My gaming group is currently looking at turning as something that needs to be more "fun," and came up with this framework:
- Turning is no longer strictly a clerical schtick, though they are still the best at it. However, any true believer (and this is a DM call - non mechnical in the extreme) can attempt to turn as if they were a cleric one third their character level (and these levels stack with cleric levels and/or paladin levels as appropriate).
- Mechanically, making a turning attempt is not much changed when it comes to dice rolling. The existing turning check is unchanged (it's still hit die and character level based), as is turning damage. However, turning's auto-fear effect is replaced by an effect almost identical to Protection from Evil, save that instead of hedging out summoned creatures it hedges out undead. In addition, turning (as well as maintaining a turn) is a full round action that does not provoke an AoO.
- This ability becomes even more powerful when the cleric would normally be able to destroy undead (whether by being twice their level/HD or some other ability), extending to become a Magic Circle against undead (much like the other magic circle spells). In this case, such a magic circle will actually drive the turned creaure back out of the protected area (if possible)
- Finally, a successful turning attempt that is in its second or later maintained round allows the turner to make a melee touch attack with their holy symbol against the successfully turned undead creature. Such an attack causes 1d6 point of positive energy for every two levels of turning ability (max of 10d6). Again, being twice as many hit dice as the turned undead is a bonus, as it allows the turner to extend such an attack into a ranged touch attack with a range of 30'.
I think it might still need some work, but I like it.
- Turning is no longer strictly a clerical schtick, though they are still the best at it. However, any true believer (and this is a DM call - non mechnical in the extreme) can attempt to turn as if they were a cleric one third their character level (and these levels stack with cleric levels and/or paladin levels as appropriate).
- Mechanically, making a turning attempt is not much changed when it comes to dice rolling. The existing turning check is unchanged (it's still hit die and character level based), as is turning damage. However, turning's auto-fear effect is replaced by an effect almost identical to Protection from Evil, save that instead of hedging out summoned creatures it hedges out undead. In addition, turning (as well as maintaining a turn) is a full round action that does not provoke an AoO.
- This ability becomes even more powerful when the cleric would normally be able to destroy undead (whether by being twice their level/HD or some other ability), extending to become a Magic Circle against undead (much like the other magic circle spells). In this case, such a magic circle will actually drive the turned creaure back out of the protected area (if possible)
- Finally, a successful turning attempt that is in its second or later maintained round allows the turner to make a melee touch attack with their holy symbol against the successfully turned undead creature. Such an attack causes 1d6 point of positive energy for every two levels of turning ability (max of 10d6). Again, being twice as many hit dice as the turned undead is a bonus, as it allows the turner to extend such an attack into a ranged touch attack with a range of 30'.
I think it might still need some work, but I like it.