Comprehensive Guide to Turning

Post/Author/DateTimePost
#1

carnivore

Apr 18, 2005 19:06:43
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
#2

carnivore

Apr 18, 2005 19:07:21
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)
#3

carnivore

Apr 18, 2005 19:08:35
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
#4

carnivore

Apr 18, 2005 19:09:17
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
#5

catharz

Apr 18, 2005 21:15:14
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]
#6

dark_and_stormy

Apr 18, 2005 22:32:16
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.
#7

zombiegleemax

Apr 18, 2005 23:12:31
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!
#8

kintara

Apr 18, 2005 23:18:30
A Circlet of Persuasion should boost your turning check.
#9

carnivore

Apr 19, 2005 6:22:07
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.
#10

MarkB

Apr 20, 2005 2:29:25
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.
#11

carnivore

Apr 20, 2005 6:05:09
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
#12

ronyon

Jul 20, 2005 12:16:43
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.
#13

carnivore

Jul 20, 2005 15:48:24
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
#14

carnivore

Nov 30, 2005 17:39:39
to save

:D
#15

soulgamit_dup

Nov 30, 2005 18:07:47
If the turning check is a cha check, wouldn't the marshel's aura effect it?
#16

carnivore

Nov 30, 2005 18:09:51
yes...the Marshals Aura...(motivate Charisma) basically doubles your CHA for the Check...not for the Turning Damage


:D
#17

Mommy_was_an_Orc

Nov 30, 2005 18:22:35
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

#18

carnivore

Nov 30, 2005 18:25:13
very true...i havent had time to bring this thread up to speed with more thurough detail

i will try sometime later

:D
#19

Endarire

Nov 30, 2005 18:41:13
Quicken Turning is from Complete Divine, not the PHB.

-EE
#20

carnivore

Nov 30, 2005 18:44:56
opps. :embarrass , will correct

:D
#21

zombiegleemax

Jan 13, 2006 12:56:21
Can you list book references for the Domains and other such that allow odd turning abilities, please? Thanks
#22

zombiegleemax

Jan 08, 2007 15:58:38
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...
#23

Endarire

Jan 08, 2007 17:15:01
Circlets of persuasion cost 4500G.

-EE
#24

carnivore

Jan 09, 2007 14:35:34
wow...it has been a long time since i updated this.....will get started.....later;)


:D
#25

soltares

Feb 03, 2007 15:53:51
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
#26

carnivore

Feb 04, 2007 14:47:57
good list...will try to get it in the main body...later

:D
#27

tweedledope

Feb 04, 2007 16:00:40
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=-
#28

ChristopherGroves

Feb 04, 2007 17:12:51
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?
#29

carnivore

Feb 05, 2007 10:50:21
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=-

#30

Ed-Zero

Feb 06, 2007 23:01:30
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).
#31

soltares

Feb 07, 2007 3:18:16
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...
#32

carnivore

Feb 07, 2007 9:17:55
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
#33

awaken_D_M_golem

Feb 07, 2007 14:50:40
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 }
#34

zombiegleemax

Feb 08, 2007 10:55:06
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?
#35

tweedledope

Feb 08, 2007 10:57:47
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=-
#36

carnivore

Feb 08, 2007 11:57:51
and Master of Radience


:D
#37

zombiegleemax

Feb 08, 2007 12:37:16
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.
#38

carnivore

Feb 08, 2007 12:45:21
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
#39

ChristopherGroves

Feb 08, 2007 12:57:56
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?
#40

zombiegleemax

Feb 08, 2007 13:00:31
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.
#41

carnivore

Feb 08, 2007 13:01:33
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
#42

ChristopherGroves

Feb 08, 2007 20:21:47
CustServ agrees - Master of Radiance gives you Turn Undead ...
[b]Me: Does Master of Radiance (Libris Mortis) grant the ability to Turn Undead? /[b]

Response (Sam S.) 02/08/2007 05:40 PM
Hi there Christopher,

It is intended that they get the Turn Undead ability on its own. It just so happens that it stacks with a previous class' Turn Undead ability.

