VARIANT TURNING RULES:
DESTRUCTION OF THE UNDEAD
Instead of the turn undead rules in the Player’s
Handbook, some DMs might decide to use these
turn undead rules. Instead of making undead
run and cower, turn attempts deal positive
energy damage to all undead within 30 ft. of
the cleric. The goal of the system was to have the
cleric contribute to the destruction of the undead in
a fashion that interacts well with the other characters in
the party such as the fighter and wizard. Sometimes when
undead are turned they run away and are never seen again,
or they are destroyed outright. Other times when undead
are turned, there are no effects at all. Some DMs find the
range of possibilities too widely varied or too complicated
and for those DMs we provide this more consistent, simpler
method of dealing with the turning of undead.
Turning undead is a standard action that deals 1d6
damage/cleric level to all undead within 30’ of the cleric.
The affected undead get a Will save (DC 10+ cleric level +
Charisma modifier) for half damage.
Evil clerics (any cleric that can swap out spells for inflict
spells) instead heal undead within 30 ft. for 1d6/cleric level.
Paladins work just as you would expect, they turn undead
as a cleric 3 levels lower.
Undead with turn resistance may subtract that number
from the damage that they take from each turn attempt. For
example, a vampire with turn resistance 4 takes 4 fewer hit
points of damage each time he takes turning damage.
Turn resistance does not reduce the effects of the
healing that evil clerics provide with their turn
attempts.
When using this ability against incorporeal
creatures, you do not have to roll a 50% miss
chance; turning hits them automatically.