Turn Undead - Another Rules Idea


Races & Classes


The Alpha 1 approach to turning Undead is a good one, but somehow I do not like the healing effect and i'm not fond of the undead receiving a WIL-save. It's just a gut feeling, but I guess that the Turning Rules stray to far from the "original ones" in effect. So, here is my approach to the Turn Undead rules (and perhaps they need some additional work or clarification)...beware long post ahead (although its the complete write-out)...

Turn Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channelling the power of his faith through his holy (or unholy) symbol.

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his CHA-modifier.

Turning Undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. The cleric must present his (un)holy symbol to turn undead. Turning Undead is considered an attack.

To turn undead, the cleric makes a Turning check. He rolls 1d20 + his cleric level and then picks a target within a 60 feet radius. He must have line of sight and line of effect to the chosen target. The cleric can only affect undead with HD equal to his 3 + cleric level or lower.

A cleric with ranks in Knowledge (religion) gets a bonus on turning checks against undead. This bonus is +1 per 5 full ranks.

Some clerics have the ability to turn other creature types. Their bonus to Turning checks depends on other skills: Clerics with the ability to turn elementals or Outsiders use Knowledge (the planes) to calculate their bonus. Clerics with the ability to turn magical beats use Knowledge (arcane), etc.

If his Turning check result meets of beats the chosen target’s Hit Dice, the target is turned / rebuked and flees. If his Turning check result meets or beats twice the target’s HD, the target is turned and destroyed / controlled. The Turning check result is then reduced by the target’s HD. The cleric then chooses another target and compares the reduced Turning check result against the new target’s HD.

The Turning Undead attempt ends when the cleric can no longer choose a target or his turning attempt against a chosen target fails (because of his reduced Turning Check result not being high enough or because the chosen target is too powerful to turn).

A turned and fleeing undead is panicked. If unable to flee, it is shaken. These conditions have durations of 10 rounds (1 minute). A turned and destroyed undead immediately crumbles to dust. A turned and controlled undead is treated as if under the influence of a Control Undead spell.

Turn Undead was had its own subsystem of rules which was constantly referenced by players and gamemasters alike. This was an unnecessary complication and slowed down game play.

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