#43

soltares

Feb 09, 2007 17:16:49
There are several different categories;
PrCs that stack and advance T/R, but don't actually grant it to a character whose base class doesn't confer it (Deadgrim).

PrCs that stack and advance T/R, and require it as a prerequisite (Radiant Servant of Pelor, Warpriest).

PrCs that stack and advance T/R, and *do* grant it to a character who doesn't already have it (Sacred Exorcist, Horned Harbinger).

Classes or PrCs that grant T/R, but are not listed as advancing any current iteration of T/R (Blackguard, Ur-Priest, Cleric, Paladin, Dread Necromancer)

Why is it important to differentiate them? Because a user of Divine Feats might want to take levels of Cleric, Blackguard and Dread Necromancer, so as to have three different 'pools' of Turn / Rebuke attempts to expend, and will want them *not* to stack into a single pool, so that he can have 9 + (3xCha mod) T/R attempts to use to empower his Divine Feats.

On the other hand, someone who wants to maximize his Turn or Rebuke Undead power is *not* going to want to mix Cleric and Paladin, or Dread Necromancer and Blackguard. He's going to want to stick to one T/R base class and pick only PrCs that stack with and advance his pre-existing class feature.

Classes or PrCs that grant Turn / Rebuke abilities (and are not listed as stacking with pre-existing abilities)
Cleric 1 (PHB, Turn / Destroy *or* Rebuke / Command / Bolster Undead 3+Cha mod / day)
Paladin 4 (PHB, Turn / Destroy Undead 3+Cha mod / day at class level -3)

Spirit Shaman 2 (CDiv, Chastise Spirits 3+Cha / day)
Dread Necromancer 1 (HoH, Rebuke Undead 3+Cha / day)
Shaman 3 (OA, Turn / Rebuke as a Cleric of -2 level 3+Cha mod/day)

Blackguard 3 (DMG, Rebuke / Command Undead 3+Cha mod / day at class level -2)
Ur-Priest 2 (CDiv or BoVD, Rebuke Undead as an evil Cleric, but using Ur-Priest level)
Chameleon 3 (Races of Destiny, Mimic Class Feature – Turn / Rebuke Undead 1 / day per three Chameleon levels at class level)

Knight of the Chalice 2 (CWar, Censure (stun / banish) Demons 1 / day / 2 class levels)
Elemental Master 1 (Drac, Dragon can Turn / Destroy opposed elemental subtype, Rebuke / Command own elemental subtype 3+Cha mod / day)
Apostle of Peace 4 (BoED, Censure (stun / banish) Fiends 3+Cha mod / day)
Soulguard 2 (FCII, Divine Rebuke, sacrifice a spell slot to Rebuke an evil outsider, special rules)
Exorcist of the Silver Flame 1 (ECS, Flame of Censure, stun / banish evil outsiders using character level to determine HD affected and class level to determine number affected)
Windwright Captain 3 (Eberron Explorer’s Handbook, Rebuke / Command / Bolster either Air or Fire Elementals (choose one) at character level)
Waveservant 3 (Faiths & Pantheons, Rebuke / Command aquatic creatures at class level 3+ Cha mod / day)


Base Class that grants or advances T/R abilities
Binder 7 (Tome of Magic, must Bind Tenebrous, Turn (if good), Rebuke (if evil) or choose one (if neutral) Undead, stacks with other T/R classes, usable 1 / 5 rounds!)

