Kerrick
First Post
This is a combination of things - I rewrote the turn mechanic a few months ago, and then revised it a bit after a discussion on turning in the Rules forum. The framework is still the same, but the mechanics are quite different. This system can also be used for other creatures, if a cleric has a domain that allows it (the elemental domains, for instance). In this case, the creatures are treated exactly the same, except as noted below.
Turn/Rebuke Undead [General]
You can turn or command/rebuke undead.
Prerequisite: Ability to cast 1st level divine spells.
Benefit: You can turn, rebuke, or command undead 3+Charisma modifier times per day (minimum 1). See the turning rules for more details.
Special: This feat applies to all creatures that can be turned through clerical domain abilities, not just undead.
Turning Undead
The term "undead" is used here to refer to any creature that can be turned – undead, plants, elemental creatures, etc.
Times Per Day: A character may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. He can increase this number by taking the Extra Turning feat.
Turning Check: First, roll a turning check (1d20+Cha modifier). This is the DC for the undead's Will saves to avoid being affected (or taking half damage, as appropriate – see below).
Next, roll 1d6+level+Cha modifier to see how many undead are affected. Undead are affected from closest to furthest; lower-CR undead are always affected first. If the character rolls a natural 20 on the turn check, he deals twice as much damage, or the effects last twice as long, whichever applies.
Effects: Turning can take one of several forms, most of which are usable by good or evil characters.
Commanding: As good characters can turn undead, so can evil ones command them. The character makes a turn check as normal; all undead in the area of effect that fail a Will save fall under the character's control. The cleric must take a standard action to give 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.
Energy Burst: This option is usable only against undead. The character can unleash a burst of positive or negative energy that affects all undead in a 30-foot radius. He must make a turn check like normal; he must have line of effect to the undead, but does not need line of sight (since some undead would be behind him).
If the character uses positive energy, he deals 1d6 points of damage per two levels plus his Charisma bonus; undead in the area of effect may make a Will save for half damage, with their turn resistance as a bonus to the save. Evil characters use negative energy to bolster undead in the same area; the undead receive a +1 bonus to turn resistance per two levels of the character plus his Charisma bonus, and this bonus lasts for one minute.
Rebuking: Both good and evil clerics can rebuke undead – rebuking is nothing more than a lower-power turn effect that is used to keep undead at bay, but can be maintained from round to round. The character makes a turn check like normal, and all undead in a 30-foot radius that can see the cleric and fail an opposed Will save cower, as if in awe (attack rolls against the creatures get a +2 bonus). Undead that fail their initial save are cowed until the character moves out of range or after they can no longer see him; in either case, the rebuking effect lasts for one additional round. Moving toward rebuked undead that can't move out of the character's way breaks the effect on them, just like turning, and they are free to act normally. Undead that make their save must make a new one each round they remain in the area of effect.
Maintaining a rebuke is just like maintaining a spell – it requires a standard action each round, but can be ended at any time as a free action. If anything threatens the character's concentration, he must make a Concentration check as normal. The effect remains active only as long as the holy symbol is being held up and is visible - casting darkness on the cleric, e.g., would break the effect.
Turning: The character can turn undead in a 60-foot cone emanating from his front. He must present his holy symbol and invoke the power of his god. Turned undead flee from the character by the best and fastest means available to them for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the character approaches within 10 feet of them, however, they overcome being turned and act normally. (He can stand within 10 feet without breaking the turning effect - he just can’t approach them.) The character 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. If the character is 6 or more levels above the undead, they are destroyed instead of turned.
Turn Resistance: Under this system, turn resistance works slightly differently. All undead get turn resistance equal to +1/3 HD (round down), in addition to any turn resistance they have normally (i.e., TR gained from a template). This is added as a bonus to the Will save to resist being affected.
An Example of Turning
Herne the 8th-level cleric (Cha 14) is facing four human zombies (CR 1/2, TR +0), a pair of wights (CR 4, TR +2), and an 8th-level vampire fighter (CR 10, TR +7). Since they are all around him, he decides to use the energy burst option. He rolls a 12 on his turning check, which, with +2 from his Charisma, adds up to 14. He then rolls 1d6 to see how many undead are affected – a 2. Add in +8 for his level, and +2 for Charisma, and he has a total of 12 – more than enough to affect this small group.
Now the undead roll their saves. The zombies roll low – none of them above 10; the wights roll 12 and 18, and the vampire scores a natural 20. All of them are affected by the energy burst (4d6, +2d6 for Charisma), but one of the wights and the vampire take only half damage – in this case, half of 20 points. The zombies are blasted into dust, and one of the wights is badly hurt; the other wight takes some damage, and the vampire shrugs it off as a minor wound.
