Brilliant Gameologists Forum

Play Like You Have To! => GM Gameology => : Ezekiel_NL October 02, 2011, 07:17:00 PM

: Turning outsiders
: Ezekiel_NL October 02, 2011, 07:17:00 PM
I'm planning on DMming a planar campaign and one of my players have asked what the rules are for turning outsiders.

Does anyone have experience with this?

What happens when the monster is on his native plane and how should turn resistance work?

Thanks.

Dave
: Turning outsiders
: Ezekiel_NL October 06, 2011, 06:38:59 PM
No-one?
: Re: Turning outsiders
: X-Codes October 06, 2011, 06:56:42 PM
I'm going to assume that said player has the Planar Turning Epic Feat, or possibly the outsider in question has a subtype like (Fire) and your player picked up the Water, Fire, or Cold domains.  In either of these situations, it works *exactly* the same as Turn/Rebuke Undead.  If neither of these apply, then turn undead is only useful when burning turn attempts for Divine feats.
: Re: Turning outsiders
: archangel.arcanis October 06, 2011, 06:58:37 PM
I'm going to assume that said player has the Planar Turning Epic Feat, or possibly the outsider in question has a subtype like (Fire) and your player picked up the Water, Fire, or Cold domains.  In either of these situations, it works *exactly* the same as Turn/Rebuke Undead.  If neither of these apply, then turn undead is only useful when burning turn attempts for Divine feats.
Just not all Divine Feats. Some specifically call out Turn Undead while others say turn attempts. I personally let it fly no matter what kind of turn attempt but i also don't have characters try to get 6 domains with turn abilities and DMM: Persist either.