2025/07/31 Afternoon Update

Added Baelnorn template.
This commit is contained in:
Jaysyn904 2025-07-31 17:41:59 -04:00
parent a1bebe5829
commit 20281d284d
20 changed files with 27548 additions and 27125 deletions

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@ -22701,7 +22701,7 @@
22697 HalfDragonObscureSong 16838708 16838709 dradis_brass **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
22698 HalfDragonObscureStyx 16838710 16838711 dradis_blue **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
22699 HalfDragonObscureTarterian 16838712 16838713 dradis_crystal **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
22700 ArchlichMarker 16790395 16790396 ife_X2SpAniDed **** **** **** **** **** **** **** **** **** **** 0 0 0 5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_ARCHLICH_MARKER 5 0 **** **** **** **** **** 1
22700 ArchlichMarker 16790405 16790406 ife_X2SpAniDed **** **** **** **** **** **** **** **** **** **** 0 0 0 5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_ARCHLICH_MARKER 5 0 **** **** **** **** 0 1
22701 ArchlichTurnUndead 428 6085 ife_turn **** **** **** **** **** **** **** **** **** **** 0 0 0 **** 1 16381 **** 0.5 **** **** 1 **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_ARCHLICH_TURN_UNDEAD 6 **** **** **** **** **** 0 0
22702 Saint_Bless 756 6102 is_Bless **** **** **** **** **** **** **** **** **** **** 0 0 0 9 **** 16382 **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_SAINT_SLA_BLESS 5 0 **** **** **** **** 0 0
22703 Saint_Guidance_Placeholder **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
@ -22709,7 +22709,7 @@
22705 Saint_Virtue 939 6520 is_Virtue **** **** **** **** **** **** **** **** **** **** 0 0 0 9 **** 16385 **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_SAINT_SLA_VIRTUE 5 0 **** **** **** **** 0 0
22706 Saint_Protective_Aura 16790401 16790402 ife_holyaura **** **** **** **** **** **** **** **** **** **** 0 0 0 9 **** 16386 **** **** **** **** 1 **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_SAINT_PROTECTIVE_AURA 5 0 **** **** **** **** 0 0
22707 Saint_Holy_Power 16790403 16790404 ife_holyaura **** **** **** **** **** **** **** **** **** **** 0 0 0 9 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_SAINT_HOLY_POWER 5 0 **** **** **** **** 0 1
22708 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
22708 Baelnorn_Marker 16793769 16793770 ife_X2SpAniDed **** **** **** **** **** **** **** **** **** **** 0 0 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TEMPLATE_BAELNORN_MARKER 5 0 **** **** **** **** 0 1
22709 **WeaponsOfLegacy** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
22710 BBB_Darkvision 16836478 16836479 is_DarkVis **** **** **** **** **** **** **** **** **** **** 0 0 0 **** **** 16390 **** **** **** **** 1 **** **** **** **** **** **** **** **** **** FEAT_HOUND_TELEPORT 5 0 **** **** **** **** 0 0
22711 BBB_Longstrider 16836480 16836481 is_longstrider **** **** **** **** **** **** **** **** **** **** 0 0 0 **** **** 16391 **** **** **** **** 1 **** **** **** **** **** **** **** **** **** FEAT_HOUND_TELEPORT 5 0 **** **** **** **** 0 0

