Turn Undead works like this...

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Turn Undead works like this...

Post by JesterOI »

Atleast from my usage I come to these conclusions:

Character level plays a big part.
Charisma... Not too sure of yet.
But...

The first thing and weakest thing Turn does is knock down and back undead.

The second thing turn does once you are high enough lvl vs the undead is damage them with divine as if they were hit by a mass Harm spell.
For example it hits undead rats for 9 points when they have 10 total, undead ravens for 12 points when they have 13 total...


The third level, once you out lvl the enemy even more, is destroying the undead outright by doing that 1 last damage to put them over the brink.

Can any devs confirm this or tell us what, if anything, the cha mod does for turn besides increase uses / day?
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Post by Joran »

Higher charisma allows you to turn more creatures at once, and allows the HD of those creatures to be higher.

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Post by Æ »

So does that mean Pallies (high chr but lower turn level) turn better than clerics (lower chr but higher turn level)?
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Post by Joran »

Pallies may turn more, but Clerics will turn better (as damage is based on turn HD)

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Post by AndrewCarr »

Will turn work vs palemasters?
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Post by Joran »

No, they're not true undead.

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Post by JesterOI »

Can we get any specific formulas as to how Turn works?
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Post by Gil-Este »

Re: palemasters.

i thought they were supposed to become "true undead" as in no longer of the living. i've heard that the dragonslayer axe from NS3 could kill a RDD disciple (never tried it myself though) so it seems possible for the pale master template to make you the target of undead-destroying spells and abilities.
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Post by Loevstyr »

That situation with Pale master is no different than any modified NPC.

No one can be 40 levels of Pale Master. They have to take other classes before they'd reach Pale Master(Bard, Wizard, Sorc, etc.)


It's just like adding 20 levels of fighter to a level 20 undead creature. That *true undeadness* has been removed because of the 20 fighter.

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Post by Gil-Este »

well i still think it doesn't make sense. but if thats the way the game works, then thats the way the game works.
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Post by Joran »

JesterOI wrote:Can we get any specific formulas as to how Turn works?


Not right now, and please don't bump your own posts :)

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Post by JesterOI »

Cool.

No bumping my own? That's fine as long as I can bump others!
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Post by DrakhanValane »

What are you guys talking about? My aasimar cleric has an 18 CHA ^_^
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Post by Gil-Este »

i think they are talking about melee clerics with an 18 wisdom and a high strength, constitution, and even dex if they can mange it
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Post by Ting »

According to 3rd edition rules, this is how turn works:

1) Roll a check to see how powerful an undead creature you can turn. (1d20 + charisma modifier) The following table shows what you can turn.

(roll) (most powerful undead affected in hit die)
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

2) If there are undead of that level that are within the radius of the turn effect (60 feet), roll 2d6 + cleric level + charisma modifier to determine how many hit die of undead you can turn.

3) Turned undead flee for 10 rounds; if they cannot flee they will cower. You and others can attack with ranged weapons outside of 10 feet, but if you breach that radius they are no longer turned. If you have twice as many levels as the undead have hit die, any undead that would normally be turned is instead destroyed.

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