Turn Undead
With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the cleric's Charisma modifier. The cleric's level and Charisma are used to determine how many undead are turned. If the user is a PC with an undead subrace, this feat attempts to turn outsiders instead.
| Type of feat | Class |
| Use | Selected. If the cleric has twice as many levels as the undead/outsider have Hit Die, the undead/outsider is instantly destroyed. |
| Prerequisites | none - it is granted at Blackguard level 3, Cleric level 1, Paladin level 3 |
| Target | Yourself |
| Ability used | Turn Undead |
How it works
- It reaches 15 metres around you and uses your Cleric levels. Your Paladin or Blackguard levels -2 are added too, whichever of the two is higher.
- The turning check is 1d20 + your Charisma modifier. It sets the most powerful creature you can turn: from your turning level -4 on a total of 0 or less, up to your turning level +8 on 40 or more.
- The pool of hit dice you can turn at once is 2d6 + your Charisma modifier + your turning levels, spent from the nearest creature outwards.
- A creature with hit dice at most half your turning levels is destroyed. Anything else flees for 5 rounds (30 seconds).
- Players are harder to turn: every 4 levels a player has add 1 to the hit dice you have to beat.
- A player who is turned flees for 2 rounds (12 seconds) instead of 5.
- Turn resistance and, for outsiders, spell resistance are added to the hit dice you have to beat. Planar Turning halves the spell resistance part.
- Domains widen what you can turn: Air, Earth, Fire or Water for elementals, Plant for vermin, Good or Evil for outsiders, Destruction for constructs, which take damage instead of being turned. The Sun domain adds 1d4+1 to the check and 1d6+1 to the pool.
Who gets it
Granted automatically: Blackguard (level 3), Cleric (level 1), Paladin (level 3).
Required for
Feats: Divine Might, Divine Shield, Extra Turning, Planar Turning.
