Turning in General Turn or Rebuke UndeadGood 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]
0 or lower Cleric’s level – 4
1–3 Cleric’s level – 3
4–6 Cleric’s level – 2
7–9 Cleric’s level – 1
10–12 Cleric’s level
13–15 Cleric’s level + 1
16–18 Cleric’s level + 2
19–21 Cleric’s level + 3
22 or higher Cleric’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
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
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
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]
BuildsSpoiler:
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formating and very nice appearance due to the hard work and dilligence of
Kingside Bishop , to whom i owe a debt of thanks