fallen adventurer

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Theodore01
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fallen adventurer

Unread post by Theodore01 »

in the fields of death are not set to 'undead'.
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Valefort
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Re: fallen adventurer

Unread post by Valefort »

They're correctly set as incorporeal which is apparently different from undead o_o

Can't have both.
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Theodore01
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Re: fallen adventurer

Unread post by Theodore01 »

Wow, that's a nice subtype ;)
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Lockonnow
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Re: fallen adventurer

Unread post by Lockonnow »

but so how about made undead on that field
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LuvHandles
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Re: fallen adventurer

Unread post by LuvHandles »

I assumed they were spirits, and so would be susceptible to spirit shamans as opposed to cleric/paladin undead abilities. I think it's good to have a mix of types like that, to keep you on your toes.
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Re: fallen adventurer

Unread post by Wandering_Woodsman »

Resurrecting this after doin' a little research.

Incorporeal:

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

Turn Undead:

Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.

Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.

Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.

Source: http://www.dandwiki.com

Maybe I'm crazy here, but turn should affect even incoporeal creatures, no?
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Lockonnow
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Re: fallen adventurer

Unread post by Lockonnow »

it sould, look in the graveyeard but maybe the power to turn on need to be strong on the field of the dead
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LISA100595
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Re: fallen adventurer

Unread post by LISA100595 »

LISA100595 wrote:They have to be set to race and sub race .. hopefully someone who knows how to do this with spawns will get around to it. :)
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MadSeer
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Re: fallen adventurer

Unread post by MadSeer »

Just want to bump this oldie because it was never fixed.
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Rhifox
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Re: fallen adventurer

Unread post by Rhifox »

LazyTrain wrote: Sat May 16, 2020 4:51 pm
MadSeer wrote: Thu Apr 09, 2020 11:28 pm Just want to bump this oldie because it was never fixed.
This isn't a bug, they were purposefully set to "Incorporeal". Perhaps a tweak to "Turn Undead" may be looked at but as far as I can see, this is the correct race and subrace for spoopy ghosts.


((If you saw the first reply, ignore that. I had like 18 tabs up responding to different bugs lmao.))
They're properly affected by spirit shaman abilities at least!
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