Comprehensive Guide to Turning

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Turning in General Turn or Rebuke Undead
Good clerics, paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead. Evil clerics, and some neutral clerics, can channel negative energy which can halt, awe (rebuke), control (command), or bolster undead. Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.

Turning Checks[INDENT]Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead.Turning is considered an attack.

Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier) that gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.

[u][b]Turning Check: 1d20+Cha Modifier[/b][/u]<br /> 0 or lower Cleric&#8217;s level &#8211; 4<br /> 1&#8211;3 Cleric&#8217;s level &#8211; 3<br /> 4&#8211;6 Cleric&#8217;s level &#8211; 2<br /> 7&#8211;9 Cleric&#8217;s level &#8211; 1<br /> 10&#8211;12 Cleric&#8217;s level<br /> 13&#8211;15 Cleric&#8217;s level + 1<br /> 16&#8211;18 Cleric&#8217;s level + 2<br /> 19&#8211;21 Cleric&#8217;s level + 3<br /> 22 or higher Cleric&#8217;s level + 4

Turning Damage: If your result on the above table is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn, starting with the undead nearest you. You may skip over already turned undead that are still within range.

Effect and Duration of Turning: Turned undead flee from you 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 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.

Destroying Undead: If you have twice as many levels (or more) as a turned undead has hit dice, you destroy that undead.[/INDENT]


what this means:
Skips Rules of the Game found here
http://www.wizards.com/default.asp?x=dnd/rg/20050412a


Skips &#8220;Rules of the Game&#8221; Clerics Part 3 wrote:
Turning Undead
Good clerics (or neutral clerics who have chosen to spontaneously cast cure spells) have the ability to turn undead. Pages 159-169 in the Player's Handbook cover undead turning in considerable detail. Here are some additional notes. The material in this section applies equally to special turning abilities from domain abilities (see previous section).
A cleric turns undead as a standard action that doesn't provoke an attack of opportunity. Doing so requires him to present his holy symbol. The rules don't specify exactly what that entails. Common sense suggests that presenting his holy symbol involves holding the symbol in his hand (or what passes for a hand) and holding it up in plain sight (or what would pass for plain sight if anyone could see him; but see the D&D FAQ for the question regarding greater invisibility and turning).
Turning works something like a spell with an area (he doesn't need to see the undead he affects, but he needs line of effect to them) and something like a spell that affects multiple targets (he affects undead with a limited number of Hit Dice, with the undead closest to him affected first). You may find it helpful to treat a turning attempt as a 60-foot burst to some extent, though be wary about how far you take the similarities since substantial differences do exist (see the glossary or Rules of the Game, Reading Spell Descriptions, Part Five; also see the D&D FAQ for a question about bursts and turning). As with any burst, the center can be any grid intersection in the space he occupies. Only undead that are in the burst at the time he makes the turning attempt are affected. He affects only as many undead as his turning check and turning damage rolls allow. As noted earlier, undead closest to the cleric are affected first. If he doesn't have enough Hit Dice available to affect a creature, there's no effect, and he cannot use those dice to affect another, more distant undead creature that's inside the burst.
According the rules, evil clerics (or neutral clerics who have chosen to spontaneously use inflict spells) have the ability to rebuke or command undead. They also can use rebuke attempts to dispel a turning effect on an undead creature. The rules don't say so, but there's no reason a good cleric can't dispel an evil cleric's rebuke effect on an undead or dispel an evil cleric's control over an undead creature by making a successful turn attempt against that creature, just as noted on page 159 of the Player's Handbook.

Ways to Optimize Turning:

Some items give bonuses to the turn check, others increase your effective turning level ……there is a big difference. From the chart, you can see that once you can guarantee that you will get a 22 + on the turn check, it simply means that you will be able to turn something +4 lvls higher than your effective cleric level. Items that improve Cha checks will help this check.
However , an item that grants +levels of effective turning affects the turn check and the turn damage.

The turn damage is affected by the effective cleric level, turn damage dice(generally 2d6), and only the Cha modifier itself. Items that improve Cha skills or Cha check do not affect this damage, certain items that increase the Cha score or spells that do …will help increase this damage.





Races and Skills Races and Racial Abilities:[INDENT]Illumian[INDENT]AesHoon:[INDENT]2/day spend a turn attempt to gain a bonus on damage rolls equal to Wis mod with weapons that you have Weapon Focus with.[/INDENT]HoonKrau:[INDENT]2/day spend a Turn attempt to gain +1d8 healing by a cure spell or damage by an inflict spell.[/INDENT]
NaenHonn:[INDENT]2/day spend one or more turn attempts to reduce added spell level for a metamagic feat (similar to Divine Metamagic).[/INDENT][/INDENT][/INDENT]Skills[INDENT]Knowledge (religion)[INDENT]5 ranks gives a character a +2 unnamed bonus to Turning Checks.[/INDENT][/INDENT]

Classes and Prestige Classes Classes[INDENT]Class (originating book)
Class (originating book)
Class (originating book)[/INDENT]Prestige Classes[INDENT]Prestige Class (originating book)
Prestige Class (originating book)
Prestige Class (originating book)[/INDENT]