Classes or PrCs that grant *or* advance Turn / Rebuke abilities
Sacred Exorcist 1 (CDiv, Turn Undead, grants if not already possessed, stacks if already present)
Apostle of Peace 1 (BoED, Turn Undead, grants / stacks)
Death Delver 1 (HoH, Rebuke undead, stacks with other classes)
Horned Harbinger 1 (Faiths & Pantheons, Rebuke / Command Undead at class level, stacks with previous Rebuke Undead ability)
Soldier of Light 1 (Dieties & Demigods, Turn Undead at class level, stacks with previous effective Cleric level)
Master of Radiance 1 (LM, Turn Undead advances with all other classes that grant it, CustServ has clarified that this PrC grants Turn Undead as a class feature)

Forest Master 2 (Faiths & Pantheons, Rebuke / Command Plant creatures at class level, stacks with cleric levels for those with the Plant Domain)

PrCs that advance Turn / Rebuke abilities and have them as a prerequisite
Radiant Servant of Pelor 1 (CDiv, Turn Undead stacks, can also use Greater Turning of the Sun Domain 3+Cha mod / day, prereq Turn)
Warpriest 1 (CDiv, Turn or Rebuke Undead advances from Cleric or Paladin levels, prereq Turn or Rebuke)
Eldritch Disciple 1 (CMage, Turn or Rebuke advances, prereq Turn or Rebuke)
Master of Shrouds 1 (LM, Rebuke Undead stacks with all other classes that grant it, prereq Rebuke)
Sacred Purifier 1 (LM, Turn Undead stacks with all other classes that grant it, prereq Turn, Greater Turning 1 / day)
True Necromancer 1 (LM, Rebuke Undead stacks with all other classes that grant it, Necromantic Prowess applies as bonus, prereq Rebuke)
Purifier of the Hallowed Doctrine 1 (HoH, Turn Undead, stacks with other classes, prereq Turn)
Purifier of the Hallowed Doctrine 4 (HoH, Turn Tainted creatures as undead of their HD +4)
Knight of the Pearl 1 (Stormwrack, Turn Undead stacks with Cleric and Paladin levels)
Eye of Horus-Re 1 (PGtF, Turn Unead, stacks, also can use Greater Turning of Sun Domain 3+Cha mod / day)
Morninglord of Lathander 1 (PGtF, Turn Undead stacks, also Greater Turning 1/day at 5th, 2/day at 9th and Maximize Turning 1/day at 7th)
Doomguide 1 (Faiths & Pantheons, Turn / Rebuke Undead stacks)
Yathrinshee 1 (Faiths & Pantheons, Rebuke Undead stacks)

Tenebrous Apostate 1 (Tome of Magic, alternate uses for T/R ability granted by Tenebrous Binding)

PrC that advances Turn / Rebuke abilities already possessed, but does not grant them
Deadgrim 1 (Magic of Eberron, Turn Undead advances with Paladin / Cleric levels, but does not grant)

PrCs that are unclear
Deathwarden Chanter 1 (Ghostwalk, Turn Undead advances with Cleric or Paladin levels, must have destroyed an undead with positive energy, but this could be fulfilled with a magic item or spell, unclear if it actually *grants* Turn Undead to a character that doesn’t already have it)

Alternate Class Feature
Cleric 1 - Rebuke Dragons (Dragon Magic, Rebuke / Command / Bolster Dragons replaces Turn / Rebuke Undead)
Paladin 4 – Rebuke Dragons (Dragon Magic, Rebuke / Command / Bolster Dragons replaces Turn / Rebuke Undead)

Dragonblood Cleric 1 – Turn Energy (Races of the Dragon, grant Energy Resistance replaces Turn / Rebuke Undead)

Feats that grant Turn / Rebuke abilities
Initiate of Nature (PGtF, Rebuke / Command animals or plant creatures 3+Cha mod / day)

Special mention;
Heirophant (DMG), Mastery of Energy grants +4 to turning checks and damage rolls, but only versus undead
Heirophant (DMG), Gift of the Divine transfers one or more uses of Turn / Rebuke to an ally for anywhere from 1-7 days
Wearer of Purple 10 (Faiths & Pantheons), can use a Rebuke attempt to Rebuke a Dragon or Dracolich (ignoring a Dracoliches Turn Resistance as well)


