Repel Aberration

( Eberron Campaign Setting, p. 58)


Your Gatekeeper training allows you to keep aberrations at bay.


Gatekeeper initiate (ECS) , Druid level 3rd,


You can ward off creatures of the aberration type. You make a Charisma check and consult Table 8-9: Turning Undead on page 159 of the Player's Handbook, using your druid level to determine the most powerful aberration you can affect. This ability works only against aberrations within 60 feet of you. You then roll 2d6 and add your druid level + your Cha modifi er to determine your turning damage. An affected aberration is held at bay, unable to move toward you for as long as you maintain concentration. The aberration's actions are not otherwise restricted: It can fi ght other creatures, use its supernatural or spell-like abilities, and attack you with ranged weapons. If you move closer to it, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a warded aberration moves away from you and then tries to turn back toward you, it can't move any closer. You can use this ability a number of times per day equal to 3 + your Cha modifi er. The Extra Turning feat grants you extra uses of this ability.