Feats Divine Feats[INDENT]Disciple of the Sun (Complete Divine)
Divine MetaMagic (Complete Divine)
Divine spell Power (Complete Divine)
Divine Shield (Complete Warrior)
Divine SpellShield (Races of Stone)
Divine Cleansing (Complete Warrior)
Divine Damage Reduction (Races of Stone)
Divine Energy Focus (Ghostwalk)
Divine Might (Complete Warrior)
Divine Resistance (Complete Warrior)
Divine Vigor (Complete Warrior)
Domain Spontaneity(Complete Divine)
Elemental Healing (Complete Divine)
Elemental Smiting (Complete Divine)
Empower Turning (Complete Divine)
Extra Turning (Player's Handbook)
Faith in the Frost (Frostburn)
Glorious Weapons (Complete Divine)
Heighten Turning (Player's Handbook)
Improved Turning (Player's Handbook)
LightBringer (Player's Guide to Faerun)
Profane Boost (Complete Divine)
Profane lifeleech (Libris Mortis)
Profane Vigor (Libris Mortis)
Quicken Turning (Complete Divine)
Roots of the Mountain (Races of Stone)
Sacred Boost (Complete Divine)
Sacred Vengence (Libris Mortis)
Sacred Vitality (Libris Mortis)
Sacred Healing (Complete Divine)
Serenity(Dragon 306) It requires the Divine Grace ability, and allows (among other things) a character to use Wisdom instead of Charisma for turn attempts
Spurn Deaths touch (Libris Mortis)[/INDENT]
Epic Divine/Turning Feats
[indent]Divine Infusion (Epic Insights)
Enhance Turning (Epic Insights)
Epic Divine Might (Epic Insights)
Epic Divine Resistance (Epic Insights)
Epic Divine Vengeance (Epic Insights)
Epic Divine Vigor (Epic Insights)
Ignore Turn Resistance (Epic Insights)
Intensify Turning (Epic Insights)
Invoke Divine Wrath (Epic Insights)
Multiturning (Epic Insights)
Negative Energy Burst (Epic Level Handbook, CD)
Planar Turning (Epic Level Handbook)
Positive Energy Aura (Epic Level Handbook, CD)
Spellchanneling (Epic Insights)
Spell Siphoning (Epic Insights)
Undead Mastery (Epic Level Handbook, CD)
Zone of Animation (Epic Level Handbook, CD)[/indent]



Patron Deities and Domains Patron Deities[INDENT]Pelor
Ehlonna (Complete Divine) NG celerity/good/animal/plant/Sun
Lathander (Player's Guide to Faerun) NG good/nobility/protection/renewal/strength/Sun
Horus Re
Obad Hai
Amaunator (Lost Empires of Faerun) LN law/nobility/planning/sun/time
Pholtus (Complete Divine)LG good/inquisition/knowledge/law/Sun
Taiia (Deities & Demigods)N Air,earth,fire,water,sun,etc…….
Artemis (Deities & Demigods) NG celerity/good/animal/plant/Sun
Apollo (Deities & Demigods) CG good/healing/knowledge/magic/Sun
Frey (Deities & Demigods) NG air/good/plant/Sun
Odur (Deities & Demigods) CG chaos/fire/Sun
Ayailla (Book of Exalted Deeds)
EleBrin Liothiel (Races of the Wild) Elf CG, chaos/good/plant/sun
Naki-Uthai Goliath N earth/strength/sun
Syeret Illumian CG chaos/sun/travel
Nilthina (Races of the Wild) Raptorian N air/animal/plant/sun[/INDENT]
Domains
Skips &#8220;Rules of the Game&#8221; Clerics Part 3 wrote:
When a domain gives the cleric a special turning ability (such as the ability to affect certain elemental creatures), his daily uses of that ability are in addition to any undead turning he can use for the day. He can use the Extra Turning feat to gain extra uses of both his special turning ability and his ability to affect undead (see the Extra Turning feat description). For example, if you have a cleric with a Charisma score of 14 and the Air domain, he can effect undead five times a day (3 + his Charisma modifier of +2) and he can affect earth or air creatures five times a day. If he takes the Extra Turning feat, he can affect undead nine times a day and he can affect earth or air creatures nine times a day. The greater turning ability from the Sun domain isn't an extra turning attempt (it simply changes how the cleric's undead turning ability works), and it's not subject to the Extra Turning feat.

[INDENT]Sun
Glory
Air
Earth
Fire
Water
Cold
Moon
Slime
Spider
Undead[/INDENT]

Magic Items and Spells Magic Items
[INDENT]Phylactery of Undead Turning (Dungeon Master's Guide, 11,000 gp)[INDENT]+4 effective turning level[/INDENT]Nightstick Rod (Libris Mortis, 7,500gp)[INDENT]Gives 4 extra turn attempts per day[/INDENT]Rod of Defiance (Libris Mortis, 13,000gp)[INDENT]All undead within 30 ft suffer a penalty of 4 to their turn resistance[/INDENT]Scepter of the Netherworld (Libris Mortis, 9,000gp) [INDENT]+3 effective turn levels[/INDENT]
Lyre of the Restful Soul (Libris Mortis, 3,000gp) [INDENT]all undead 60’ rad –4 turn resist, 10 rounds[/INDENT]Greater Holy Symbol (Defenders of the Faith, 5,040gp)[INDENT]Empower turning at will[/INDENT]
Larethian Protector (longbow) (Arms and Equipment Guide)[INDENT]Use a turn attempt and get +1d6 bonus to damage per point of Cha mod on the next shot[/INDENT]Hand of Heironeous (longsword) (Arms and Equipment Guide)[INDENT]Use a turn attempt to gain +1d6 bonus to damage per point of Cha mod on the next attack[/INDENT] Sword of Crypts (Arms and Equipment Guide, 42,315gp) [INDENT]+2 Holy Longsword that gives 1 extra turn attempt each day, and adds +2 to turning damage[/INDENT][/INDENT][indent]Circlet of persuassion (DMG, gp)
[INDENT]+3 to all Cha Checks, including Turn Undead Check[/INDENT][/INDENT]
[indent] Breastplate of Command: (DMG, gp)
[INDENT] This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function.

Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.[/INDENT][/INDENT]



Mundane Items[INDENT]Flametouched Iron Holy Symbol (Eberron Campaign Setting, 750 gp)[INDENT]+1 effective turning level[/INDENT][/INDENT]Spells[INDENT]Spell Name (Classes, Spell Level)[INDENT]
Bone Talisman....found here:
http://www.wizards.com/default.asp?x=dnd/mb/20040721a[/quote]
Magic Books of Faerun---Earthmother's Weapons (Druid Spells from the Moonshaes) wrote:
Bone Talisman
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Bone touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)

You channel divine power and life energy into a bone from an animal or humanoid, giving it limited power against undead. Once cast, it may be used for two purposes (decided at the time of casting).

Bone of Turning: You or another druid may present the bone in the manner of a holy symbol and use it to turn undead. The effective turning level is equal to your caster level. All normal turning effects apply. For example, if your turning level is twice the Hit Dice of the turned undead, they are destroyed instead of turned. After one turn attempt, the bone talisman loses its power (but you can cast the spell on it again).

Bone Weapon: The bone is treated as a weapon that deals +1d6 damage to undead creatures, similar to but weaker than an undead bane effect. The bone is treated as a simple weapon appropriate to its shape, such as dagger or dart (small and sharp), club (if large and blunt), or spear (if small and sharp and fastened to a haft) and deals normal damage for its type. The spell does not grant proficiency in the weapon. The spell is not discharged when the weapon hits and this aspect of the spell lasts until the full duration (10 minutes/level) expires.

The spell has no effect if you cast it on a bone taken from an undead creature. The bone must be at least 8 inches long and may be straight or curved; normally bones from the arm, leg, or ribs are used. You may carve, drill, or otherwise shape the bone before or after the spell is cast; the spell functions as long as the bone remains bone (not turned to wood or metal, for example).

[/INDENT][/INDENT]

Builds
Show
[ URL=internet adress goes here]build title goes here[/URL ]
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[ URL=internet adress goes here]build title goes here[/URL ]


formating and very nice appearance due to the hard work and dilligence of Kingside Bishop , to whom i owe a debt of thanks
Turning Classes or PrC:

Cleric
Paladin
Shaman(OA)
Sacred Exorcist(CD)
Radient Servant of Pelor(CD)
Morninglord of Lathander(PGtF)
Warpriest(CD)
Master of Radiance(LM)
Sacred Purifier(LM)
Chameleon(RoD)
Master of Shrouds(CD & LM)
True Necromancer(CD & LM)
Apostle of peace(CD)
Deathwarden Chanter(ghostwalk)
Prestige Paladin(UA)
Doomguide(Faiths and Pantheons)
Exorcist of the Silver Flame(Eberron)
Holy Liberator(CD)
Builds:
a good place to start looking is the october contest, found here:

http://boards1.wizards.com/showthread.php?t=318022


Cleric

Paladin

Shaman(OA)

Sacred Exorcist(CD)--this is an excellent class for a turning build and show up in most good turning builds

Radient Servant of Pelor(CD)
carnivore's try at this PrC
http://boards1.wizards.com/showpost.php?p=4551151&postcount=28
SoulLords Fine Example
http://boards1.wizards.com/showpost.php?p=4544739&postcount=4

Morninglord of Lathander(PGtF)
Mucknuggle's fine example of using this PrC
http://boards1.wizards.com/showpost.php?p=4544657&postcount=3
Lonewolf's fine example...notice the use of cloistered cleric
http://boards1.wizards.com/showpost.php?p=4545342&postcount=6

Eye of Horus Re(PGtF)
PhoenixInferno's fine example of using this PrC
http://boards1.wizards.com/showpost.php?p=4545971&postcount=10

Warpriest(CD)

Master of Radiance(LM)

Sacred Purifier(LM)

Chameleon(RoD)
carnivore's try at using this PrC
http://boards1.wizards.com/showpost.php?p=5335907&postcount=115

Master of Shrouds(CD & LM)

True Necromancer(CD & LM)

Apostle of peace(CD)

Deathwarden Chanter(ghostwalk)
yangz's fine example of this PrC
http://boards1.wizards.com/showpost.php?p=4549508&postcount=25

Prestige Paladin(UA)

Doomguide(Faiths and Pantheons)
Zsasz_Diedne's fine example of this PrC
http://boards1.wizards.com/showpost.php?p=4548517&postcount=22

Holy Liberator(CD)
troublemakers fine example of this PrC
http://boards1.wizards.com/showpost.php?p=4551011&postcount=27

Soldier of Light(Dieties and Demigods)
olothfaern's fine example of this PrC
http://boards1.wizards.com/showpost.php?p=4552588&postcount=29
Zathyr's fine example of this PrC
http://boards1.wizards.com/showpost.php?p=4669955&postcount=51


:D
combo builds

Morninglord of lathander and Sacred Exorcist:

thorian's fine example of this PrC,.....he really pulled out all the stops
http://boards1.wizards.com/showpost.php?p=4577214&postcount=38

Sacred exorcist/Warpriest/Hierophant
RadicalTaoist's fine example of this combo
http://boards1.wizards.com/showpost.php?p=4561366&postcount=36
Let me just say thanks for doing this, it has been a long time in coming.