Books checked;
PHB, DMG, PHBII, CWar, CDiv, CArc, CAdv, CMage, CScou, Libris Mortis, Draconomicon, Lords of Madness, Fiendish Codex I, Fiendish Codex II, Savage Species, Cityscape, Stormwrack, Frostburn, Sandstorm, Heroes of Horror, Heroes of Battle, Book of Exalted Deeds, Book of Vile Darkness, Ghostwalk, Tome of Magic, Races of the Dragon, Races of the Wild, Races of Stone, Races of Destiny, Oriental Adventures, Dieties & Demigods, Eberron Campaign Setting, Eberron Explorers Handbook, Races of Eberron, Faiths of Eberron, Magic of Eberron, Forgotten Realms Campaign Setting, Magic of Faerun, Players Guide to the Forgotten Realms, Faiths & Pantheons
#44

carnivore

Feb 09, 2007 17:20:13
wow...great job...now thats more work for me....oh well;)


will try to get it added to the first post

:D
#45

ChristopherGroves

Feb 09, 2007 17:43:54
For pooling turn attempts, look back at the other ruling - rules of the game. Extra Turning adds the attempts to EACH AND EVERY POOL OF TURNING ATTEMPTS.
#46

soltares

Feb 09, 2007 18:12:36
For pooling turn attempts, look back at the other ruling - rules of the game. Extra Turning adds the attempts to EACH AND EVERY POOL OF TURNING ATTEMPTS.

Which is also why I tried to seperate them by what classes or PrCs grant a seperate pool that doesn't automatically stack with / advance a pre-existing pool.
#47

carnivore

Apr 13, 2007 14:13:58


:D
#48

soltares

May 13, 2007 15:47:02
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

Add to this list;

Deathless Domain (ECS) - 1/day Greater Rebuke (Command) a creature with the Deathless type

Cleric 1 substitution level (Dragon Magic) - replaces Turn/Rebuke Undead with Rebuke / Command Dragons, some restrictions apply, based on alignment compatibilities

Paladin 4 substitution level (Dragon Magic) - replaces Turn/Rebuke Undead with Rebuke / Command Dragons, some restrictions apply, based on alignment compatibilities

Note that certain templates *greatly* open up potential for Command abuse.

For instance, low-level Constructs are pretty thin on the ground. A 1st level Cleric with Improved Turning (and thus able to Command a 1 HD Construct) is limited to Commanding up to 2 Small Animated Objects, 4 Tiny Animated Objects, 2 Tatterdemanimals* (MMII), 2 Half-Golems (Flesh, Clay, Stone or Iron) 1st level Warriors (MMII), 2 Warforged Scouts (MM3), 2 Warforged (MM3), 2 Crawling Claws (MoF), 2 Dedicated Wrights (ECS), 4 Expeditious Messengers (ECS) or 2 Furtive Filchers (ECS).

But note that you can add the Construct type to just about any living creature via the Elder Eidolon (LoM) or Half-Golem (MMII) templates, which are insanely expensive, so don't even think about it! Much more acceptable is to use the Dustform (Sandstorm) or Raggomoffyn 'Captured One' templates (MMII)! Tatterdemanimals and Raggomoffyns are especially fun, since they can take over and 'Constructify' different creatures, depending on your needs.

Similarly, if you have the Plant Domain, or the Initiate of Nature feat, you will be underwhelmed by the selection of Plant-based critters, with the Yellow Musk Creeper (FF) coming to your rescue, allowing you to add the Plant sub-type to all sorts of critters. Unfortunately, Yellow Musk Zombie template creatures don't live long, so the effects are, in the words of Beaker, sadly temporary.