Turn/Rebuke Undead [General]
You can turn or command/rebuke undead.
Prerequisite: Ability to cast 1st level divine spells.
Benefit: You can turn, rebuke, or command undead 3+Charisma modifier times per day (minimum 1). See the turning rules for more details.
Special: This feat applies to all creatures that can be turned through clerical domain abilities, not just undead.
Turning Undead
The term "undead" is used here to refer to any creature that can be turned – undead, plants, elemental creatures, etc.
Times Per Day: A character may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. He can increase this number by taking the Extra Turning feat.
Turning Check: First, roll a turning check (1d20+Cha modifier). This is the DC for the undead's Will saves to avoid being affected (or taking half damage, as appropriate – see below).
Next, roll 1d6+level+Cha modifier to see how many undead are affected. Undead are affected from closest to furthest; lower-CR undead are always affected first. If the character rolls a natural 20 on the turn check, he deals twice as much damage, or the effects last twice as long, whichever applies.
Effects: Turning can take one of several forms, most of which are usable by good or evil characters.
Commanding: As good characters can turn undead, so can evil ones command them. The character makes a turn check as normal; all undead in the area of effect that fail a Will save fall under the character's control. The cleric must take a standard action to give 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.
Energy Burst: This option is usable only against undead. The character can unleash a burst of positive or negative energy that affects all undead in a 30-foot radius. He must make a turn check like normal; he must have line of effect to the undead, but does not need line of sight (since some undead would be behind him).
If the character uses positive energy, he deals 1d6 points of damage per two levels plus his Charisma bonus; undead in the area of effect may make a Will save for half damage, with their turn resistance as a bonus to the save. Evil characters use negative energy to bolster undead in the same area; the undead receive a +1 bonus to turn resistance per two levels of the character plus his Charisma bonus, and this bonus lasts for one minute.
Rebuking: Both good and evil clerics can rebuke undead – rebuking is nothing more than a lower-power turn effect that is used to keep undead at bay, but can be maintained from round to round. The character makes a turn check like normal, and all undead in a 30-foot radius that can see the cleric and fail an opposed Will save cower, as if in awe (attack rolls against the creatures get a +2 bonus). Undead that fail their initial save are cowed until the character moves out of range or after they can no longer see him; in either case, the rebuking effect lasts for one additional round. Moving toward rebuked undead that can't move out of the character's way breaks the effect on them, just like turning, and they are free to act normally. Undead that make their save must make a new one each round they remain in the area of effect.
Maintaining a rebuke is just like maintaining a spell – it requires a standard action each round, but can be ended at any time as a free action. If anything threatens the character's concentration, he must make a Concentration check as normal. The effect remains active only as long as the holy symbol is being held up and is visible - casting darkness on the cleric, e.g., would break the effect.
Turning: The character can turn undead in a 60-foot cone emanating from his front. He must present his holy symbol and invoke the power of his god. Turned undead flee from the character by the best and fastest means available to them for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the character approaches within 10 feet of them, however, they overcome being turned and act normally. (He can stand within 10 feet without breaking the turning effect - he just can’t approach them.) The character 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. If the character is 6 or more levels above the undead, they are destroyed instead of turned.
Turn Resistance: Under this system, turn resistance works slightly differently. All undead get turn resistance equal to +1/3 HD (round down), in addition to any turn resistance they have normally (i.e., TR gained from a template). This is added as a bonus to the Will save to resist being affected.
An Example of Turning
Herne the 8th-level cleric (Cha 14) is facing four human zombies (CR 1/2, TR +0), a pair of wights (CR 4, TR +2), and an 8th-level vampire fighter (CR 10, TR +7). Since they are all around him, he decides to use the energy burst option. He rolls a 12 on his turning check, which, with +2 from his Charisma, adds up to 14. He then rolls 1d6 to see how many undead are affected – a 2. Add in +8 for his level, and +2 for Charisma, and he has a total of 12 – more than enough to affect this small group.
Now the undead roll their saves. The zombies roll low – none of them above 10; the wights roll 12 and 18, and the vampire scores a natural 20. All of them are affected by the energy burst (4d6, +2d6 for Charisma), but one of the wights and the vampire take only half damage – in this case, half of 20 points. The zombies are blasted into dust, and one of the wights is badly hurt; the other wight takes some damage, and the vampire shrugs it off as a minor wound.