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2DA V2.0
Label Name Description LA Type TestScript SetupScript MaintainScript
0 Fiendish 6717 16847223 2 1 tmp_t_fiend **** tmp_m_fiend
1 Celestial 6716 16847220 2 1 tmp_t_celest **** tmp_m_celest
2 HalfFiend 5638 16847647 4 1 tmp_t_hfiend **** tmp_m_hfiend
3 HalfCelest 5639 16847225 4 1 tmp_t_hceles **** tmp_m_hceles
4 HalfDragon 16838636 16838639 3 1 tmp_t_hdragon **** tmp_m_hdragon
5 LycanNatBear **** **** **** 1 **** **** ****
6 LycanNatBoar **** **** **** 1 **** **** ****
7 LycanNatRat **** **** **** 1 **** **** ****
8 LycanNatTiger **** **** **** 1 **** **** ****
9 LycanNatWolf **** **** **** 1 **** **** ****
10 LycanNatDireBear **** **** **** 1 **** **** ****
11 LycanNatDireBoar **** **** **** 1 **** **** ****
12 LycanNatDireRat **** **** **** 1 **** **** ****
13 LycanNatDireTiger **** **** **** 1 **** **** ****
14 LycanNatDireWolf **** **** **** 1 **** **** ****
15 LycanAcqBear **** **** **** 2 **** **** ****
16 LycanAcqBoar **** **** **** 2 **** **** ****
17 LycanAcqRat **** **** **** 2 **** **** ****
18 LycanAcqTiger **** **** **** 2 **** **** ****
19 LycanAcqWolf **** **** **** 2 **** **** ****
20 LycanAcqDireBear **** **** **** 2 **** **** ****
21 LycanAcqDireBoar **** **** **** 2 **** **** ****
22 LycanAcqDireRat **** **** **** 2 **** **** ****
23 LycanAcqDireTiger **** **** **** 2 **** **** ****
24 LycanAcqDireWolf **** **** **** 2 **** **** ****
25 Dark 16836361 16836362 1 2 tmp_t_dark **** tmp_m_dark
26 Curst 16836698 16836699 3 2 tmp_t_curst **** tmp_m_curst
27 MineralWarrior 16836700 16836701 1 2 tmp_t_mineral **** tmp_m_mineral
28 BloodedOne 16837873 16837874 1 2 tmp_t_blooded **** tmp_m_blooded
29 GravetouchedGhoul 16838222 16838223 2 2 tmp_t_gravetouch **** tmp_m_gravetouch
30 CryptSpawn 16790356 16790357 2 2 tmp_t_cryptspawn **** tmp_m_cryptspawn
31 HalfTroll 16790393 16790394 4 2 tmp_t_halftroll **** tmp_m_halftroll
32 Saint 16790399 16790400 2 2 tmp_t_saint **** tmp_m_saint
33 **** **** **** **** **** **** **** ****
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95 **** **** **** **** **** **** **** ****
96 **** **** **** **** **** **** **** ****
97 **** **** **** **** **** **** **** ****
98 **** **** **** **** **** **** **** ****
99 Archlich 16790405 16790406 4 2 tmp_t_licha **** tmp_m_licha
100 Baelnorn **** 16847227 **** 2 **** **** ****
101 Lich 5571 16847649 4 2 tmp_t_lich **** tmp_m_lich
102 DemiLich 3087 16847651 8 2 tmp_t_lichd **** tmp_m_lich
103 Vampire **** **** 8 **** **** **** ****
104 VampireSpawn **** **** **** **** **** **** ****
105 Necropolitan 16847637 16847638 **** 2 tmp_t_necropol **** tmp_m_necropol