Finally, if you can Rebuke / Command Dragons, the Half-Dragon template changes the base creature to the Dragon type, so your Dragon Command Cleric (w/ Improved Turning) isn't limited to waiting until 3rd level to try his luck with Pseudodragons and Crested Felldrakes (MMII), the only 2 HD Dragon type critters around. By 5th level (assuming Improved Turning, and the right alignment), you should be able to Command Wyrmling White, Fang (Draconomicon) or Sand (Sandstorm) Dragons, and who knows if a Wyrmling Dragon is old enough to knock up a Hobgoblin. Good luck with that. One or both of them is gonna have to be pretty drunk...

Even 'loser' Command Domains, like Scalykind and Spiders can benefit from template goodness. Magebred (ECS) goes nicely on any reptilian animal or snake, and Warbeast (MMII) can be applied to reptilian animals, snakes and even spiders. If you are going to be stuck with Vipers for minions, they might as well be top of the line Faerunian Two-Headed (MoF) Magebred Warbeast Vipers!

And theres the stuff I like to call 'broken;'

Got the fluffy Air Domain? Sure, your 5th level (Improved Turning) Command Cleric could make do with a pair of Juvenile Arrowhawks, or Dust or Air Mephits, or even Sulphur Mephits (Sandstorm), but you could also Command a Sylph or two (MMII) *each of which is also a 7th level Sorcerer!* Oh, and they can cast Summon Monster VI 1/day to summon a Large Air, Earth, Fire or Water Elemental, 'cause that's what your 5th level Cleric needs, some 8 HD Elementals to pinch-hit during a crisis.

How about those Slime (FRCS or SC) or Thirst (Sandstorm) Domains? Ooh, you can Rebuke / Command Oozes. Quiver before my terrible Gray Oozes or Aballin (MoF) that I can't get before 5th level anyway, even with Improved Turning. Oh wait, Living Spells (MM3) are Oozes... HD based on CL means that a 1st level spell, cast at 1st CL, would be a 1 HD Ooze, and with Improved Turning, I could Command a couple of them, such as the 1 HD Sickening Sleep listed in the book or one based off of Burning Hands or Color Spray or something. Suddenly, Slimes are fun!

With the right Domain(s) and Improved Turning your 1st level Cleric can have a pair of 1 HD 'companions' that will make the Druid green with envy. With Rebuke / Command Undead and Divine Energy Focus, he could even have a pair of 2 HD undead as well!
#49

carnivore

Aug 04, 2007 13:14:25
need to bump this to give me more time to update it

;)
#50

friendlyfrog

Aug 04, 2007 15:35:29
Yay! Lots of good new turning material out there.
#51

part-human2

Aug 04, 2007 16:07:31
More Turn Undead sources
Divine Mind 4 (CPsi) Stygian Path class alternative online atMind's Eye: Expanded Classes IV
Druid Domains, Sun (UA, House Rule sidebar, pg 68) but only 1/day
#52

ed209

Nov 17, 2007 13:10:53
** bump **
#53

surreal

Nov 17, 2007 17:34:03
Hasn't most of the material here been folded into the cleric handbook?
#54

aceon

Jan 04, 2008 15:57:02
This is a great resource! I don't know if you are still updating it but I noticed this little gem in the swift/immediate spells handbook thread:

CC p124
Light of Wisdom Cleric 3 Swift Action. You can add up to 1/3rd your caster level to your turning level.



---Someone mentioned earlier about epic turn/command outsiders feat?

Read it closely, 1/2 the outsiders SR adds to its effective level for purposes of this feat.

So if you are a 24th level cleric ( or turn as one ) and you want to command a nice Solar follower, you have to add 16 to his 22 HD for 38 effective HD for your turn/command purposes. You would need to really crank your turning level or reduce his SR for this to work. This Light of Wisdom spell could help if you were able to also crank up your caster level.
#55

bonzai

Jan 05, 2008 13:23:11
I noticed that no one has mentioned that binders with the Tenebrous Vestige can turn and rebuke undead, with thier binder levels counting as (and stacking with) cleric levels.
#56

zopzop

Jan 28, 2008 18:49:37
This is a great resource! I don't know if you are still updating it but I noticed this little gem in the swift/immediate spells handbook thread:

CC p124
Light of Wisdom Cleric 3 Swift Action. You can add up to 1/3rd your caster level to your turning level.