Turning is a mechanic that isn't really integrated into the rest of D&D, but has a lot of things that can be based on it. And because of that, I'm sure plenty of interesting tricks will come out of this.

I'm just waiting for an Evangalist [Drg 311] Domain-***** who can turn everything. :D

[Edit] An interesting feat for undead turners is Serenity, from Dragon 306. It requires the Divine Grace ability, and allows (among other things) a character to use Wisdom instead of Charisma for turn attempts. If you can get DG without loosing too many caster levels (Spirit Shaman may work with "Kami's Grace"), this is really good. [/Edit]
I concur.

carnivore, surely you are turning into the new Yekoj...

Turning is a strange mechanic, but there are some tricks to it.
I'll wait until you've finished your initial threads before I add any significant input.

Cheers, and Great Idea.
Excellent idea carnivore! I've found myself refering back to the Oct contest several times over the last week or so, and an organized guide to turning really helps in so many ways. Many thanks!

A humble contribution:

Epic Divine/Turning Feats
Divine Infusion (Epic Insights)
Enhance Turning (Epic Insights)
Epic Divine Might (Epic Insights)
Epic Divine Resistance (Epic Insights)
Epic Divine Vengeance (Epic Insights)
Epic Divine Vigor (Epic Insights)
Ignore Turn Resistance (Epic Insights)
Intensify Turning (Epic Insights)
Invoke Divine Wrath (Epic Insights)
Multiturning (Epic Insights)
Negative Energy Burst (Epic Level Handbook, CD)
Planar Turning (Epic Level Handbook)
Positive Energy Aura (Epic Level Handbook, CD)
Spellchanneling (Epic Insights)
Spell Siphoning (Epic Insights)
Undead Mastery (Epic Level Handbook, CD)
Zone of Animation (Epic Level Handbook, CD)

I'll do a quick slog through LM tomorrow to see if they have an epic turning feats in there. But for the moment, I need some sleep. G'night, all!
A Circlet of Persuasion should boost your turning check.
thank you all , catharz, Dark_and_Stormy, SigmaJargon, Kintara.

i will try to get this updated and functional as quickly as possible....... is it just me or the boards, i seem to have trouble getting on the boards and posting anything or editing after 2:00PM EST.

i will get the links to the builds as soon as possible......if anyone has something they would like to contribute ..feel free to help out


Advanced Ghaele(20HD)/ Fighter 30

52 Str (17+14 Racial +5 Inherent +4 lvls+12 enhancement)
32 Dex (13+2 Racial +5 Inherent +12 enhancement)
30 Con (9+4 Racial +5 Inherent+12 enhancement)
24 Int (13+6 Racial +5 Inherent)
34 Wis (10+6 Racial +5 Inherent +1 lvl +12 enhancement)
44 Cha (14+6 Racial +5 Inherent +7 lvls +12 enhancement)

Feats:
Exotic Weapon(Quickblade Rapier)
Weapon Focus(Quickblade Rapier)
Weapon Specialize(Quickblade Rapier)
Melee Weapon Mastery(Piercing)
Greater Weapon Focus(Quickblade Rapier)
Greater Weapon Specialize(Quickblade Rapier)
Weapon Supremacy(Quickblade Rapier)
Point Blank Shot
Far Shot
Improved initiative
Quickdraw
Combat Reflexes
Combat Expertise
Robilars Gambit
TWF
ITWF
GTWF
Quicken Spell
Practiced Caster(Cleric)

EPIC Feats:
Armed Deflection
EPIC Spellcasting
Exceptional Deflection
Improved Combat Casting(Divine Spellcasting SA bonus)
Infinite Deflection
Reflect Arrows
Epic Weapon Focus
Multispell
Spell Stowaway(Time Stop)
Spell Stowaway(Heal)
Spell Stowaway(Teleport Greater)
Spell Stowaway(Celerity)
Spellcasting Harrier
???
???



Armed Deflection
Armed Deflection

You can deflect arrows or other ranged weapons with your melee weapon.

Prerequisites: Dex 21, Int 13, Wis 15, Epic Weapon Focus, Expertise, Weapon Focus.

Benefit: When wielding a weapon with which you have selected the Epic Weapon Focus feat, once per round when you normally would be hit with a ranged weapon, you can make a Reflex saving throw (DC 20; if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as spell effects or boulders hurled by giants, can't be deflected.

Special: This feat can be substituted for the Improved Unarmed Strike and Deflect Arrows feats for the purpose of qualifying for another feat, such as Exceptional Deflection. To employ other feats that have such prerequisites, you must be wielding a weapon with which you have selected the Epic Weapon Focus feat.


Salient Abilities:
ALTER REALITY
BATTLESENSE
CLEARSIGHT
DIVINE ARCHERY
DIVINE SPELLCASTING
EXTRA SENSE ENHANCEMENT(Clearsight)(1 Mile/Rank)
IRRESISTIBLE BLOWS
SUPREME INITIATIVE

D
Very nicely put together. My Cleric's been doing a lot of turning recently, so it's nice to have all the useful information in one package.