106 Alhoon 16822362 16822363 4 2 tmp_t_alhoon **** tmp_m_alhoon
Label Name Description LA Type TestScript SetupScript MaintainScript
0 Fiendish 6717 16847223 2 1 tmp_t_fiend **** tmp_m_fiend
1 Celestial 6716 16847220 2 1 tmp_t_celest **** tmp_m_celest
2 HalfFiend 5638 16847647 4 1 tmp_t_hfiend **** tmp_m_hfiend
3 HalfCelest 5639 16847225 4 1 tmp_t_hceles **** tmp_m_hceles
4 HalfDragon 16838636 16838639 3 1 tmp_t_hdragon **** tmp_m_hdragon
5 LycanNatBear **** **** **** 1 **** **** ****
6 LycanNatBoar **** **** **** 1 **** **** ****
7 LycanNatRat **** **** **** 1 **** **** ****
8 LycanNatTiger **** **** **** 1 **** **** ****
9 LycanNatWolf **** **** **** 1 **** **** ****
10 LycanNatDireBear **** **** **** 1 **** **** ****
11 LycanNatDireBoar **** **** **** 1 **** **** ****
12 LycanNatDireRat **** **** **** 1 **** **** ****
13 LycanNatDireTiger **** **** **** 1 **** **** ****
14 LycanNatDireWolf **** **** **** 1 **** **** ****
15 LycanAcqBear **** **** **** 2 **** **** ****
16 LycanAcqBoar **** **** **** 2 **** **** ****
17 LycanAcqRat **** **** **** 2 **** **** ****
18 LycanAcqTiger **** **** **** 2 **** **** ****
19 LycanAcqWolf **** **** **** 2 **** **** ****
20 LycanAcqDireBear **** **** **** 2 **** **** ****
21 LycanAcqDireBoar **** **** **** 2 **** **** ****
22 LycanAcqDireRat **** **** **** 2 **** **** ****
23 LycanAcqDireTiger **** **** **** 2 **** **** ****
24 LycanAcqDireWolf **** **** **** 2 **** **** ****
25 Dark 16836361 16836362 1 2 tmp_t_dark **** tmp_m_dark
26 Curst 16836698 16836699 3 2 tmp_t_curst **** tmp_m_curst
27 MineralWarrior 16836700 16836701 1 2 tmp_t_mineral **** tmp_m_mineral
28 BloodedOne 16837873 16837874 1 2 tmp_t_blooded **** tmp_m_blooded
29 GravetouchedGhoul 16838222 16838223 2 2 tmp_t_gravetouch **** tmp_m_gravetouch
30 CryptSpawn 16790356 16790357 2 2 tmp_t_cryptspawn **** tmp_m_cryptspawn
31 HalfTroll 16790393 16790394 4 2 tmp_t_halftroll **** tmp_m_halftroll
32 Saint 16790399 16790400 2 2 tmp_t_saint **** tmp_m_saint
33 **** **** **** **** **** **** **** ****
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96 **** **** **** **** **** **** **** ****
97 **** **** **** **** **** **** **** ****
98 **** **** **** **** **** **** **** ****
99 Archlich 16790405 16790406 4 2 tmp_t_licha **** tmp_m_licha
100 Baelnorn 16793769 16793770 4 2 tmp_t_baelnorn **** tmp_m_baelnorn
101 Lich 5571 16847649 4 2 tmp_t_lich **** tmp_m_lich
102 DemiLich 3087 16847651 8 2 tmp_t_lichd **** tmp_m_lich
103 Vampire **** **** 8 **** **** **** ****
104 VampireSpawn **** **** **** **** **** **** ****
105 Necropolitan 16847637 16847638 **** 2 tmp_t_necropol **** tmp_m_necropol
106 Alhoon 16822362 16822363 4 2 tmp_t_alhoon **** tmp_m_alhoon

