Difference between revisions of "Turn Undead"

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(Created page with "'''Type of Feat:''' Class '''Prerequisite:''' Blackguard 3, Cleric 1, Paladin 3 '''Required for:''' Divine Might, Divine Shield '''Specifics:''' With this feat, the charact...")
 
 
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'''Type of Feat:''' Class
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{{Feats|
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Type=Class|
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Pre=[[Blackguard]] 3, [[Cleric]] 1, [[Paladin]] 3|
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Req=[[Divine Might]], [[Divine Shield]]|
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Spec=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.|
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Use=Selected
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}}
  
'''Prerequisite:''' Blackguard 3, Cleric 1, Paladin 3
 
  
'''Required for:''' Divine Might, Divine Shield
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==Hit Dice Limits==
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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.
  
'''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.
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===Turning Level===
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A character's '''Turning Level''' for the sake of turning calculations is equal to:
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*[[Cleric]] level + [[Paladin]] level + [[Blackguard]] level
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''or''
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*Blackguard level + [[Fighter]] level if the character has no third class and no more than 10 Fighter levels.
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**If more than 10 Fighter levels are taken, the character no longer adds Fighter levels to their turning level.
  
'''Use:''' Selected
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===Maximim Hit Dice===
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The '''maximum player hit dice or monster challenge rating of a single enemy''' that one can turn is equal to:
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*Turning Level + Charisma Modifier/10 + other modifiers
 +
 
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*Charisma Modifier can be negative.
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*Other modifiers are only applied when the Charisma Modifier is positve:
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**+ 1 with [[Sun Domain]] ;
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**+ 1 when wearing [[The Acolyte's Medallion]];
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 +
 
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===Total Hit Dice===
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The '''total number of player hit dice or monster challenge ratings affected''' are equal to the greater of the below:
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*Turning Level
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''or''
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*( 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.
 +
 
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===Evil Casters===
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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.
 +
 
 +
 
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==Turnable Races==
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*'''[[:Category:Undead|Undead]]''' are turnable by all Clerics, Paladins, and Blackguards by default.
 +
*'''[[:Category:Elementals|Elementals]]''' are turnable by Clerics with [[Air Domain]], [[Earth Domain]], [[Fire Domain]], and [[Water Domain]].  '''Only creatures with an elemental visual model can be turned.'''  This includes druids when using elemental shapes. '''You may only turn elementals that correspond to your domain(s).'''
 +
*'''[[:Category:Vermin|Vermin]]''' are turnable by Clerics with [[Plant Domain]].
 +
*'''[[:Category:Constructs|Constructs]]''' are turnable by Clerics with [[Destruction Domain]].  Unlike the Bioware implementation, constructs are now turned in the same manner as undead.
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*'''[[:Category:Evil-Aligned Outsiders|Evil-Aligned Outsiders]]''' are turnable by good-aligned Clerics with [[Good Domain]].
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*'''[[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]''' are turnable by evil-aligned Clerics with [[Evil Domain]].
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*'''All [[:Category:Outsiders|Outsiders]]''' are turnable by Clerics, Paladins, and Blackguards with the [[Planar Turning]] feat.
 +
 
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===Player Races===
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*[[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.
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*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.
 +
 
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===Creature of Turnable(under constructing)===
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{| class="wikitable sortable"
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|-
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! Race
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! Plane
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! Name
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! CR
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! Note
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|-
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| [[:Category:Vermin|Vermin]]
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| [[Forest Home|Forest]]
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| Beetle
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| 32
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| -
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|-
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| [[:Category:Constructs|Constructs]]
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| [[House of Knowledge|Knowledge]]
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| Enchanted Sword
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| 3x
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| -
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|-
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| [[:Category:Constructs|Constructs]]
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| [[House of Knowledge|Knowledge]]
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| Raggamoffyn
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| 3x
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| -
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|-
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| [[:Category:Outsiders|Outsiders]]
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| Nexus
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| Planar Grappler
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| -
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| [[:Category:Neutral-Aligned Outsider|Neutral-Aligned Outsider]]
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|-
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| [[:Category:Undead|Undead]]
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| [[Plane of Water|Water]]
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| Dread Pirate
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| -
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| Water
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|-
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| [[:Category:Elementals|Elementals]]
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| [[Plane of Water|Water]]
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| Elder Water Elemental
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| -
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| [[Water Domain|Water]]
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|-
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| [[:Category:Elementals|Elementals]]
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| [[Plane of Earth|Earth]]
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| Elder Earth Elemental
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| -
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| [[Earth Domain|Earth]]
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|-
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| [[:Category:Elementals|Elementals]]
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| [[Plane of Air|Air]]
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| Elder Air Elemental
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| -
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| [[Air Domain|Air]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Plane of Air|Air]]
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| Arrowhwak
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| 32
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| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Plane of Air|Air]]
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| Djinni Warrior
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| 32
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| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Equinal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Lupinal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Cervidal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Leskylor
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| 3x
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| [[:Category:Neutral-Aligned Outsiders|Neutral-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Ursinal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Leonal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Outsiders|Outsiders]]
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| [[Elysium Data|Elysium]]
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| Avoral Guardinal
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| 3x
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| [[:Category:Good-Aligned Outsiders|Good-Aligned Outsiders]]
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|-
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| [[:Category:Constructs|Constructs]]
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| [[Elysium Data|Elysium]]
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| Prismatic Golem
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| 36
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| Immunity to knockdown,Immunity to lvl 1-9 spell
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|}
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=='''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.
 +
[[Category: Feats]]
 +
[[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.