You might want to add Exorcist of the Silver Flame from Eberron to the Prestige Class list - they gain the power to Censure or Banish evil outsiders using the Turn Undead mechanics.
good find...... i need to also check out Knight of the Chalice, IIRC they also have an ability that functions as a turning vs Outsiders.

what makes turning so powerful is its versatility. when destroying undead there is no saving throw or SR, very powerful at higher levels.
At EPIC levels, when Planar turning is availible............you can simply Destroy outsiders with a turning(if you are high enough turn lvl)

:D
May I sugest the Breastplate of Command,page182(?) of the DMG. It grants a circumstance bonus to turning, so it should stack nicly with the Circulet.

There is also a Druids spell that grants a turning attempt. I beliveit apears in one of the Faerune Spell books online(Earthmothers Armorie perhaps) I dont have the refernce as it seemed way to good to use, but I will try to find it for the sake of completeness.
excellent....added...
Breastplate of Command: This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function.

Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.

good catch, the spell is called Bone Talisman...i appologize for not including this spell....found here:
http://www.wizards.com/default.asp?x=dnd/mb/20040721a

Bone Talisman
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Bone touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)

You channel divine power and life energy into a bone from an animal or humanoid, giving it limited power against undead. Once cast, it may be used for two purposes (decided at the time of casting).

Bone of Turning: You or another druid may present the bone in the manner of a holy symbol and use it to turn undead. The effective turning level is equal to your caster level. All normal turning effects apply. For example, if your turning level is twice the Hit Dice of the turned undead, they are destroyed instead of turned. After one turn attempt, the bone talisman loses its power (but you can cast the spell on it again).

Bone Weapon: The bone is treated as a weapon that deals +1d6 damage to undead creatures, similar to but weaker than an undead bane effect. The bone is treated as a simple weapon appropriate to its shape, such as dagger or dart (small and sharp), club (if large and blunt), or spear (if small and sharp and fastened to a haft) and deals normal damage for its type. The spell does not grant proficiency in the weapon. The spell is not discharged when the weapon hits and this aspect of the spell lasts until the full duration (10 minutes/level) expires.

The spell has no effect if you cast it on a bone taken from an undead creature. The bone must be at least 8 inches long and may be straight or curved; normally bones from the arm, leg, or ribs are used. You may carve, drill, or otherwise shape the bone before or after the spell is cast; the spell functions as long as the bone remains bone (not turned to wood or metal, for example).

:D
to save

:D
If the turning check is a cha check, wouldn't the marshel's aura effect it?
yes...the Marshals Aura...(motivate Charisma) basically doubles your CHA for the Check...not for the Turning Damage


:D
Which makes Leadership for a Marshal build cohort a very useful thing...

I'd also emphasize Sun and Glory domains more than you're currently doing. A guy with Sun, Glory, 14 Charisma and 5 ranks in Knowledge(Religion) can be a very effective turner at 2nd level.

yes...the Marshals Aura...(motivate Charisma) basically doubles your CHA for the Check...not for the Turning Damage


:D

very true...i havent had time to bring this thread up to speed with more thurough detail

i will try sometime later

:D
Quicken Turning is from Complete Divine, not the PHB.

-EE
opps. :embarrass , will correct

:D
Can you list book references for the Domains and other such that allow odd turning abilities, please? Thanks
the Skip quote mentioned that there was no good reason why a good cleric can't dispel with turning a rebuker's command over undead, but making them flee is undoing the command far enough, and makes this funny little turning war happen (who has the bigger cha?). If a turn attempt dispelled command, then shouldn't rebuke attempts reconstitute undead destroyed by turning? The Sun domain's greater turning already gives somewhat of an edge...
Circlets of persuasion cost 4500G.

-EE
wow...it has been a long time since i updated this.....will get started.....later;)


:D
Different types of Turning
Positive-energy channeling Cleric - Turn / Destroy Undead

Air Domain - Turn / Destroy Earth creatures
Earth Domain - Turn / Destroy Air creatures
Fire Domain - Turn / Destroy Water creatures
Water Domain - Turn / Destroy Fire creatures

Cold Domain (SC) - Turn / Destroy Fire creatures
Moon Domain (SC) - Turn / Destroy Lycanthropes

Different types of Rebuke / Command
Negative-energy channeling Cleric - Rebuke / Command / Bolster Undead
Dread Necromancer - Rebuke / Command / Bolster Undead

Air Domain - Rebuke / Command / Bolster Air creatures
Earth Domain - Rebuke / Command / Bolster Earth creatures
Fire Domain - Rebuke / Command / Bolster Fire creatures
Water Domain - Rebuke / Command / Bolster Water creatures
Plant Domain - Rebuke / Command / Bolster Plant creatures

Cold Domain (SC) - Rebuke / Command Cold (not Bolster) creatures
Scalykind Domain (SC) - Rebuke / Command (not Bolster) animals (reptilian creatures and snakes only)
Slime Domain (SC) - Rebuke / Command (not Bolster) Oozes
Spider Domain (SC) - Rebuke / Command (not Bolster) Spiders

Warforged Domain (FoE) - Rebuke / Command / Bolster Constructs

Initiate of Nature feat (PGtF) - Rebuke / Command Animals or Plant creatures
good list...will try to get it in the main body...later

:D
Wow...who cast True Resurrection on this ol' gem?

