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Turning

Page history last edited by PBworks 16 years, 10 months ago

The following is meant to completely replace the Turning section of the SRD.

 

Turn Or Rebuke 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.

 

Turning Checks

Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.

 

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

 

You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

 

Turning Check

The first thing you do is roll a turning check to see how powerful an undead creature you can turn. Roll a number of d12s equal to your cleric level and sum them. On a given turning attempt, you can turn no undead creature whose current HP exceeds the result of this roll.

 

Turning Damage

If your turning check is high enough to let you turn at least some of the undead within 60 feet, roll a number of d12s equal to 5 + Cha mod, and add the result of this roll to the result of your turning check. That's how much total HP of undead you can turn (note that this uses the current HP of the undead, not their max HP).

 

You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

 

Effect and Duration of Turning

Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

 

Destroying Undead

If your turning check is twice the HP of an undead or greater, you may choose to instead destroy any undead that you would normally turn by expending twice as much turning damage. A destroyed undead is utterly consumed by holy power.

 

Turn Resistance

If a creature has Turn Resistance, they are treated as if they have an additional +10 HP for every point of Turn Resistance for any purpose of turning undead. For example, a monster with Turn Resistance 4 and 20 HP is treated as if he had 60 HP for determining if you can turn or destroy him, and requires you to expend 60 turning damage to turn him (120 to destroy).

 

 

Evil Clerics and Undead

 

Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

 

Rebuked

A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

 

Commanded

A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

 

Dispelling Turning

An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric then rolls and adds his turning damage to determine how much HP worth of undead he can affect in this way (as if he were rebuking them).

 

Bolstering Undead

An evil cleric may also bolster undead creatures against turning in advance. He expends a turning attempt to provide a bonus to the Turn Resistance of all undead within 30' by an amount equal to his Cha bonus (minimum 1). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.

 

 

Neutral Clerics and Undead

A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them. See Turn or Rebuke Undead for more information.

 

Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

 

 

Paladins and Undead

Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.

 

 

Turning Other Creatures

Some clerics have the ability to turn creatures other than undead. The turning check result is determined as normal.

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