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@ -3189,6 +3189,8 @@ const int FEAT_ETHEREAL = 4167;
const int FEAT_TEMPLATE_ARCHLICH_MARKER = 22700;
const int FEAT_TEMPLATE_ARCHLICH_TURN_UNDEAD = 22701;
const int FEAT_TEMPLATE_BAELNORN_MARKER = 22708;
const int FEAT_TEMPLATE_CELESTIAL_SMITE_EVIL = 22601;
const int FEAT_TEMPLATE_CELESTIAL_MARKER = 22602;
const int FEAT_TEMPLATE_FIENDISH_SMITE_GOOD = 22603;

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@ -1206,11 +1206,12 @@ const int IP_CONST_FEAT_REGENERATION_5 = 24820;
const int IP_CONST_FEAT_SCENT = 24821;
const int IP_CONST_FEAT_GIANT_RACIAL_TYPE = 24822;
const int IP_CONST_FEAT_TEMPLATE_ARCHLICH_MARKER = 16401; //:: Archlich
const int IP_CONST_FEAT_TEMPLATE_TURN_UNDEAD = 16402;
const int IP_CONST_FEAT_TEMPLATE_PROJECTION = 24823;
const int IP_CONST_FEAT_TEMPLATE_END_PROJECTION = 24824;
const int IP_CONST_FEAT_TEMPLATE_ANIMATE_DEAD = 24825;
const int IP_CONST_FEAT_TEMPLATE_ARCHLICH_MARKER = 16401; //:: Archlich
const int IP_CONST_FEAT_TEMPLATE_TURN_UNDEAD = 16402;
const int IP_CONST_FEAT_TEMPLATE_BAELNORN_MARKER = 16409; //:: Baelnorn
const int IP_CONST_FEAT_TEMPLATE_PROJECTION = 24823;
const int IP_CONST_FEAT_TEMPLATE_END_PROJECTION = 24824;
const int IP_CONST_FEAT_TEMPLATE_ANIMATE_DEAD = 24825;
const int IP_CONST_FEAT_TEMPLATE_SAINT_SLA_BLESS = 16403; //:: Saint
//const int IP_CONST_FEAT_TEMPLATE_SAINT_SLA_GUIDANCE = 16404;
const int IP_CONST_FEAT_TEMPLATE_SAINT_SLA_RESISTANCE = 16405;

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@ -18,6 +18,7 @@ const int TEMPLATE_CURST = 26;
const int TEMPLATE_GRAVETOUCHED_GHOUL = 29;
const int TEMPLATE_CRYPTSPAWN = 30;
const int TEMPLATE_ARCHLICH = 99;
const int TEMPLATE_BAELNORN = 100;
const int TEMPLATE_LICH = 101;
const int TEMPLATE_DEMILICH = 102;
const int TEMPLATE_NECROPOLITAN = 105;