Regardless, I'd like to make a couple of mentions both of which are from Expeditions to Castle Ravenloft:

1) Knight of the Raven. Grants turn undead and doesn't require it. Very easy class to get in to.
2) Destroy Undead variant - DC = 10 + Effective Cleric Level + Charisma for 1d6 damage per Effective Cleric Level...very, very, powerful way to destroy lots of undead. I literally vaporized a vampire who was six CRs higher than I was in my DMs campaign with it. Unbelievably good and, if you take it, you can use it to qualify for turn undead exclusive feats, etc.

-=TD=-
Wow - didn't realize extra turning affected EVERY turn-like ability you have.

DRAGONFIRE CHANNELING - Dragon Magic
requires you can turn/rebuke undead OR elementals ... (and some other stuff namely Dragonblood subtype)

You can spend EITHER a turn/rebuke undead OR a turn/rebuke elementals to power this feat (which is some sort of cone that's mixed sacred + elemental).

EITHER.

So if you are a Cleric with Fire and Earth domains ... each extra turning is 12 more uses of this.

Oddly, it's the only ability I can recall that specifically mentions undead or elemental turning ... I know the cheater of mystra or the twice betrayer made use of multi-turnings to power Divine Might, etc. Is there a CustServ ruling on this?
thanks to Tweedledope

Possible Spoilers Ahead

[color=darkred]Undead Slaying 101 - Synopsis of Appendix to Expedition to Castle Ravenloft[/color]
This is my preface to the Expedition to Castle Ravenloft book. I just picked it up at the bookstore and, wow, they have brought new meaning to undead slayers. I will begin by analyzing the Knight of the Raven PrC then move to the alternative class features. I will also highlight a few very important magic items/legacy items that may be of interest to the CO Boards. This is my "mini-Handbook" for this book.

[color=darkred]The Knight of the Raven[/color]
  • +10 BAB; 9/10 divine spellcasting
  • Grants turn undead (no turn undead requirement though...great for Favored Souls). Turning takes a -2 level hit though (IE, Cleric Level - 2)
  • Raven "familiar" that provokes no AoO and can distract and disable opponents. Can also deliver spells via channel spell...very nice.
  • Gains two feats to fight off negative levels.
  • Gains sun domain
  • Big boosts to light spells
  • Ability to make a turn undead check. Maximum number of HD effected from the Turn check can, instead, be used to remove negative levels in a 30' burst. This is crazy good.

[indent]My overall impression with the class is that it is the Fist of Raziel +1. You get a "perfect" BAB, near perfect spellcasting, and very impressive class features. This class, coupled with some of the following, is nearly unbeatable. Possibly one of the best PrCs ever written both mechanically, thematically and for shear power.[/indent]

[b]The Lightbringers aka Alternate Class Features[/b]
  • Bard
    [indent]
  • Undead Bardic Knowledge - Not a great ability if you ask me. You get a special focus on undead gaining a +5 bonus to Knowledge (Religion)...meh.
  • Inspire Turning - Lose inspire competence and gain the ability to grant your turning buddies a +2 bump to their level check...I'll take it in a campaign like this.
  • Repel Domination - Lose suggestion, gain some bonus to saves. Also, if you beat an undead's will save triggered ability, it is shaken for the rest of the encounter. That last part sold me.[/indent]

  • [color=darkred]Cleric[/color]
    [indent]
  • Destory Undead - Okay...this is outrageously good. You get the ability to inflict great amounts of damage to undead with an outrageously strong save modifier. 1d6/level in a 30' radius. DC = 10 + Cleric Level + Cha. That's at least DC 30 at level 20 for 20d6 damage. Also, this ability is usable a number of times per day equal to Turn Undead and can be used for feats, etc. that burn turn attempts...IE, Divine Metamagic. Awesome ability.
  • True Daylight - Replaces one domain power. Spend turn attempt to make Daylight actually work like real daylight. Nice, I suppose, but searing light works just as well.
  • Positive Healing - Replaces one domain power. Spend turn to get fast healing 2 for 5 rounds. Not too great.[/indent]

  • [color=darkred]Paladin[/color]
    [indent]
  • Detect Undead - Trade detect good for detect undead. Um, okay I guess.
  • Pelor's Blessing - Smite gets +2 attack and +1/every two Paladin levels to damage. This replaces your Divine Health.
  • Warded Special Mount - Removes one use of remove disease. Paladin's mount gains immunities.[/indent]

  • [color=darkred]Rogue[/color]
    [indent]
  • Penetrating Strike - Remove trapsense. Gain ability to deal 1/2 SA damage to creatures usually immune to sneak attack only if you flank them. You just flank a creature that's immune and gain 1/2 your SA damage. Pretty good ability because trap sense isn't all THAT great.
[/indent]
[indent]A quick note. All of these alternative features require you to be part of the Lightbringer's guild. Essentially, it's a group of undead slayers. It costs 100 GP to enter and, if you chose, the alternative abilities can be retroactively applied. That...my friends, is great news to us existing players.[/indent]

[color=darkred]Items[/color]
  • Moonfriend - Ring. +3 level for Turn Checks. 9,000 gp.
  • Codex Advocare - Despite sounding like an insurance company, this tome gives your Warlock's an additional Least Invocation known. Too bad there aren't more powerful versions.
  • Icon of Ravenloft - Icon that grants +4 level for Turn Checks. 1/day Cure Serious Wounds (3d8 + 10).


