Turning Checks
Turning unead is a supernatural ability that a cleric 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. This number can be increased by 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.
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 Charaisma modifier) The table below gives you the Hit Dice of the most powerful undead you can affect, relative to your level. With a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage: If your roll on the 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.
If your Charisma score is average or low, it's possible (but unusual) to roll fewer Hit Dice turned than indicated on the table below. In this case, you may not have the power to turn even a single undead creature. For instance, a 1st-level cleric with an average Charisma score could get a turning check result of 19 (cleric's level +3, or 4HD), which is enough to turn a wight, but then roll only 3 on his turning damage roll - not enough to turn that wight after all.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they canot flee, they cower (giving any attacks rolls against them a +2 bonus). If you approach within 10 feet of them, owever, they oevercom 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 the undead have Hit Dice, you destroy any that you would normally turn.
Turning Check Result | Most Powerful Undead Affected (Maximum Hit Dice) |
---|---|
Up to 0 | 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+ | Cleric's level + 4 |