Question about THMM magic item in Pathfinder rules


Rise of the Runelords


Alright in Gorger and Chaw's Lair there is a magic item but it doesn't exist in Pathfinder. The Phylactery of Undead Turning. How would you handle this item under the Pathfinder rules?

I'm wondering should I just change it to a Phylactery of Positive Channeling and be done with it, or do something else? Say continue calling it a Phylactery of Undead Turning and having it increase the length of time undead are turned by +2 minutes or maybe have it grant a +2 to the DC for the undead to resist turning or maybe both?

I ask because changing it to a Phylactery of Positive Channeling isn't quite the same as the old Phylactery of Undead Turning. Granted it's a very specific magic item if I change it, but it doesn't have the same feel.

Perhaps the increased healing may be a good thing for the characters further on in the AP? I don't know as I haven't yet read past The Hook Mountain Massacre.


Delthos wrote:

Alright in Gorger and Chaw's Lair there is a magic item but it doesn't exist in Pathfinder. The Phylactery of Undead Turning. How would you handle this item under the Pathfinder rules?

I'm wondering should I just change it to a Phylactery of Positive Channeling and be done with it, or do something else? Say continue calling it a Phylactery of Undead Turning and having it increase the length of time undead are turned by +2 minutes or maybe have it grant a +2 to the DC for the undead to resist turning or maybe both?

I ask because changing it to a Phylactery of Positive Channeling isn't quite the same as the old Phylactery of Undead Turning. Granted it's a very specific magic item if I change it, but it doesn't have the same feel.

Perhaps the increased healing may be a good thing for the characters further on in the AP? I don't know as I haven't yet read past The Hook Mountain Massacre.

I'd probably go with the Phylactery of Positive Channeling, just because it's a clean and straight forward solution.

Having said that however, both of your proposed +2 enchancements are a good way to express it. I might also add that if the Cleric doesn't have the Turn Undead Feat, that they have access to it.

I have a cleric player that has Extra Channel, Selective Channel, and Improved Channel.. and still can't make undead flee. So adding the ability to use the Feat as well isn't all that unwarranted.

And I want to thank you for bringing it up. I'm running that encounter first thing this next Monday, and that would have caught me off guard!


Watcher wrote:


I'd probably go with the Phylactery of Positive Channeling, just because it's a clean and straight forward solution.

Having said that however, both of your proposed +2 enchancements are a good way to express it. I might also add that if the Cleric doesn't have the Turn Undead Feat, that they have access to it.

I have a cleric player that has Extra Channel, Selective Channel, and Improved Channel.. and still can't make undead flee. So adding the ability to use the Feat as well isn't all that unwarranted.

And I want to thank you for bringing it up. I'm running that encounter first thing this next Monday, and that would have caught me off guard!

Oh I'd definitely require the Turn Undead feat in order to use it as it would give bonuses to your ability to Turn Undead, not give you the ability to turn undead. I thought it was kinda implied, but it's probably best to spell it out.

I thought about the simple part, but I just don't like the healing ability of the Phylactery of Positive Channeling, unless it could really help out the PCs later. I don't know how tough some of the later encounters are but there are some in the earlier books that are pretty tough and if this trend of tough encounters continues they'll need it.

I imagine at this point most people won't be running this AP with the Pathfinder rules, but I thought I'd ask. I unfortunately didn't subscribe to the APs early when Dungeon and Dragon were done as money was tight. So I'm catching up on lots and lots and lots of reading now. I'm planning to run some friends through this AP so I'm really analyzing stuff to make sure I don't hit too many snags as things go along.


Delthos wrote:


Oh I'd definitely require the Turn Undead feat in order to use it as it would give bonuses to your ability to Turn Undead, not give you the ability to turn undead. I thought it was kinda implied, but it's probably best to spell it out.

Ah.. I see it just the opposite on that specific point. Making undead flee, for me, was an iconic part of the game. But I never got upset and spewed about it in the forums, I just rolled with it

With Turning Undead being just one of the four possble channeling feats, I would actually allow this hypothetical to grant the ability to turn undead, as per the feat, so long as the character can channel positive energy (which is implied by the character class).

So to me, that's just returning a classic part of the game back in a way that isn't just a "gimme houserule."

On the other hand, if my PC wanted to turn undead so bad he would have taken the feat. C'est lavie. I'm not sure if I did this very thing whether my own player would take it in place of his existing amulet.

But to each his own.


Yeah perhaps if it doesn't grant the feat, it's not worth taking over some other item, provided a character has some other magical amulet to use. If I keep the name Phylactery of Undead Turning, the name does sort of imply granting the ability. Perhaps just granting the feat is the better option. I think that is good. Perhaps also have it grant a bonus to the save DC as there would still be better items to use once it comes down to it.

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