[color=darkred]Legacy Items[/color]
  • Holy Symbol of Ravenkind - Noted ability at 11th level gives +4 level for Turning Checks.
  • Sunsword - Oh my gentle Jesus. Major HP loss with this item but...wow. 10th level gives you DOUBLE damage to undead...all the time. It also gives a x3 crit for this old Bastard Sword. Ironically, proficiency with a short sword gives you proficiency with the Sunsword.


Now, I'm no fool but, this book is more important for undead slayers than the Libris Mortis. Most people probably thought that it was a $35 adventure book. However, as noted, it's very handy for all of us zombie slashin', skeleton smashin', vampire slayin' undead killing machines. I'm sure there are other things I've missed but, this is just a brief synopsis. Hell, I just bought the book an hour ago!

-=Tweedledope=-

Wow, I didn't know about this thread. It's extremely helpful since I'm in a gestalt campaign using a Cleric/Dread Necromancer so I can get the best of both worlds (heal & inflict spells).
Useful Feats;

PHB
Improved Turning - Turn / Rebuke as if +1 level in your T/R class. With this Feat, a 1st level Cleric can Command a 1 HD creature. Or, two of them, actually. What's more fun at 1st level than having a pair of 1 HD skeletons? Having a pair of 1 HD Warforged, thanks to Eberron's Warforged Domain.

Ghostwalk
Divine Energy Focus - treat as if +2 levels in your T/R class for purposes of destroying or commanding undead. And grants a +2 to Turning checks and Turning Damage rolls. (Is listed on the WotC site Feat list, so it's not even questionable.) With this feat, and Improved Turning, a 1st level Human Cleric could Command a pair of *2 HD* undead (since he counts as 4th level for Turn / Command purposes). Sadly, only affects Turn / Rebuke undead, not Turn / Rebuke Fire / Spiders / whatever.

Yet another Domain, from Sandstorm;

Thirst Domain (SS) - Rebuke / Command (not Bolster) Oozes.

The Oriental Adventures Shaman base class can Turn / Rebuke Undead at 3rd level as well.

Dragon Magic has an Alternate Class feature for Clerics or Paladins that lets them swap out their Turn / Rebuke Undead power for a Rebuke / Command / Bolster *Dragons* power.

I just *know* that there is a class out there that can Turn / Rebuke 'spirits,' but I'm not finding it, yet. As 'spirits' is often defined as incorporeal undead, elementals and sometimes outsiders as well, this would be the holy grail of Turn / Rebuke options, even sexier than the Initiate of Nature's 'Rebuke / Command Animals and Plants' power...

Note that every Domain of this sort grants 3+Cha modifier Turn / Rebuke attempts per day, meaning that a Cleric 7 / Divine Disciple 4 / Contemplative 6 / Dread Necromancer 1 has Turn / Rebuke as a Cleric, Rebuke as a Dread Necromancer, 2 Cleric Domains, 1 Divine Disciple bonus Domain and 2 Contemplative bonus Domains.

If he worships Obad-Hai (core), he can take Earth and Fire for his two starting Domains, and pick up Plant, Air and Water with his bonus Domains, for a total of seven x 3+Cha mod Turn / Rebuke attempts per day for use with many Divine Feats. Assuming a Cha of 20, he could have *56* Turn / Rebuke attempts to burn. In any event, he'd be low-level for all of them, so the HD of creatures he could Command would *suck* unless he had a whole lot of magic item enhancements to his Turning level. Such is the price he pays for being able to Command so many differnt types of creatures.

In Eberron, he could serve the Soveriegn Host and get Turn Undead 'free,' and Domains of Plant, Fire, Warforged, Air and Earth. He could also take the Sovereign Speaker PrC, but that would cut preclude either Fire or Warforged, and either Air or Earth (can't take two Domains from the same god as a Speaker). He'd have to be NG, and couldn't Rebuke Undead, but being able to Command Homonculos and Warforged would more than make up for that. Don't worship the Dark Six, they don't give anything good. Cold and Water. Whoopty-crap, phear my cryohydra and tojanida!

Note that Divine Metamagic is worded to specifically only apply to Turn / Rebuke *undead* uses, and doesn't appear to be doable with Turn Fire Creature or Rebuke Slime attempts. While the other feats, such as Divine Spell Power, require you to be able to Turn / Rebuke undead as a prerequisite, the 'turn / rebuke attempt' that must be expended in the benefits section is not as restrictively worded. As always, consult your DM for details on what you can or cannot get away with.

If it ain't gonna fly, no reason to take five Domains to maximize your Turn / Rebuke attempts...
I just *know* that there is a class out there that can Turn / Rebuke 'spirits,' but I'm not finding it, yet. As 'spirits' is often defined as incorporeal undead, elementals and sometimes outsiders as well, this would be the holy grail of Turn / Rebuke options, even sexier than the Initiate of Nature's 'Rebuke / Command Animals and Plants' power...

i believe you are thinking of Spirit Shaman(IIRC...or just Shaman) from Complete Divine.....Knight of the Chalice gives a similar power..."Censure Devils"(IIRC)....Sacred Exorcist also has a similar power.."Exorcism"...works vs Possessing Spirits.......and Silver Pyromancer has an effect that does 1d6/turn lvl to undead 30' rad....which also is very good, but they get to save for 1/2 damage

Note that Divine Metamagic is worded to specifically only apply to Turn / Rebuke *undead* uses, and doesn't appear to be doable with Turn Fire Creature or Rebuke Slime attempts. While the other feats, such as Divine Spell Power, require you to be able to Turn / Rebuke undead as a prerequisite, the 'turn / rebuke attempt' that must be expended in the benefits section is not as restrictively worded. As always, consult your DM for details on what you can or cannot get away with.