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@ -0,0 +1,175 @@
//:://///////////////////////////////////////////////
//:: Name Baelnorn template maintain script
//:: FileName tmp_m_baelnorn
//::
//:: Created By: Jaysyn
//:: Created On: 2025-07-31 11:46:41
//:://///////////////////////////////////////////////
/*
Creating A Baelnorn
"Baelnorn" is an acquired template that can be added to any elf (referred to hereafter as the base creature)
An Baelnorn has all the base creatures statistics and special abilities except as noted here.
Size and Type
The creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armor Class
An Baelnorn has a +5 natural armor bonus or the base creatures natural armor bonus, whichever is better.
Attack
An Baelnorn has a touch attack that it can use once per round. If the base creature can use weapons, the
Baelnorn retains this ability. A creature with natural weapons retains those natural weapons. An Baelnorn fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). An Baelnorn armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
An Baelnorn fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any).
If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
An Baelnorn without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + ½ Baelnorns HD + Baelnorns Cha modifier) halves the damage. An Baelnorn with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
An Baelnorn retains all the base creatures special attacks and gains those described below. Save DCs are equal to 10 + ½ Baelnorns HD + Baelnorns Cha modifier unless otherwise noted.
Paralyzing Touch (Su): Any living creature an Baelnorn hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by an Baelnorn seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Projection (Su): Three times per day, for up to 1 hour at a time, a baelnorn can send a wraithlike likeness of itself up to one mile from the baelnorns actual location. The baelnorn can see through this projection and into the Ethereal Plane as well, can hear and speak through it, and even cast spells through it. The link between the baelnorn and the projection transcends physical and all known magical barriers, and can even cross between the Material and the Ethereal planes. The projection is AC 20, has a fly speed of 20 feet (perfect maneuverability), and has the hit points of the baelnorn, but it cannot carry solid objects and it has none of the baelnorns special attacks or qualities. If the projection takes damage, the baelnorn takes half the damage (round down); the projection vanishes if it loses all its hit points. It cannot be turned or magically dispelled. A projection can push against or move small things, so it may push its finger through sand or ashes to write a message, or turn a page of an open book, but it cannot carry things. The baelnorn can have only one projection in operation at a time.
Spells
An Baelnorn can cast any spells it could cast while alive.
Special Qualities
An Baelnorn retains all the base creatures special qualities and gains those described below.
Turn Resistance (Ex)
An Baelnorn has +4 turn resistance.
Damage Reduction (Su)
An Baelnorns undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
Baelnorns have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Many baelnorns cannot be turnes or destroyed by good or neutral clerics. When evil clerics attemp to rebuke or command them, they are turned or destroyed instead.
Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, an Baelnorn has no Constitution score.
Skills
Baelnorns have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Alignment: Any nonevil.
Level Adjustment: Same as the base creature +4.
*/
//:://////////////////////////////////////////////
#include "prc_inc_template"
void main()
{
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
int nHD = GetHitDice(oPC);
itemproperty ipIP;
int nAC = 5;
SetCompositeBonus(oSkin, "Template_Baelnorn_ac", nAC, ITEM_PROPERTY_AC_BONUS);
int nTurnResist = 4;
SetCompositeBonus(oSkin, "Template_Baelnorn_turnresist", nTurnResist, ITEM_PROPERTY_TURN_RESISTANCE);
ipIP = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1, IP_CONST_DAMAGESOAK_15_HP);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_ELECTRICAL,IP_CONST_DAMAGEIMMUNITY_100_PERCENT);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_COLD,IP_CONST_DAMAGEIMMUNITY_100_PERCENT);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
// Bugfix
ipIP = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_NEGATIVE, IP_CONST_DAMAGEIMMUNITY_100_PERCENT);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
int nAbilityBonus = 2;
SetCompositeBonus(oSkin, "Template_Baelnorn_int", nAbilityBonus, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT);
SetCompositeBonus(oSkin, "Template_Baelnorn_wis", nAbilityBonus, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS);
SetCompositeBonus(oSkin, "Template_Baelnorn_cha", nAbilityBonus, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA);
int nSkillBonus = 8;
SetCompositeBonus(oSkin, "Template_Baelnorn_Hide", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_HIDE);
SetCompositeBonus(oSkin, "Template_Baelnorn_Listen", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_LISTEN);
SetCompositeBonus(oSkin, "Template_Baelnorn_Persuade", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_PERSUADE);
SetCompositeBonus(oSkin, "Template_Baelnorn_Silent", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_MOVE_SILENTLY);
SetCompositeBonus(oSkin, "Template_Baelnorn_Search", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_SEARCH);
SetCompositeBonus(oSkin, "Template_Baelnorn_Spot", nSkillBonus, ITEM_PROPERTY_SKILL_BONUS, SKILL_SPOT);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNDEAD_HD);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_ABILITY_DECREASE);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_CRITICAL);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_DEATH);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_DISEASE);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_MIND_SPELLS);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_PARALYSIS);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_POISON);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_SNEAKATTACK);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
if(DEBUG) DoDebug("You have feat Undead HD = "+IntToString(GetHasFeat(FEAT_UNDEAD_HD, oPC)));
//appearance
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_LICH_APPEARANCE);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//touch/natural attack & paralyzing touch
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_LICH_PARALYZING_TOUCH);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//marker feats
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_BAELNORN_MARKER);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//:: Projection
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_PROJECTION);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_END_PROJECTION);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//:: Turn Undead
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_TURN_UNDEAD);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
SetSubRace(oPC, "Undead Elf (Augmented Humanoid)");
}

View File

@ -168,8 +168,6 @@ void main()
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_LICH_FEAR_AURA);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//marker feats
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_LICH_MARKER);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_ARCHLICH_MARKER);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//animate dead

View File

@ -54,6 +54,21 @@ void main()
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
// Illithid only
int nRace = GetRacialType(oPC);

