Turning undead can make
it or break it in some situations. When a group is close to being
undead a well timed and well placed Turn can send the undead scurrying
from the cleric, giving the group time to regroup and focus on a
of targets. Or better yet, a powerful cleric could destroy countless
undead turning the battle in a split second. Lets take a quick look
all at how Turn Undead works.
When a cleric hits Turn
Undead the first thing the system does is a turning check, identifying
highest level of undead you could affect.
The turning check is defined as:
(1D20 + CHA bonus)
The results are
calculated from a table. At this point we presume the table used is the
the one found in the SRD, which is found href="http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead">here
Once we have our
highest level undead we move onto the total number of hit dice that can
rules tell us we roll 2D6 + Cleric Level + Cha bonus to determine
in testing it became clear that this was too much damage, making undead
easier to accomplish in DDO. So, our turning damage is defined as:
(1D6 + Cleric Level +
style="border: 2px solid ; width: 150px; height: 113px;" align="left"
hspace="4" vspace="2">This represents the
maximum number of hit dice we can affect.
However, undead are interesting creatures and can have a turn
which increases the number of hit dice the create has relative to turn
checks. For example a wraith is a 5HD
however it has a +2 turn resistance. (You
can see that here). style=""> In effect, you need to be able to turn a 7HD
creature and then do at least 7HD worth of damage to make the wraith
When damage is
calculated there are then two possibilities for the undead that are
affected. If you're total level is more
than twice the HD of the undead being turned you will destroy them
With that in mind then
our primary stat shifts from Wisdom to Charisma. We
only ever need a maximum of 19 wisdom
(even at level 20) to cast spells up to 9th level. But if we
wisdom low we will hamper our saves, making debuffs easier for the
resist. It will also lower our will saves a little.
I will present three
possible options for our Cleric here. These are raw scores and do not
any race assumptions.
Rather than provide a
total break down of how to spread your stats out it suffices to say
will want one of the following:
If you build a Wis 16,
Cha 16 Cleric, you will have a total of 8 points remaining to
your other 4 stats, if you build a Wis 14, Cha 16 Cleric you will have
12 points to distribute.
Turn Undead ( 3 + Cha Modifier)
Proficient with all armor
and shields excluding tower shields
Proficient with all
Add to this the
features of the race you choose.
Level 1: Extra Turning
Level 3: Improved Turn
Level 6: Mental
Level 9: Improved
If you are human you
can add mental toughness as your additional bonus feat.
if you are happy to build based on player knowledge of the game and not
it as it comes, would be the fact that you really don't encounter much
until you hit the house quests. At this point you would typically be 4th
level. In this case your feat selection
would change slightly.
Level 1 : Mental
Level 3 : Extra
Level 6 : Improved
Level 9 : Improved
Human: Move feats down
a step and select another feat at any level 9.
Skills: (in order of priority)
Enhancements (at 10th
Energy of the Zealot X
Extra Turning III (+6
Divine Vitality IV
Clerics Wisdom III or
Clerics Charisma II
With a lower Wisdom
score, this build will have a much lower spell point total, so Energy
Zealot X becomes a good choice. However,
if you are okay with sacrificing spell points, then any enhancement
Charisma by at least 2 would benefit the Cleric.
Spells will focus on
damaging undead and boosting your party members abilities through
are spell recommendations and can be swapped in and out dependant on
Cure Light Wounds, Bane,
Protection from Evil, Shield of Faith, Bless
Cure Moderate Wounds, Eagles
Splendor, Lesser Restoration, Bulls strength, Resist Energy
Cure Serious Wounds, Searing
Light, Remove Curse
Cure Critical wounds,
Holy Smite, Restoration,
Mass Cure Light
Wounds, Flame strike, Spell resistance
With no increases in
Cha from a base 16, this cleric would have 16 turn attempts per rest
would give a +3 to turn checks and +13 (at 10th level) to
damage. Whilst +13 will destroy lots of
smaller undead, high level undead encountered in places like Korromar
be affected in more than ones or twos. Increasing
Cha should always be a high priority. However if you start with a
Wisdom of 14,
its important to put one of the stat boosts into Wisdom to ensure you
access to level 5 spells by 10th level.
This build is by no
means a front rank combatant, but focuses rather on managing undead
effectively, boosting other casters spell points and buffing your party. style=""> With the lower Wisdom more often than not
debuffs will be resisted by monsters, especially at higher levels. style="">
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