If it ain't gonna fly, no reason to take five Domains to maximize your Turn / Rebuke attempts...

actually Divine Spell Power is the only divine feat that does not specifically use Turn Undead attempts(IIRC).......but requires it to qualify


:D
how's about a turning Hall Of Fame :

Miracle at Level 6

or its not yet updated version via either
Feat Leech power or PHB2 retraining ;
allowing Miracle at Level 1 !!!

{ commentary : not quite as good as the current version of Pun-pun }

5E mini- SRD available now in HTML here:  http://dnd.wizards.com/products/tabletop/players-basic-rules

 

Just out of curiosity:
Are there any PrCs whose requirements are doable by a Druid and whose class features include the ability to Turn Undead? If no, are there any other ways for a Druid to acquire Turn Undead short of a (suboptimal) dip into Cleric?
Just out of curiosity:
Are there any PrCs whose requirements are doable by a Druid and whose class features include the ability to Turn Undead? If no, are there any other ways for a Druid to acquire Turn Undead short of a (suboptimal) dip into Cleric?

Knight of the Raven; Sacred Exorcist...there's a few more but, those are the ones I know of right off.

-=TD=-
Knight of the Raven; Sacred Exorcist...there's a few more but, those are the ones I know of right off.

-=TD=-

Would be difficult to qualify for Sacred Exorcist as a Druid (would need a bonus Domain somehow - Good - and lots of ranks in Knowledge Planes and Religion, and therefore some way to get those as class skills). Plus, it doesn't grant enough Turning power to be useful for anything other than Divine Feats for Druids.

Can't speak to KotR, but knowing that it's from Ravenloft makes it a suboptimal choice (only works in a Ravenloft campaign).

The text for Master of Radiance only says that its levels stack with others for the purposes of Turn Undead, not that it grants Turn Undead (unlike SE). Not only that, but the first level doesn't grant spellcasting advancement, so it's an inferior choice to Cleric anyway (might as well grab two domains and 1st level Cleric casting along with Turn Undead, instead). Plus, even if you can successfully argue that it grants Turn Undead, it's even worse at it than SE, since it's only a 5 level advancement class.
for Sacred Exorcist....all you need is: Extra Spell(Dismissal or Dispel Evil) and the correct number of skill ranks

Knight of the Raven has a section....Adaptation..which allows you to use it in other settings


for Master of Radience...actually ...notice this:
Class Features

All of the following are class features of the master of radiance prestige class.


Weapon and Armor Proficiency: A master of radiance gains no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: Beginning at 2nd level, the master of radiance gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on, but see Turn Undead, below). If she had more than one divine spellcasting class before becoming a master of radiance, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Turn Undead (Su): Master of radiance class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character's effective cleric level for turning. See Turn or Rebuke Undead on page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of radiance turns undead as a 12th-level cleric.

Radiant Aura (Su): Beginning at 1st level, the master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30-foot radius around the character, and shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this aura. In addition, undead creatures within the radius of bright light take a -2 penalty to attacks, damage, and saves.

Activating the radiant aura is a swift action that does not provoke an attack of opportunity. While her radiant aura is active, the master of radiance casts spells with the light descriptor at +2 caster level.

The master of radiance can use this ability once per day at 1st level, twice per day at 3rd level, and three times per day at 5th level. Each use lasts 1 minute.

The radiant aura is the equivalent of a 5th-level spell with the light descriptor for purposes of interacting with spells and effects with the darkness descriptor.

Searing Light (Sp): Beginning at 2nd level, the master of radiance can cast searing light as a standard action once per round as long as her radiant aura is active. Treat the character's caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura (for example, a druid 7/master of radiance 2 would cast this effect as a 10th-level spellcaster).

Beam of Sunlight (Sp): A 5th-level master of radiance can evoke a dazzling beam of intense light (the equivalent of a beam from the sunbeam spell) once per round as a full-round action as long as her radiant aura is active. Treat the character's caster level for this effect as equal to his highest divine caster level, including the +2 caster level adjustment for the radiant aura (for example, a druid 7/master of radiance 5 would cast this effect as a 13th-level spellcaster).

notice that it is given as a class feature and you are told that it does stack with any previous class abilities involving turning........it does not require you to have had it before you took the class

the best part of this class is that 3/day you can use your Radient Aura....and for 10 rounds...cast at will Sunbeam(big damage,short range) or Searing Light(small damage,long range)...both at higher caster level
Yeah but that Turn Undead is just like every other Turn Undead mentioned that doesn't give the ability, just adds levels. It's worded oddly, is the only thing.

If it did, that'd rock. Custserv maybe?
Since the text in no way says anything about granting the Turn Undead class feature (only that its levels stack for the purposes of determining effective level), I think I read it right the first time. ;)

Evidence of the existence of a difference between stacking and granting of the class feature (from Sacred Exorcist):
Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack for determining effective turning level.

Subtle, but significant, difference.

Either way, it's still not as good as taking a single level of Cleric, so it hardly matters.
a Class Feature is a Class feature....if the class Feature says....Turn Undead(SU) ..... thats what it gives you the Ability to do

:D
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