View File

@ -0,0 +1,145 @@
//::///////////////////////////////////////////////
//:: Name Baelnorn template test script
//:: FileName tmp_t_baelnorn
//::
//:: Created By: Jaysyn
//:: Created On: 2025-07-31 11:48:39
//:://////////////////////////////////////////////
/*
Creating A Baelnorn
"Baelnorn" is an acquired template that can be added to any elf (referred to hereafter as the base creature)
An Baelnorn has all the base creatures statistics and special abilities except as noted here.
Size and Type
The creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armor Class
An Baelnorn has a +5 natural armor bonus or the base creatures natural armor bonus, whichever is better.
Attack
An Baelnorn has a touch attack that it can use once per round. If the base creature can use weapons, the
Baelnorn retains this ability. A creature with natural weapons retains those natural weapons. An Baelnorn fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). An Baelnorn armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
An Baelnorn fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any).
If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
An Baelnorn without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + ½ Baelnorns HD + Baelnorns Cha modifier) halves the damage. An Baelnorn with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
An Baelnorn retains all the base creatures special attacks and gains those described below. Save DCs are equal to 10 + ½ Baelnorns HD + Baelnorns Cha modifier unless otherwise noted.
Paralyzing Touch (Su): Any living creature an Baelnorn hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by an Baelnorn seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Animate Dead (Sp): Baelnorns can animate skeletons or zombies to serve them, using this spell-like ability at will as a sorcerer of its character level. In general, baelnorns have no interest in raising undead armies to serve them, but they use this power in self defence in the heat of battle.
Projection (Su): Three times per day, for up to 1 hour at a time, a baelnorn can send a wraithlike likeness of itself up to one mile from the baelnorns actual location. The baelnorn can see through this projection and into the Ethereal Plane as well, can hear and speak through it, and even cast spells through it. The link between the baelnorn and the projection transcends physical and all known magical barriers, and can even cross between the Material and the Ethereal planes. The projection is AC 20, has a fly speed of 20 feet (perfect maneuverability), and has the hit points of the baelnorn, but it cannot carry solid objects and it has none of the baelnorns special attacks or qualities. If the projection takes damage, the baelnorn takes half the damage (round down); the projection vanishes if it loses all its hit points. It cannot be turned or magically dispelled. A projection can push against or move small things, so it may push its finger through sand or ashes to write a message, or turn a page of an open book, but it cannot carry things. The baelnorn can have only one projection in operation at a time.
Spells
An Baelnorn can cast any spells it could cast while alive.
Special Qualities
An Baelnorn retains all the base creatures special qualities and gains those described below.
Turn Resistance (Ex)
An Baelnorn has +4 turn resistance.
Damage Reduction (Su)
An Baelnorns undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
Baelnorns have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Many baelnorns cannot be turnes or destroyed by good or neutral clerics. When evil clerics attemp to rebuke or command them, they are turned or destroyed instead.
Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, an Baelnorn has no Constitution score.
Skills
Baelnorns have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Alignment: Any nonevil.
Level Adjustment: Same as the base creature +4.
*/
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "prc_inc_template"
void main()
{
object oPC = OBJECT_SELF;
string sString = "Baelnorn template: ";
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_CONTINUE);
int nAlignment = GetAlignmentGoodEvil(oPC);
if(nAlignment == ALIGNMENT_EVIL)
{
SendMessageToPC(oPC, sString+"Can't be evil");
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
int nArcCasterLevel = GetPrCAdjustedCasterLevelByType(TYPE_ARCANE, oPC, TRUE);
int nDivCasterLevel = GetPrCAdjustedCasterLevelByType(TYPE_DIVINE, oPC, TRUE);
if(nArcCasterLevel < 11 && nDivCasterLevel < 11)
{
SendMessageToPC(oPC, sString+"Arcane Caster Level = "+IntToString(nArcCasterLevel));
SendMessageToPC(oPC, sString+"Divine Caster Level = "+IntToString(nDivCasterLevel));
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
if(!GetHasFeat(FEAT_CRAFT_WONDROUS))
{
SendMessageToPC(oPC, sString+"Baelnorn requires the Craft Wonderous Items feat.");
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
// Elf only
int nRace = MyPRCGetRacialType(oPC);
if (nRace != RACIAL_TYPE_ELF)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
}

View File

@ -67,7 +67,11 @@ void main()
//:: If it's already undead, it can't become undead again.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{

View File

@ -20,7 +20,11 @@ void main()
//if it's already undead, it can't become undead again
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
/* GetHasTemplate(TEMPLATE_BAELNORN, oPC) || */
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)

View File

@ -19,6 +19,21 @@ void main()
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_CONTINUE);
int nRace = MyPRCGetRacialType(oPC);
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
// These are the legal races
if (nRace != RACIAL_TYPE_HUMANOID_MONSTROUS &&

