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(→‎Notes: normal turn resistance stacks with SR-based turn resistance for outsiders)
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{{feat
[[Image:Ife turn.gif|right|Turn Undead]]
 
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|type=class
'''Type of Feat''': [[Class]]
 
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|prereq=[[cleric]] 1, [[paladin]] 3, [[blackguard]] 3
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|reqfor=[[divine might]], [[divine shield]], [[extra turning]]
 
|desc=With this feat, the character can force [[undead]] to [[turned|flee in terror]]. This ability may be activated three times per day, plus the character's [[charisma]] [[modifier]]. The character's level and charisma are used to determine how many undead are turned.
 
|use=selected. If the character has twice as many levels as the undead have [[hit dice]], the undead are instantly destroyed.
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|icon=ife_turn.gif
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|class1=blackguard
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|class2=cleric
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|class3=paladin}}
   
 
== Notes ==
'''Prerequisite''': [[Blackguard]] 3, [[Cleric]] 1, [[Paladin]] 3
 
   
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* The affected area has a radius of 20 [[meter]]s, centered on the turner. Creatures are affected from nearest to furthest, with friendly creatures exempt. Creatures must be seen to be affected.
'''Required for''': [[Divine might]], [[Divine shield]]
 
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* The total hit dice of all affected creatures is limited to 2[[d6]] plus the turner's charisma modifier and level. This is increased by another d6 if the caster has the [[sun domain]].
 
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* The duration of the forced flight is 5 [[round]]s, plus one round per the turner's level.
'''Specifics''': With this feat, the character can force [[undead]] to flee in terror. This ability may be activated 3x/ day, plus the character’s [[Charisma]] [[modifier]]. The character’s level and Charisma are used to determine how many undead are turned.
 
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* 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.
 
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* 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) 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, plus another d4 if the turner has the sun domain.
'''Use''': Selected. If the character has twice as many levels as the undead have [[HD]], the undead are instantly destroyed.
 
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{|class="wikitable" style="text-align:center"
 
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! turn check
==Notes==
 
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! level modifier
*Affects eligible creatures within 20 meters (60 feet) of the character. The nearest creature is affected first and then the next nearest creature, and so on until the total number of creature [[Hit dice]] is met.
 
*Normally only affects undead, but other creatures are also affected based on the cleric's [[domain]]:
 
**[[Elemental]]s: [[Air_domain|Air]], [[Earth_domain|Earth]], [[Fire_domain|Fire]], [[Water_domain|Water]]
 
**[[Vermin]]: [[Plant_domain|Plant]]
 
**[[Construct]]s: [[Destruction_domain|Destruction]] (Constructs are not turned, just damaged; see below.)
 
**[[Outsider]]s: [[Good_domain|Good]], [[Evil_domain|Evil]]
 
*The [[Planar turning]] [[feat]] also allows Outsiders to be turned as if they were undead.
 
*Clerics can turn Outsiders as if they were undead with the [[Good_domain|Good Domain]] or the [[Evil_domain|Evil Domain]], however, with the changes from [[Hordes of the Underdark]], Outsiders recieve [[Turn Resistance]] equal to their [[Spell Resistance]]. [[Planar Turning]] reduces this resistance by 1/2.
 
*To determine the number of creatures affected, the base class level is Cleric level plus the higher of Paladin level − 2 or Blackguard level − 2. For example, a Cleric 20 / Paladin 15 / Blackguard 5 would have a base class level of 33.
 
**The total number of creature [[Hit dice]] affected is 2d6 + base class level + Charisma modifier (+ an extra 1d6 if the character has the [[Sun_domain|Sun domain]]).
 
**[[Turn resistance]] adds to the creature's [[Hit dice]] for purposes of Turn undead. For Outsiders, [[Spell resistance]] is also added; however, if the character has the [[Planar turning]] feat, only half of the creature's [[Spell resistance]] is added.
 
**The highest creature [[Hit dice]] affected (Turn level) is the base class level modified from −4 to +4 based on a turn check of 1d20 + Charisma modifier (+ 1d4 if they have Sun Domain).
 
{|border=1 cellpadding=5 cellspacing=0
 
!<u>Turn check</u>!!<u>Turn level adjust</u>
 
 
|-
 
|-
|align=center|0 or less||align=center|−4
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| 0 or less
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| &minus;4
 
|-
 
|-
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| 1 to 3
|align=center|1 to 3||align=center|−3
 
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| &minus;3
 
|-
 
|-
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| 4 to 6
|align=center|4 to 6||align=center|−2
 
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| &minus;2
 
|-
 
|-
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| 7 to 9
|align=center|7 to 9||align=center|−1
 
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| &minus;1
 
|-
 
|-
|align=center|10 to 12||align=center|+0
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| 10 to 12
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| +0
 
|-
 
|-
|align=center|13 to 15||align=center|+1
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| 13 to 15
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| +1
 
|-
 
|-
|align=center|16 to 18||align=center|+2
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| 16 to 18
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| +2
 
|-
 
|-
|align=center|19 to 21||align=center|+3
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| 19 to 21
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| +3
 
|-
 
|-
|align=center|22 or higher||align=center|+4
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| 22 or higher
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| +4
 
|}
 
|}
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* 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.
**For example, the above Cleric&nbsp;20 / Paladin&nbsp;15 / Blackguard&nbsp;5 would have a Turn level of between 29 and 37 (depending on their roll and modifiers), i.e., a 37 [[Hit dice]] creature is maximum they could affect.
 
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* 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 clerical [[domain]]s and the [[planar turning]] feat.
**If the character's base class level is at least twice the creature's adjusted [[Hit dice]], it is destroyed instead of turned.
 
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** [[Construct]]s can be affected (damaged, not turned) via the [[destruction domain]].
*Constructs are not turned, but instead damaged 1d3 per Turn level, e.g. 29d3 to 37d3 for the example above. The [[damage type]] is magical.
 
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** [[Elemental]]s can be turned via the [[air domain|air]], [[earth domain|earth]], [[fire domain|fire]], and [[water domain|water]] domains.
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** [[Outsider]]s can be turned via the [[good domain|good]] and [[evil domain|evil]] domains, or via the planar turning feat.
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** [[Vermin]] can be turned via the [[plant domain]].
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** Any creature possessing an item with the [[tag]] "x2_gauntletlich" can be turned by a creature with a similarly-tagged item equipped in the [[gloves or bracers slot]]. (No such item exists in the default game, but the tag's prefix suggests it was planned for the [[Hordes of the Underdark]] expansion, and comments in the script suggest its name was to be "Gauntlets of the Lich".)
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* An affected creature cannot be cured with the [[restoration]] or [[clarity|mind protection]] lines of spells. However, the effect may be [[dispel|dispelled]], with the turner's hit dice as the effective caster level of the turn effect.
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* Outsiders get a bonus to their turn resistance equal to their [[spell resistance]], unless the turner has ''[[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.
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* 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.
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== Custom content notes ==
   
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*''script:'' <code>NW_S2_TurnDead</code>
[[Category:Feats]]
 

Revision as of 16:43, 27 January 2018

Turn undead

Type of feat: class (given based on class levels)
Prerequisite: cleric 1, paladin 3, blackguard 3
Required for: divine might, divine shield, extra turning

Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.

Use: selected. If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed.

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 is 5 rounds, plus one round per the turner's level.
  • 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) 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, plus another d4 if the turner has the sun domain.
turn check level 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
  • 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 clerical domains and the planar turning feat.
  • An affected creature cannot be cured with the restoration or mind protection 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 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.
  • 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.

Custom content notes

  • script: NW_S2_TurnDead