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{{CharacterNav|title=Turn Undead / Turn Creature / Turn}}
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*NOTES AND HINTS SHOULD GO FURTHER BELOW: DO NOT EDIT THIS SECTION vvvvvvvvvvvvvvvv*
 
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{{#ifexist: {{ucfirst:{{PAGENAME}}}}/feat | {{:{{ucfirst:{{PAGENAME}}}}/feat }} | Under construction.}}
<span class="plainlinks" style="font-size: small;"><center>( [[{{ucfirst:{{PAGENAME}}}}/feat|<span title="View feat subpage. Only click this if you know what you're doing.">View</span>]] - [{{fullurl:{{ucfirst:{{PAGENAME}}}}/feat|action=edit}} <span title="Edit Feat subpage. Only click this if you know what you're doing.">Edit Feat</span>] )</center></span>
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*NOTES AND HINTS SHOULD GO FURTHER BELOW: DO NOT EDIT THIS SECTION ^^^^^^^^^^^^^^^^^*


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


<span style="color:red">Updates to this page are pending.</span>
== Notes ==


* Area of effect:A radius of 20 [https://nwn.fandom.com/wiki/Meter meter]s, centered on the turner. '''Hostile''' and '''Seen''' creatures are affected from nearest to furthest.
*Turn undead has a HD cap based on the HD of the creature. Outsiders (if your domains allow you to turn them) add their SR (or half their SR if you have the Planar Turning feat) to this check.
* This cap,  (henceforth Power) is: '''Class bonus''' + 1d6 + Cha mod + Improved Turning Feat Bonus (1d6) + 1d2 per oath of inquisition.
**Class bonus is the sum of [[Cleric]], [[Divine Champion]], [[Favored Soul]], [[Dirgesinger]], [[Blackguard]] and [[Paladin]] class levels.
**[[Harper]] and [[Zhentarim]] adds half their level (rounded down, as normal). If they are priests, they also add +3, for a maximum total of +5.


__TOC__
*A character is subject to turning if your domains permit it, and if its HD is lower than your remaining power. Every affected creature lowers the remaining HD of creatures that can be affected, but not the overall intensity of the effects.


* An affected creature cannot be cured with the [[Restoration]] or Mind Protection (e.g. [[Clarity]]) lines of spells. However, the effect may be [https://nwn.fandom.com/wiki/Dispel dispelled], with the turner's hit dice as the effective caster level of the turn effect.


'''Type of feat''': [https://nwn.fandom.com/wiki/Class_feat class]<br/>
'''Player Characters Turning'''
'''Prerequisite''': [[Cleric]] 1, [[Paladin]] 3, [[Blackguard]] 3 <br/>
'''Required for:''' [https://nwn.fandom.com/wiki/Divine_might divine might], [https://nwn.fandom.com/wiki/Divine_shield divine shield], [https://nwn.fandom.com/wiki/Extra_turning extra turning] <br/>


'''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.
*Player Characters that are affected are always struck with the custom Frighten effect - its intensity is equal to (remaining power - target HD)/2 , capping at 10 with a minimum of 2. This effect has a duration of 5 rounds.  
*Affected Player Characters are also struck with 12 seconds of a special effect that prevents them from targetting the Turner.  
*Player characters have an immunity period of 60 seconds after being affected.
*Affected Player Characters will never show any VFX.


'''Use''': Selected. <!--If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed.-->
'''Non Player Characters Turning'''
* If turner has a domain giving the Command power and power is twice that of the HD of the target creature and turner has less than 3 henchmen, the creature will be turned into a henchmen.
* If power is twice that of the HD of the target creature, it is destroyed, or it wanders away disappearing solemnly into the horizon.
* If it is not but it's still above its HD, it will instead be Rebuked (immobilized) or struck with the custom Frighten effect for a duration of 5+Power rounds at max intensity (10). The effect can vary depending on your alignment.
* If turner has a domain giving damage, Turn Undead Power is also used to determine the effect of Domains that damage creatures.


* '''Command''':
{| class="wikitable"
: Turns target into a henchman, wanders off if removed from party.
|-
* '''Damage''':
! Domain
: Very specific domain interactions with certain targets will result in damaging the turned creatures.
! Effect
* '''Destroy''':
|-
: Target is destroyed
| Sun
* '''Fear''':
| Power/2 d3 Fire<br>Power/2 d3 Positive
: Applies 50% Spell Failure and -10 malus to AB, AC, saves, and skills.
|-
* '''Neutralize''':
| Moon
: Target turns neutral and wanders off.
| Power d3 Magic
:: 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 Domain|Animal]]/[[Plant Domain|Plant]] [[Cleric]] turning a neutral animal
| Death
* '''Rebuke''':
| Power d3 Magic
: Target is stunned.
|-
| Destruction
| Power d3 Magic
|-
| Forge
| Power d3 Magic
|-
| Knowledge
| Power d3 Magic
|}


'''Note''': All of the above effects are automatically calculated and applied. Players only need to use on the [[Turn Undead]] feat.
All [[Category:Cleric_domains|Domains]] can Neutralize, Destroy, Rebuke, or Fear the affected creatures (T), but only a select few [[Category:Cleric_domains|Domains]] can Command (C) or Damage (X) certain creatures (see below).