View File

@ -69,10 +69,15 @@ void main()
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
//:: No undead.
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{

View File

@ -184,6 +184,21 @@ void main()
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
// Humanoid only
int nRace = MyPRCGetRacialType(oPC);
if(nRace == RACIAL_TYPE_ABERRATION ||

View File

@ -146,4 +146,19 @@ void main()
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
//:: No undead.
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
}

View File

@ -20,13 +20,18 @@ void main()
//if it's already undead, it can't become undead again
if(GetHasTemplate(TEMPLATE_LICH, oPC) ||
/* GetHasTemplate(TEMPLATE_BAELNORN, oPC) || */
GetHasTemplate(TEMPLATE_DEMILICH, oPC) ||
GetHasTemplate(TEMPLATE_ARCHLICH, oPC) ||
GetHasTemplate(TEMPLATE_NECROPOLITAN, oPC) ||
GetHasTemplate(TEMPLATE_ALHOON, oPC) ||
GetHasTemplate(TEMPLATE_CURST, oPC) ||
GetHasTemplate(TEMPLATE_CRYPTSPAWN, oPC) ||
GetHasTemplate(TEMPLATE_BAELNORN, oPC) ||
GetLevelByClass(CLASS_TYPE_BAELNORN, oPC) > 0 ||
GetLevelByClass(CLASS_TYPE_LICH, oPC) > 0)
{
SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
}
}
// Humanoid only
int nRace = MyPRCGetRacialType(oPC);

View File

@ -3878,7 +3878,7 @@ Level Adjustment: +4</entry>
Prerequisite: Paladin
Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes.
Use: Selected</entry>
<entry id="13181" lang="en" sex="m">Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.</entry>
<entry id="13181" lang="en" sex="m">Three or more times per day, an archlich or baelnorn can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.</entry>
<entry id="13182" lang="en" sex="m">****</entry>
<entry id="13183" lang="en" sex="m">Saint</entry>
<entry id="13184" lang="en" sex="m">"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").
@ -3931,7 +3931,7 @@ Level Adjustment: Same as base creature +2.</entry>
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
<entry id="13189" lang="en" sex="m">Archlich</entry>
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.</entry>
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry>
<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
@ -5289,6 +5289,29 @@ Level
<entry id="16550" lang="en" sex="m">You sink your roots into the fertile soil below.</entry>
<entry id="16551" lang="en" sex="m">You must be outside &amp; above ground to use this ability.</entry>
<entry id="16552" lang="en" sex="m">&lt;CUSTOM0&gt; commands plants.</entry>
<entry id="16553" lang="en" sex="m">Baelnorn</entry>
<entry id="16554" lang="en" sex="m">Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
REQUIREMENTS:
Race: Living Elf.
Skills: Concentration 5, Spellcraft 14.
Class : 11 levels in Sorcerer, Wizard, or Cleric
Alignment: Any Good
CLASS FEATURES:
Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation.
Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
Turn Undead: Can turn undead 3 times per day as a cleric of the same level.
Turning Immunity: Cannot be turned by Good or Neutral characters.
Projection: Three times per day the Baelnorn may create a projection of itself.
Wisdom +2
Intelligence +2.
Charisma +2
Undeath
Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.</entry>
<entry id="16555" lang="en" sex="m">Wild Shape: Plant</entry>
<entry id="16556" lang="en" sex="m">At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid cant use this ability to take the form of a plant that isnt a creature.) </entry>
<entry id="16557" lang="en" sex="m">Wild Shape, Treant</entry>
@ -32600,7 +32623,7 @@ You point your finger at an object and can lift it and move it at will from a di
</entry>
<entry id="51972" lang="en" sex="m">Turning Immunity</entry>
<entry id="51973" lang="en" sex="m">Feat Type: Class Feat
Prerequisite: Archlich template or Baelnorn Level 4
Prerequisite: Archlich or Baelnorn template
Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.</entry>
<entry id="51974" lang="en" sex="m">Command Undead</entry>