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Feat To Turn Demons?
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<blockquote data-quote="Angel Tarragon" data-source="post: 4008353" data-attributes="member: 23733"><p>There are two feats from Portals & Planes called Expel Outsiders & Turn Outsiders.</p><p></p><p>[sblock=Expel Outsiders]<strong><span style="font-family: 'papyrus'">Expel Outsiders [General]</span></strong></p><p>You channel divine energy into an outsider's material form, disrupting it and forcing the creature to flee back to its plane of origin.</p><p><strong>Prerequisite:</strong> Turn Outsiders</p><p><strong>Benefit:</strong> You may use one of your daily turning attempts to expel an outsider to its home plane. Make a turning check as normal with the following modifications. You may target only one creature with this ability, and it must be within 60 ft. of you. Unlike standard turning checks, you must roll ld20 and add your level. If this total is greater than or equal to twice the target's Hit Dice, it is immediately forced back to its native plane. Note that the creature is under no compulsion to remain there. It can use any spells or abilities to travel the planes on its next action. Generally speaking, this ability is best used against weaker outsiders rather than the most powerful demons and devils.</p><p> </p><p>You may also use this ability against any creature called into your world via a summon monster spell regardless of its type.[/sblock]</p><p>[sblock=Turn Outsiders]<strong><span style="font-family: 'papyrus'">Turn Outsiders [Divine]</span></strong></p><p>You call upon the power of the gods to terrify outsiders. Blasted by the power of your god, they quake in fear before your righteous aura.</p><p><strong>Prerequisite:</strong> Divine caster level 3+, ability to turn undead.</p><p><strong>Benefit:</strong> You may use your ability to turn undead against outsiders. Resolve the turn attempt as normal. Outsiders are not rebuked, commanded, turned, or destroyed. Instead, outsiders with an alignment different from yours become shaken. They suffer a morale penalty of -2 to attacks, checks, and saves for a number of rounds equal to 1d4 + your Charisma modifier. Outsiders with an alignment identical to yours gain a +2 morale bonus to attacks, checks, and saves for the same duration.</p><p><strong>Normal:</strong> Turning affects only undead creatures.[/sblock]</p><p>Note to Mods: These feats are OGC.</p></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 4008353, member: 23733"] There are two feats from Portals & Planes called Expel Outsiders & Turn Outsiders. [sblock=Expel Outsiders][B][font=papyrus]Expel Outsiders [General][/font][/B] You channel divine energy into an outsider's material form, disrupting it and forcing the creature to flee back to its plane of origin. [B]Prerequisite:[/B] Turn Outsiders [B]Benefit:[/B] You may use one of your daily turning attempts to expel an outsider to its home plane. Make a turning check as normal with the following modifications. You may target only one creature with this ability, and it must be within 60 ft. of you. Unlike standard turning checks, you must roll ld20 and add your level. If this total is greater than or equal to twice the target's Hit Dice, it is immediately forced back to its native plane. Note that the creature is under no compulsion to remain there. It can use any spells or abilities to travel the planes on its next action. Generally speaking, this ability is best used against weaker outsiders rather than the most powerful demons and devils. You may also use this ability against any creature called into your world via a summon monster spell regardless of its type.[/sblock] [sblock=Turn Outsiders][b][font=papyrus]Turn Outsiders [Divine][/font][/b] You call upon the power of the gods to terrify outsiders. Blasted by the power of your god, they quake in fear before your righteous aura. [B]Prerequisite:[/B] Divine caster level 3+, ability to turn undead. [B]Benefit:[/B] You may use your ability to turn undead against outsiders. Resolve the turn attempt as normal. Outsiders are not rebuked, commanded, turned, or destroyed. Instead, outsiders with an alignment different from yours become shaken. They suffer a morale penalty of -2 to attacks, checks, and saves for a number of rounds equal to 1d4 + your Charisma modifier. Outsiders with an alignment identical to yours gain a +2 morale bonus to attacks, checks, and saves for the same duration. [B]Normal:[/B] Turning affects only undead creatures.[/sblock] Note to Mods: These feats are OGC. [/QUOTE]
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