House of the Magus
Turn or Rebuke Undead
Good clerics and 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, rebuke, control, or bolster undead. Regardless of the effect, the general term for the activity is “turning.”
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: Turning is a cone whose range is dependent on your cleric level (15’ at 1st level, 30’ at 9th level, and 60’ at 17th level). All undead within the area of effect must make a save against turning (see below). You can’t turn undead 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 Save: Undead within range must make a saving throw against your turning attempt. The DC is equal to 10 + 1⁄2 your cleric level + your Charisma modifier.
Intelligent undead make a Will save versus turning while non-intelligent undead use Fortitude.
Effect and Duration of Turning: On their next turn, turned undead flee (run directly away) from you by the best and fastest means available to them. They then cower for the remainder of the duration. If they cannot flee, they cower immediately. This effect lasts for 2d6 rounds. If you approach within 10 feet of them, however, they overcome 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.
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke or control undead rather than channeling positive energy to turn or destroy them. Undead that would be turned are rebuked instead, and those that would be destroyed are controlled.
Rebuked: A rebuked undead creature cowers as if in awe. The effect lasts 2d6 rounds.
Controlled Undead: A controlled undead creature is under the mental control of the evil cleric indefinitely and can be commanded. You may only have a number of undead under your control equal to four times your level in HD. Any spell or effect that allows you to gain control of undead count against this limit (see the animate dead, command undead, and control undead spells). If you exceed this number, the newly controlled creatures fall under your control, and any previously controlled undead become uncontrolled. (You choose which creatures are released.) You may voluntarily relinquish control on any controlled undead creature or creatures in order to control new ones.
Any threatening act by you or your apparent allies towards intelligent undead under your control breaks your control. Intelligent undead creatures remember that you controlled them.
Commanding Undead: The cleric must take a standard action to give mental commands to controlled undead. With a standard action, the cleric may issue a command to a number of undead creatures whose total Hit Dice do not exceed his level.
An evil cleric may give the following commands to non-intelligent undead creatures under his control: Defend, Guard, Heel, and Stay. See the Handle Animal skill for descriptions of these commands. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Intelligent undead have no such restriction. Intelligent undead perceive your words and actions in the most favorable way (treat its attitude as friendly) and will follow your commands to the best of their ability (at the DM’s discretion). An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Dispelling Turning: An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check (1d20 + 1⁄2 cleric level + Charisma modifier) against the good cleric’s turning DC (see above). If the turning check result is equal to or greater than the good cleric’s turning DC, then the undead are no longer turned. The undead then revert to their normal behavior or previous state of command.
Bolstering Undead: An evil cleric may also bolster undead creatures against turning in advance. Affected undead gain a bonus to their turning saves equal to the evil cleric’s Charisma modifier. The bolstering lasts 2d6 rounds. An evil undead cleric can bolster himself in this manner.
Neutral Clerics and Undead
A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them. Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.
Paladins and Undead
Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.
Turning Other Creatures
Some clerics have the ability to turn creatures other than undead. If the creature is intelligent, it uses its Will save against the turn attempt; if the creature is nonintelligent, it uses its Fortitude save.