Turn

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Turn [Type]

Type - Standard Action

Requirements - None

Cost - None

Range/Area - 60 Feet, modified by Personal Radius.

Duration - Persistent, +1d4 rounds +1 per 2 Turning Levels

Effects - A Character is able to Turn a type of being, pushing them back and forcing them into retreat. Against Undead, it cuts much of their connection to the Negative Energy plane. In the case of Evil Outsiders, if usually involves bombarding them with the power of Good. The nature of Turning varies from type to type.

To make a Turn Attempt, the character may use a Standard Action at any time during a round that they can normally act. They then roll 1d20. The player then consults the Turning Table and compares that result against their Level to see the highest HD or Level they can Turn. If successful, 2d6 characters matching the Types listed become Turned, starting with the lowest HD or Level present and moving up from there, up to the maximum number that can be Turned, the maximum HD that can be turned or up to maximum Range. These enemies must have Line of Sight to the Character.

Turning Ability per Level
HD 1 2 3 4 5 6 7 8 9 10-11 12-13 14+
1- HD or less or Skeleton*' 10 7 4 T T D D DT DT DT DT DT
1 HD or Zombie* 13 10 7 4 T T D D DT DT DT DT
2 HD or Ghoul* 16 13 10 7 4 T T D D DT DT DT
3-4 HD or Shadow* 19 16 13 10 7 4 T T D D DT DT
5 HD or Wight* 20 19 16 13 10 7 4 T T D D DT
Ghast* - 20 19 16 13 10 7 4 T T D D
6HD or Wraith* - - 20 19 16 13 10 7 4 T T D
7HD or Mummy* - - - 20 19 16 13 10 7 4 T T
8HD or Spectre* - - - - 20 19 16 13 10 7 4 T
9HD or Vampire* - - - - - 20 19 16 13 10 7 4
10HD or Ghost* - - - - - - 20 19 16 13 10 7
11HD+ or Lich* - - - - - - - 20 19 16 13 10
Special** - - - - - - - - 20 19 16 13
  • Only applies if character has Turn [Undead]. This listing is not for HD but a specific type of Undead.
  • Special includes creatures that qualify for a Tag but are in some way unusual. For instance, Undead that are also Evil Outsiders qualify for this when encounter a Cleric. As Paladins possess both in Turn [Undead, Evil Outsider], they do not count as Special. Greater and Lesser Powers are always considered as Special.


At higher levels, a Character may automatically turn, destroy or turn and destroy a number of enemies based on their HD or Level. These are listed on the chart as T, D or DT.

T = +2d6 Undead of this level are Turned automatically. D = +2d6 Undead of this level are Destroyed automatically. DT = +2d6 Undead of this level are Destroyed automatically. +2d6 Undead of this level are Turned Automatically.

Thus, if a Level 6 Cleric encounters 14 Skeletons, 8 Zombies, 2 Wights and a Ghast, and rolls 9, they roll 2d6 to see how many Skeletons are destroyed, 2d6 to see how many Zombies are turned and then 2d6 to see how many other Undead are turned. They roll 9 for the Skeletons, 5 for the Zombies and 11 for Turning.

This means that 9 Skeletons are Destroyed, 5 Skeletons are Turned, 8 Zombies are Turned and 2 Wights are Turned. This would leave 1 remaining but they did not roll high enough to Turn the Ghast.

The duration of Turning is equal to 1d4 + half the Character's Turning Level once either the character stops using Standard Actions to cause the ability to Persist, the opponent is beyond 60 feet or has broken Line of Sight with the character.

Attacking a Turned opponent grants a +4 to hit but automatically breaks the Turning immediately after, even if it misses.

If multiple Types are listed, then one Turn action affects all things with those Types - Turn [Undead, Evil Outsiders] will Turn both in a single Turning. If they have differing levels, roll once and compare the roll to all versions of Turn to see if it has any effect.

If a modifier is listed after Type, this alters the effective Turning Level of a character. If it lists Level, it uses the Level of the character. If it lists Level + or - a modifier, it uses Level modified by this - this is usually a Class Feature. If it simply lists a modifier of + or -, the character adds this to their current Turning Level. Most characters have a Turning Level of 0, unless they gain it from a Class - any modifier is thus applied to this.

For example, a 10th Cleric has Turn [Undead, Level] meaning they have a Turning Level of 10. A 10th Level Paladin has Turn [Undead, Evil Outsider, Level -2] meaning they have a Turning Level of 8. A 10th Level Thief with an Amulet of Turning has Turn [Undead, +2] meaning they have a Turning Level of 2. If the Thief gave the Paladin this item, it would bring their Turning Level up to 10 or the Cleric's to 12.

Description -