Difference between revisions of "Turn Undead"

From Neversummer 4 EE Wiki
Jump to navigation Jump to search
 
(3 intermediate revisions by 2 users not shown)
Line 53: Line 53:
 
*'''[[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]''' are turnable by evil-aligned Clerics with [[Evil Domain]].
 
*'''[[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]''' are turnable by evil-aligned Clerics with [[Evil Domain]].
 
*'''All [[:Category:Outsiders|Outsiders]]''' are turnable by Clerics, Paladins, and Blackguards with the [[Planar Turning]] feat.  
 
*'''All [[:Category:Outsiders|Outsiders]]''' are turnable by Clerics, Paladins, and Blackguards with the [[Planar Turning]] feat.  
*see Note behind.
 
  
 
===Player Races===
 
===Player Races===
 
*[[Durzagon_Fiend|Durzagon Fiend]], [[Azerblood]], [[Aasimar]], [[Tiefling]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Air Genasi]], [[Githzerai]], and [[Githyanki]] are all considered outsiders for the purposes of planar turning. For the purposes of favored enemy and other racially-based bonuses they are still considered to be their base race.
 
*[[Durzagon_Fiend|Durzagon Fiend]], [[Azerblood]], [[Aasimar]], [[Tiefling]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Air Genasi]], [[Githzerai]], and [[Githyanki]] are all considered outsiders for the purposes of planar turning. For the purposes of favored enemy and other racially-based bonuses they are still considered to be their base race.
*Player characters receive +1 to their hit dice to resist turning when wearing [[The Acolyte's Medallion]].  This bonus is not granted when a player is polymorphed or shifted.
+
*Player characters receive +1d2 to their hit dice to resist turning when wearing [[The Acolyte's Medallion]].  This bonus is not granted when a player is polymorphed or shifted.
  
 
===Creature of Turnable(under constructing)===
 
===Creature of Turnable(under constructing)===
Line 90: Line 89:
 
| Planar Grappler
 
| Planar Grappler
 
| -
 
| -
| [[:Category:Natrual-Aligned Outsider|Natrual-Aligned Outsider]]
+
| [[:Category:Neutral-Aligned Outsider|Neutral-Aligned Outsider]]
 
|-
 
|-
| :Category:Undead|Undead
+
| [[:Category:Undead|Undead]]
 
| [[Plane of Water|Water]]
 
| [[Plane of Water|Water]]
 
| Dread Pirate
 
| Dread Pirate
Line 120: Line 119:
 
| Arrowhwak
 
| Arrowhwak
 
| 32
 
| 32
| [[:Category:Natrual-Aligned Outsider|Natrual-Aligned Outsider]]
+
| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 126: Line 125:
 
| Djinni Warrior
 
| Djinni Warrior
 
| 32
 
| 32
| [[:Category:Natrual-Aligned Outsider|Natrual-Aligned Outsider]]
+
| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 132: Line 131:
 
| Equinal
 
| Equinal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 138: Line 137:
 
| Lupinal
 
| Lupinal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 144: Line 143:
 
| Cervidal
 
| Cervidal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 150: Line 149:
 
| Leskylor
 
| Leskylor
 
| 3x
 
| 3x
| [[:Category:Natrual-Aligned Outsider|Natrual-Aligned Outsider]]
+
| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 156: Line 155:
 
| Ursinal
 
| Ursinal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 162: Line 161:
 
| Leonal
 
| Leonal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Outsiders|Outsiders]]
 
| [[:Category:Outsiders|Outsiders]]
Line 168: Line 167:
 
| Avoral Guardinal
 
| Avoral Guardinal
 
| 3x
 
| 3x
| [[:Category:Good-Aligned Outsider|Good-Aligned Outsider]]
+
| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
 
|-
 
|-
 
| [[:Category:Constructs|Constructs]]
 
| [[:Category:Constructs|Constructs]]
Line 178: Line 177:
  
 
=='''NOTE'''==
 
=='''NOTE'''==
*ALL turning abilities derived from cleric domains are only applied if the player is mostly cleric,'''Lesser or equal to the char's cleric level.'''
+
*Races other than Undead that are granted due to clerical domains can only be turned if the player's Cleric levels consist of at least half the player's total level. This rule doesn't apply for Planar Turning.
*'''no Spell resistance is added''' to the creature's Turn CR,even an outsider.
+
*Turning abilities derived from clerical domains only apply if the player's Cleric levels consist of at least half the player's total level.
 
