pocsaclypse |
They do not. Turned undead count at panicked which is a more extreme version of shaken or frightened. The descriptions don't say anything about ending the state when targeted by hostile actions.
Hugo Rune |
No, turned undead are panicked
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
They will try and flee anyway they can or cower if they cannot escape. Under no circumstances can they attack
pocsaclypse |
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisites: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).