Old turning and teleporting undead


Rules Questions


The cleric in my party still uses the 3.5 version of turning. (She asked if she could keep it.) One of the undead they'll be fighting can use teleportation (as a special ability).
I'd would not find it logical if he just runs away when she turns him.
But using an action to teleport doesn't feel good either, and if he does, where does he teleport to?


It teleports as far away as possible. It'll go to its happy place.


Any where they want.


3.5
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.

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