+
*On NS4, spell resistance never adds to turn resistance
 
+
*Lv36+ creatures that are flagged as bosses aren't turnable.
==Additional Reference==
 
A spreadsheet of the hit dice limits and basis for the damage/drain amount based on a character's Turning Level and Charisma Modifier can be seen [http://img528.imageshack.us/img528/583/turnundeadv2.png here]
 
 
[[Category: Feats]]
 
[[Category: Feats]]
 
[[Category: ClassFeats]]
 
[[Category: ClassFeats]]

Latest revision as of 20:51, 15 June 2025

Type of Feat: Class

Prerequisite: Blackguard 3, Cleric 1, Paladin 3

Required for: Divine Might, Divine Shield

Specifics: With this feat, the character can knock down undead with a divine force. 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.

Use: Selected


Hit Dice Limits

When making a turn attempt, the caster makes a check for the maximum hit dice (against player characters) or challenge rating (against non-player characters) of a single enemy that one can turn and the total hit dice/challenge rating one can turn. The nearest enemy within 20 meters (60 feet) is affected first and then the next nearest creature, and so on until the total hit dice/challenge rating limit is met or no more enemies can be turned. Enemies with greater than the maximum hit dice/challenge rating cannot be turned.

Turning Level

A character's Turning Level for the sake of turning calculations is equal to:

or

  • Blackguard level + Fighter level if the character has no third class and no more than 10 Fighter levels.
    • If more than 10 Fighter levels are taken, the character no longer adds Fighter levels to their turning level.


Maximim Hit Dice

The maximum player hit dice or monster challenge rating of a single enemy that one can turn is equal to:

  • Turning Level + Charisma Modifier/10 + other modifiers
  • Charisma Modifier can be negative.
  • Other modifiers are only applied when the Charisma Modifier is positve:


Total Hit Dice

The total number of player hit dice or monster challenge ratings affected are equal to the greater of the below:

  • Turning Level

or

  • ( Charisma Modifier * [Turning Level/6] ) + 1


Turning Effects

Good/Neutral Casters

If the caster is Good or Neutral and belonging to any faction except the Mystral Ascendancy, enemies will be knocked back and knocked down for 2 round and take (Cha/2 + Turning Level/20) * 1d8 divine damage. If the caster has twice the hit dice as the enemy's hit dice/challenge rating, they are destroyed instantly instead. Once turned, a creature is immune to the effects of turning for 10 rounds.

Evil Casters

If the caster is Evil or Neutral and belonging to the Mystral Ascendancy, enemies will be drained of (Cha Mod/2 + Turning Level/20) AB, AC, and all saves for 10 rounds. Only a greater restore can remove the drain. If the caster has twice the hit dice as the enemy's hit dice/challenge rating, they are dominated instead. Once turned, a creature is immune to the effects of turning for 10 rounds.


Turnable Races

Player Races

Creature of Turnable(under constructing)

Race Plane Name CR Note
Vermin Forest Beetle 32 -
Constructs Knowledge Enchanted Sword 3x -
Constructs Knowledge Raggamoffyn 3x -
Outsiders Nexus Planar Grappler - Neutral-Aligned Outsider
Undead Water Dread Pirate - Water
Elementals Water Elder Water Elemental - Water
Elementals Earth Elder Earth Elemental - Earth
Elementals Air Elder Air Elemental - Air
Outsiders Air Arrowhwak 32 Neutral-Aligned Outsiders
Outsiders Air Djinni Warrior 32 Neutral-Aligned Outsiders
Outsiders Elysium Equinal 3x Good-Aligned Outsiders
Outsiders Elysium Lupinal 3x Good-Aligned Outsiders
Outsiders Elysium Cervidal 3x Good-Aligned Outsiders
Outsiders Elysium Leskylor 3x Neutral-Aligned Outsiders
Outsiders Elysium Ursinal 3x Good-Aligned Outsiders
Outsiders Elysium Leonal 3x Good-Aligned Outsiders
Outsiders Elysium Avoral Guardinal 3x Good-Aligned Outsiders
Constructs Elysium Prismatic Golem 36 Immunity to knockdown,Immunity to lvl 1-9 spell

NOTE

  • Races other than Undead that are granted due to clerical domains can only be turned if the player's Cleric levels consist of at least half the player's total level. This rule doesn't apply for Planar Turning.
  • Turning abilities derived from clerical domains only apply if the player's Cleric levels consist of at least half the player's total level.
  • On NS4, spell resistance never adds to turn resistance
  • Lv36+ creatures that are flagged as bosses aren't turnable.