With any turning Build, the Equipment determines the effectiveness of the overall build. Unless you are using a VOP build.
for just Turning ability.... look at the Ability itself and Plan on Maximizing the various aspects of it.
1)it is a Cha based Class Ability..... # of Turns/day, Turning Check, Turning Damage.... are all affected by Cha....anything that helps Cha Checks..will help Turning
2)it is based on Effective Cleric Levels..... the more cleric(Effective Cleric) levels you have the higher HD Undead you can Turn, and Destroy.
just focusing on the most effective things that contribute to these ...... will determine the build.
lets start with:
Skills: ...... If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.... so, Obviously, you want to get at least 5 ranks in that, and it stacks, since it is Un-named
Attributes:Clerics have Wisdom as a Primary Casting Attribute, but turning is Cha based.... since the Min Wis needed is 19(to cast 9th lvl spells)... you can afford to Boost Cha as high as you can...... for a 32 point buy, try this:
10 Str
10 Dex
12 Con
12 Int
16 Wis
16 Cha
this gives great Wis and Cha, but you need to stay out of Melee combat... try to be a Ranged Support Character
Domain....domain choice also affect this abilty:Glory (CDiv p139)Turn Undead with a +2 bonus on the Turning Check & +1d6 on the Turning Damage Check.
SunSpells:... there are several spells in the Spell Compendium, that directly affect Turning Undead:Light of Faith(Cleric 2)swift action, 1rnd/CL, holy symbol touched:
Sacred Bonus to Turning Check= 1/2 CL
Light of Wisdom(Cleric 3)swift action, 1rnd/CL, holy symbol touched:
+1 Effective Cleric Turning Level/3CL for Highest HD affected and Destroyed
Light of Purity(Cleric 4)swift action, 1rnd/CL, holy symbol touched:
+1d6 Turning Damage/ 4CL(max 5d6)
Light of Courage(Cleric 6)swift action, 1rnd/CL, holy symbol touched:
+1d8 Damage/2CL bonus damage to ALL Undead that you try to Turn, even if you dont Succeed
Consecrate(Cleric 2)Duration: 2 hours/level,No Save/No SR:
Each Charisma check made to turn undead within this area gains a +3 sacred bonus.
Hallow(Cleric 5)
:all Charisma checks made to turn undead gain a +4 sacred bonus,
Feats: ... this has the most impact on turning, other than actual Cleric levels, or Effective Cleric levels.Disciple of the SunExalted Turning[Exalted] (BoED p42)Ability to Turn Undead
Any Undead you successfully Turn also takes 3d6 damage.
Empower Turning[General] (CDiv p81)Ability to Turn or Rebuke Undead
Multiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to determine the number of Undead HD you effect.
Extra Turning[General](PH p94)Ability to Turn or Rebuke creatures
Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.
Heighten Turning[General](LM p27)Ability to Turn or Rebuke Undead,
Charisma 13, Extra Turning
When you Turn or Rebuke Undead, you may choose a number no higher than your effective Cleric level.Add that number to your Turning Check, then subtract it from your Turning Damage roll.
Improved Turning[General] (PH p96)Ability to Turn or Rebuke creatures You may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability.
Quicken Turning[Divine](CDiv p84)(LM p20)Ability to Turn or Rebuke Undead
You may make a Turn or Rebuke Undead attempt as Free Action. You may only make an attempt once per round.
Extra Turning[General](PH p94)Ability to Turn or Rebuke creatures
Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat.You may take this feat multiple times.
Divine Energy Focus (Ghostwalk) - treat as if +2 levels in your T/R class for purposes of destroying or commanding undead. And grants a +2 to Turning checks and Turning Damage rolls.
Faith in the Frost(Frostburn) ... add Cha bonus as Cold damage to any undead you turn
Choosen of the Deathless(races of Eberron)......+2 turn damage and check
now if you are a Num-Human(no bonus feat) ... then you get 7 Feats in normal Play for a 20th lvl character... so we will use that as a starting point.
say we decide that we want to focus Solely on Turning Undead to the exclusion of everything else.... so we want a
+Cha race....lets use Hellborn(Spirit Aspect)(+2 Cha,-2 Con)
and to make things easier... we will use Cleric 20 for the Build
ok...like this:
Hellborn(Spirit Aspect)(+2 Cha,-2 Con)
Cleric 20.... Patron(Ehlonna,Pelor,Lathander,Horus-Re,
Domains:
Glory
Sun
32 point buy
10 Str
10 Dex
12 Con
12 Int
16 Wis
16 Cha
assume 3 level boosts go to Wisdom, and 2 level boosts go to Cha..... remember we are not counting items.
Feats:
1st lvl: Improved Turning
3rd lvl: Empower Turning
6th lvl: Extra Turning
9th lvl: Divine Energy Focus
12th lvl: Choosen of the Deathless
15th lvl: Quicken Turning
18th lvl: Disciple of the Sun
i dont feel like doing the math.... but this is quite nice, especially combined with the Spells from the Spell Compendium and PHB
Quick Review for Undead Turning Builds:Essential Feats:Empower Turning.... turning damage x 1.5
Improved Turning........... +1 effective Cleric Level for all Turning aspects
Extra Turning...............+4 additional Turn Attempts
Good Feats:Sun Devotion........ boost to weapon
Choosen of the Deathless......+2 turn damage and check
Quicken Turning.................. turn as Swift action
Divine Energy Focus.............+2 turn damage and check, and +2 lvls higher for destroy chance
after this .....
Equipment determines the Final Strength of the Build