'''Domain Interactions'''


{| Wikitable Class="wikitable sortable" style="text-align: center;"
{| Wikitable Class="wikitable sortable" style="text-align: center;"
Line 113: Line 141:
|}
|}


== Notes ==
==References==
 
* None
* The affected area has a radius of 20 [https://nwn.fandom.com/wiki/Meter meter]s, 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 [https://nwn.fandom.com/wiki/round round]s, 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&minus;2 and [[Blackguard]] level&minus;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 &minus;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.
 
{|class="wikitable" style="text-align:center"
! Turn Check
! HD Modifier
|-
| 0 or less
| &minus;4
|-
| 1 to 3
| &minus;3
|-
| 4 to 6
| &minus;2
|-
| 7 to 9
| &minus;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 [https://nwn.fandom.com/wiki/Turn_resistance 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 [https://nwn.fandom.com/wiki/Race racial type] (which can change under the influence of a [https://nwn.fandom.com/wiki/Polymorph polymorph], with [https://nwn.fandom.com/wiki/Undead_shape undead shape] being of particular note). Undead are always affected (unless friendly), while additional races may be affected based on clerical [[Category:Cleric_domains|domain]]s and the [https://nwn.fandom.com/wiki/Planar_turning planar turning] feat.
<!--
** [https://nwn.fandom.com/wiki/Construct Construct]s can be affected (damaged, not turned) via the [[Destruction Domain]].
** [https://nwn.fandom.com/wiki/Elemental Elemental]s can be turned via the [[Air Domain|Air]], [[Earth Domain|Earth]], [[Fire Domain|Fire]], and [[Water Domain|Water]] Domains.
** [https://nwn.fandom.com/wiki/Outsider Outsider]s can be turned via the [[Good Domain|Good]] and [[Evil Domain|Evil]] Fomains, or via the [https://nwn.fandom.com/wiki/Planar_turning Planar Turning] feat.
** [https://nwn.fandom.com/wiki/Vermin Vermin] can be turned via the [[Plant Domain]].
-->
* An affected creature cannot be cured with the [https://nwn.fandom.com/wiki/Restoration Restoration] or [https://nwn.fandom.com/wiki/Clarity Mind Protection] lines of spells. However, the effect may be [https://nwn.fandom.com/wiki/Dispel 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 [https://nwn.fandom.com/wiki/Spell_resistance spell resistance], unless the turner has ''[https://nwn.fandom.com/wiki/Planar_turning Planar Turning]'' 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 [https://nwn.fandom.com/wiki/Magical_damage Magical Damage] per the modified level used to determine the highest level creature that can be turned.


== Custom content notes ==
== Custom content notes ==
*''script:'' <code>NW_S2_TurnDead</code>


*''script:'' <code>NW_S2_TurnDead</code>
<noinclude>[[Category:Feats]]
[[Category:General Feats]]</noinclude>

Latest revision as of 20:52, 30 January 2025

Turn Undead
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[The Astrolabe]
Type of feat: Cleric Class, Paladin Class, Blackguard Class, Harper Paragon Class, Zhentarim Enforcer Class, Harbinger Class Bonus, Harper Priest Bonus
Prerequisite: Harper Priest 1, Harbinger (Divine Patronage Feat) 5
Automatically granted by: Cleric 1, Paladin 3, Blackguard 3, Harper Paragon 3, Zhentarim Enforcer 3
Required for: Divine Might, Divine Shield, Improved Turning, Planar 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 relevant class levels (see below) and charisma are used to determine how many undead are turned.
  • 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 Frightened at 10 Intensity.
  • 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 feat page notes for more details).

Use: Selected
( View - Edit Feat )

Notes

  • Area of effect:A radius of 20 meters, centered on the turner. Hostile and Seen creatures are affected from nearest to furthest.
  • Turn undead has a HD cap based on the HD of the creature. Outsiders (if your domains allow you to turn them) add their SR (or half their SR if you have the Planar Turning feat) to this check.
  • This cap, (henceforth Power) is: Class bonus + 1d6 + Cha mod + Improved Turning Feat Bonus (1d6) + 1d2 per oath of inquisition.
  • A character is subject to turning if your domains permit it, and if its HD is lower than your remaining power. Every affected creature lowers the remaining HD of creatures that can be affected, but not the overall intensity of the effects.
  • 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.

Player Characters Turning

  • Player Characters that are affected are always struck with the custom Frighten effect - its intensity is equal to (remaining power - target HD)/2 , capping at 10 with a minimum of 2. This effect has a duration of 5 rounds.
  • Affected Player Characters are also struck with 12 seconds of a special effect that prevents them from targetting the Turner.
  • Player characters have an immunity period of 60 seconds after being affected.
  • Affected Player Characters will never show any VFX.

Non Player Characters Turning

  • If turner has a domain giving the Command power and power is twice that of the HD of the target creature and turner has less than 3 henchmen, the creature will be turned into a henchmen.
  • If power is twice that of the HD of the target creature, it is destroyed, or it wanders away disappearing solemnly into the horizon.
  • If it is not but it's still above its HD, it will instead be Rebuked (immobilized) or struck with the custom Frighten effect for a duration of 5+Power rounds at max intensity (10). The effect can vary depending on your alignment.
  • If turner has a domain giving damage, Turn Undead Power is also used to determine the effect of Domains that damage creatures.
Domain Effect
Sun Power/2 d3 Fire
Power/2 d3 Positive
Moon Power d3 Magic
Death Power d3 Magic
Destruction Power d3 Magic
Forge Power d3 Magic
Knowledge Power d3 Magic


Domain Interactions

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

References

  • None

Custom content notes

  • script: NW_S2_TurnDead