Excellent find! I looked through my friend's Complete Champion book and sure enough, it does exactly what you say. But I have a few questions. What happens if you are a neutral cleric that rebukes instead of turns undead? Do you still get the bonus? The reason I ask is, the spell has the "good" descriptor. My last question is, does this work for rebuking/turning of non-undead? Because if it does............
#57

aceon

Jan 30, 2008 17:37:48
I don't think those are questions that can be answered here...or by anyone except your DM.

Although I personally would not allow it to work for a non-good cleric if they rebuke, I would however allow it to work for effective turning level for other purposes.
#58

tholas

Feb 07, 2008 4:56:42
A one level dip into the PrC Paragnostic Apostel(Complete Champion, p94) gives you a +2 turning level if you choose the Knowledge is Power: See through the Veil ability.
#59

carnivore

Aug 16, 2008 18:17:25


:D
#60

rodoco_dup

Mar 25, 2009 9:26:02
I'm about to be playing a character with the Thirst domain from level 1-20, and 'pets' is a big part of this character. How would one go about -acquiring- the Living Spells to Rebuke? With Undead, you pretty much know you'll be able to create them or the DM will toss them at you. I'm playing in Shackled City, released far before Living Spells made a debut, I'm pretty sure they won't ever just show up, so I'll have to find a way to create them or hunt them down. Any suggestions?
#61

carnivore

Mar 25, 2009 11:15:51
i dont have any source that lists the Thirst Domain.... what is the source, and what does it do.... Living Spells are Oozes... so this might help:

Slime Domain
Granted Powers: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use these abilities a total of number of times per day equal to 3+ your Cha modifier.

1 - Grease
2 - Melf's Acid Arrow
3 - Poison
4 - Rusting Grasp
5 - Evard's Black Tentacles
6 - Transmute Rock to Mud
7 - Destruction
8 - Power Word Blind
9 - Implosion

:D
#62

axator

Mar 25, 2009 11:16:53
How about the Sacred Armour/Shield Special Ability from BoED: +2 effective level for turning check. If you really want to cheese it out put Sacred on a Chain Shirt, a Chahar-aina (from OA), Dastanas (also from OA) and a Shield. That's +8 effective level for turning checks right there. BOOM. ;)

Edit: Forgot to mention it's an unnamed bonus, so it does stack. ;)
#63

sofawall

Mar 25, 2009 22:29:13
I'm about to be playing a character with the Thirst domain from level 1-20, and 'pets' is a big part of this character. How would one go about -acquiring- the Living Spells to Rebuke? With Undead, you pretty much know you'll be able to create them or the DM will toss them at you. I'm playing in Shackled City, released far before Living Spells made a debut, I'm pretty sure they won't ever just show up, so I'll have to find a way to create them or hunt them down. Any suggestions?

My preferred method is beg your Dm. When you show him what you'll be doing with them, he'll either say "Sure, that's ok!" or "No, that's ridiculously overpowered!" The advantage to this is you know beforehand whether or not the DM will disallow it, so you'll be able to change character ideas earlier, rather than when it's too late.
#64

rodoco_dup

Mar 26, 2009 5:06:23
My DM is running a pre-generated adventure and hates modifying it, sadly. Hmmn. Maybe I'll pitch a custom Wondrous Item...
#65

dr_rocktopus

Aug 17, 2009 13:45:36
#66

arkat

Aug 17, 2009 16:05:15
Heighten Turning is in Libris Mortis...not the Players Handbook.
#67

bier

Jan 15, 2010 9:57:49
There's a prestige domain in "Defenders of Faith" that gives you some kind of "Divine Grace" without loosing caster levels.

So you meet the requirement for "Serenity" in DR 306.