Turn Undead

From Arelith Wiki
Jump to: navigation, search
Turn Undead / Turn Creature / Turn
Arelithwikilogo.png
Arelith Wiki

Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Marks - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest - Role Play Bonus
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Taverns - Banks
Riding - Sailing - Boons
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats - Trap
Summons - Familiar Reskins
Spells (list) - Misc
Help:
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

The Turn Undead Feat has been heavily customized/expanded on Arelith.

Updates to this page are pending.



Type of feat: class
Prerequisite: Cleric 1, Paladin 3, Blackguard 3
Required for: divine might, divine shield, extra turning

Specifics: With this feat, the character can inflict a number of effects (see below) on the affected targets. This ability may be actived three times, plus the character's charisma modifier. It replenishes a single activation every 10-11.5 minutes. Refreshes sequentially, once one cool down is complete the next replenishment will begin automatically. The character's relevent class levels (see below) and charisma are used to determine how many undead are turned.

Use: Selected.

  • Command:
Turns target into a henchman, wanders off if removed from party.
  • Damage:
Very specific domain interactions with certain targets will result in damaging the turned creatures.
  • Destroy:
Target is destroyed
  • Fear:
Applies 50% Spell Failure and -10 malus to AB, AC, saves, and skills.
  • Neutralize:
Target turns neutral and wanders off.
Works for matching character and target alignments
Example: a Good aligned Good Domain Cleric turning a celestial, an evil aligned Evil Domain Cleric turning a fiend, or a neutral aligned Animal/Plant Cleric turning a neutral animal
  • Rebuke:
Target is stunned.

Note: All of the above effects are automatically calculated and applied. Players only need to use on the Turn Undead feat. All can Neutralize, Destroy, Rebuke, or Fear the affected creatures (T), but only a select few can Command (C) or Damage (X) certain creatures (see below).


Cleric Domain Aberration Animal Beast Construct Elemental Magical Beast Ooze Outsider Shapeshifter Undead Vermin
Air C T
Animal T C C C T T
Cold T T
Darkness T
Death X
Destruction X T
Earth C T
Evil C T
Fire C T
Forge C&X T
Good C T
Healing T
Illusion T
Knowledge C&X T
Magic T
Mind T
Moon T X
Ooze T C T
Plant T C T T T T
Protection T T
Storm T
Strength T
Suffering T
Sun T X
Travel T
Trickery T
Undeath C
Vermin T T T T T C
War T
Water C T T

Notes

  • The affected area has a radius of 20 meters, centered on the turner. Creatures are affected from nearest to furthest, with friendly creatures exempt. Creatures must be seen to be affected.
  • The total hit dice of all affected creatures is limited to 2d6 plus the turner's charisma modifier and level. This is increased by another d6 if the caster has the Sun Domain.
  • The duration of the forced flight or awe is 5 rounds, plus one round per the turner's level. If the turned target is a Player Character, the duration is 5 rounds, plus one round per 7 turner's applicable levels.
  • The "level" used by this feat for all purposes listed so far (total hit dice affected, destroying instead of turning, and duration) is the turner's Cleric level plus the higher of Paladin level−2 and Blackguard level−2) if either is positive.
  • For the purpose of determining the highest level (hit dice) creature that can be turned, the turner's level is modified (from −4 to +4 or higher) by a turn check, and no creature with more hit dice than the modified level can be turned. The turn check is a die roll: d20 + charisma modifier.
  • Arelith Change: The modifier can go beyond +4 if the turner has sufficient charisma modifier and roll. For every 3 above 21 on turn check, the HD is added by 1.
Example: A 24 base Charisma turner with maximized charisma bonus of +12 and a die roll of 20 can get up to +7 for the HD modifier.
Turn Check HD Modifier
0 or less −4
1 to 3 −3
4 to 6 −2
7 to 9 −1
10 to 12 +0
13 to 15 +1
16 to 18 +2
19 to 21 +3
22 or higher +4 or higher
  • Creatures with turn resistance add this to their actual hit dice both when determining if they can be turned and when totaling the number of hit dice turned so far.
  • Whether or not a creature is affected by turn undead is determined by that creature's racial type (which can change under the influence of a polymorph, with undead shape being of particular note). Undead are always affected (unless friendly), while additional races may be affected based on clericals and the planar turning feat.
  • An affected creature cannot be cured with the Restoration or Mind Protection (e.g. Clarity) lines of spells. However, the effect may be dispelled, with the turner's hit dice as the effective caster level of the turn effect.
  • Outsiders get a bonus to their turn resistance equal to their spell resistance, unless the turner has the Planar Turning feat, in which case the bonus is half that amount. The spell-resistance-based turn resistance stacks with any normal turn resistance the outsider may have.
  • Spell penetration feats do not add anything to turning.
  • Constructs, if affected by a turning attempt, are not forced to flee, nor are they destroyed if the turner's level is twice theirs. Instead, constructs receive 1d3 points of Magical Damage per the modified level used to determine the highest level creature that can be turned.
  • Player Characters no longer run away in fear. They take a malus to AB, AC, Saves, Skills, and receive spell failure. This lasts for 5 rounds and they can only be affected by the same turner once every 10 rounds. Remove fear does not negate or prevent this effect.
The penalty is -2 to -10, Spell failure 10% to 50%, depending on the difference between the clerics modified turn level (including bonuses from the turn check itself) and the targets HD + turn resistance (SR for outsiders).
  • Affects invisible and hidden enemies in range. The "Too powerful" message will be hidden for turning player character to prevent meta-gaming.

Custom content notes

  • script: NW_S2_TurnDead