TURNING UNDEAD

Clerics have the ability turn undead. This power allows them to channel divine power through the display of a holy symbol and invocation, prayer or song for the purpose of repelling, controlling or destroying undead monsters.

TURN UNDEAD (Wisdom): Turn undead requires a successful wisdom attribute check. The challenge level for the check is equal to the undead creature’s hit dice. A successful turn undead check results in the undead monster being turned or destroyed. Alternately, evil characters with this ability can attempt to control the undead or even paladins. In game terms, turning undead should be considered a special, ranged combat attack. The maximum range for turning undead is 60 feet.

A cleric can attempt to turn one type of undead per round. For example: a group of 6 skeletons, 4 zombies and a vampire approach a cleric, who decides to attempt a turning. The cleric can attempt to turn one type the first round. The cleric elects to attempt to turn the zombies. The cleric makes a turn undead check and succeeds. On the next round, the cleric can attempt to turn the skeletons or the vampire.

If the turn undead attempt fails, however, the cleric may not attempt to turn that specific group of undead again for the remainder of the combat and one full day has passed. Again, using the situation described above, if the cleric failed to turn the zombies, he could attempt to turn the skeletons or vampire in round two, but could not attempt to turn the zombies again for that combat. The only exception is that newly arrived creatures of the same type, or in a different group, can be turned. So, in the example situation, if a new group of zombies joins the combat, the cleric could attempt to turn the new group of zombies. Essentially, a cleric has one chance to turn each opponent in a combat or 24 hour period, with each opponent being composed of a group of undead of the same type.

NUMBER OF UNDEAD TURNED

The number of undead monsters that are turned is determined by special rules and depends on the undead monster’s type: common, extraordinary or unique.

Common undead are non-sentient, automaton-like undead such as skeletons and zombies. Extraordinary undead are semi-sentient undead of great power that usually have special abilities. They typically are trapped between the material and spirit worlds, and include such monsters as wraiths and ghosts. Unique undead are those rare and powerful creatures of strong will and intelligence such as vampires and liches. The turn undead ability affects 1d12 common undead, 1d6 extraordinary undead, or 1 unique undead. For each type, the number turned is increased or decreased by the cleric or paladin’s charisma modifier.

TURNED UNDEAD

Turned undead flee at their full movement rate for ten rounds. If unable to flee, they will cower. A +2 bonus to hit is awarded on all attacks versus cowering undead. If the cleric approaches within ten feet, or attacks a cowering undead monster, the turning is broken and the undead creature will attack. Others may attack the cowering creature without breaking the turning effect. Turned undead will not automatically flee evil clerics. Instead, they are rebuked and will cower in awe.

DESTROYING UNDEAD

If the cleric or paladin is five levels higher than the hit dice of the type of undead being turned, the character destroys the undead instead of turning them. The number destroyed is the same as the number of undead that the character would normally turn. If a cleric or paladin is ten levels higher than the hit dice of the undead being turned, the character automatically destroys the maximum possible number of undead. For example, a 12th level cleric making a successful turn undead check against 1 hit dice skeletons automatically destroys 12 skeletons plus the character’s charisma modifier.

EVIL CLERICS

Evil clerics can assume control of undead instead of turning them, and can also turn good clerics as if the cleric were undead. The evil cleric makes a normal turn undead check to do so. If the check is a success, and the cleric is five levels higher than the hit dice of the type of undead being turned, the cleric may control the undead instead of destroying them. The number controlled is equal to the number of undead that the cleric would normally turn. If an evil cleric is ten levels higher than the hit dice of the type of undead sought to be controlled, the character automatically controls the maximum possible number of undead.

Controlled undead become permanent servants under the evil cleric’s mental command unless released. The cleric must take an action to give mental orders to controlled undead. Control can be freely passed from one evil cleric to another if the recipient cleric passes a turn check of his own. At no time, however, may an evil cleric control a number of undead whose total hit dice is greater than 5 times the cleric’s level. Thus, a 5th level evil cleric could control a maximum of 25 skeletons.

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