not compelled to flee, but cannot willingly approach the cleric. If forced to approach the cleric, or cornered by the cleric, the Turning ends and the Demon may act as it pleases.
An attempt to Turn a creature that has already broken free from being Turned will automatically fail. Failing a Turning attempt doesn't count as breaking free from being Turned, and the cleric may attempt to Turn a creature (or creatures) as many times as they wish.

My take on simplifying a cleric's Turning ability. Also, I would point out that being able to turn animals is influenced by Dungeon Crawl Classics, but seems like something priestly characters should have always been able to do.

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