Turn Undead

One important, and potentially life-saving, combat ability available to priests and Templars is the ability to turn undead. This is a special power granted by the character's deity. Druids cannot turn undead.

Through the priest or Templar, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured.

When encountering undead, a priest or Templar can attempt to turn the creatures (remember that the Templar turns undead as if he was two levels lower - a 5th-level Templar uses the 3rd level column). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).

Attempting to turn counts as an action, requiring one full round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them).

The mere presence of the character is not enough - a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.

To resolve a turning attempt, look at the table. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a Templar). If there is a number listed, roll d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (-) means that a priest or Templar of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.

Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.

For example, Gorus, a 7th-level priest, and his party are attacked by two skeletons led by a wight and a spectre. The turning attempt is made, resulting in a roll of 12. Gorus's player reads the table for all three types of undead using the same roll--12--for all three. The skeletons are destroyed (as Gorus knew they would be). The wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre)

Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions.

Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed).

If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.

Evil Priests and Undead

Death and the passage of the soul afterward is the domain of the Watchwardenss. On the surface, all faiths disdain undead and seek their destruction, particularly the Watchwardens (presence of undead means that the souls of the faithful are not processing to the domain of their god and are, instead, trapped in the mortal realm). Thus, typically, even evil priests could have Turn Undead. However, their are certain cults that have embraced undeath for a variety of reasons. Their priest may, instead, have the power to Control Undead.

This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the evil priest, while a "D" means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

Most evil priests (any) also have the ability to affect Templars, turning them as if they were undead. However, since the living spirit of a Templar is far more difficult to quell and subvert, Templars are vastly more difficult to turn. An evil priest attempting to turn a Templar does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn Templars on the 4th-level column. He would have only a slim chance of turning a 7th-level Templar (7 HD) and would not be able to turn one of 8th level at all (using the level of the Templar as the HD to be turned). All "D" results against Templars are treated as "T" results.


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