Re: Help with build mechanics
Posted: Mon Mar 06, 2017 8:47 pm
I'll try to explain it as best I can without making you read a book! 
First, let's look at Undead Mechanics which I am going to summarize, but you can learn more about here:
http://nwn2.wikia.com/wiki/Turn_Undead
So, there are two rolls for turn undead, the turning check (which determines how powerful undead you can turn). This check is 1d20 + your Charisma mod + any bonuses you get from things such as Sun Domain or feats. 22 or higher on this roll means you can turn undead of your Cleric level + 4 (or any class that advances/stacks Turn Undead progression). Next, you roll your turn undead damage, which is 2d6 + Cleric level + Charisma + any feats/abilities that increase damage roll (sun domain adds a d6, empower turning multiplies the total by 1.5). The result is how many total hit dice of undead you turn.
Now, let's look at what Divine Spell Power does...
Instead of copying the whole table since it matches the Turn Undead Table I'll refer you there...But basically you roll your turning check (the first roll) and get a +3 bonus (so 1d20+CHA+3) and your result gives you between -4 and +4 on your turning check. Advanced Divine Spell Power from Hierophant makes it so negative numbers are ignored, but it is still a waste if you don't get a positive roll. A roll of 13-15 gives +1, 16-18 +2, 19-21 +3, 22 or higher is +4. So with a zero charisma you have a 50% chance of getting a bonus (which kind of sucks when you spend two feats for it... A modified CHA score of 20 (16+Eagles Splendor) changes this from 50% to 75% (d20+3+5=minimum roll of 9). Getting CHA up to 28 modified (24+Eagles) means you will ALWAYS get a bonus to CL.
So if you are going to have 10 CHA you are spending 1 feat and 1 Hierophant special ability to get a 50/50 chance of increasing your CL. If your base CL is 32 you only gain a DC from getting to 35. This means you have to roll a 16 or higher (you get +3 to the roll) to increase your DC by 1.
Originally the CL increase was going to be uncapped meaning a high CHA cleric could potentially hit a CL of 40, but that was deemed too powerful so instead it was changed to simply negating the potential for a negative outcome.
Does this answer your question or do you need additional feedback?
First, let's look at Undead Mechanics which I am going to summarize, but you can learn more about here:
http://nwn2.wikia.com/wiki/Turn_Undead
So, there are two rolls for turn undead, the turning check (which determines how powerful undead you can turn). This check is 1d20 + your Charisma mod + any bonuses you get from things such as Sun Domain or feats. 22 or higher on this roll means you can turn undead of your Cleric level + 4 (or any class that advances/stacks Turn Undead progression). Next, you roll your turn undead damage, which is 2d6 + Cleric level + Charisma + any feats/abilities that increase damage roll (sun domain adds a d6, empower turning multiplies the total by 1.5). The result is how many total hit dice of undead you turn.
Now, let's look at what Divine Spell Power does...
Instead of copying the whole table since it matches the Turn Undead Table I'll refer you there...But basically you roll your turning check (the first roll) and get a +3 bonus (so 1d20+CHA+3) and your result gives you between -4 and +4 on your turning check. Advanced Divine Spell Power from Hierophant makes it so negative numbers are ignored, but it is still a waste if you don't get a positive roll. A roll of 13-15 gives +1, 16-18 +2, 19-21 +3, 22 or higher is +4. So with a zero charisma you have a 50% chance of getting a bonus (which kind of sucks when you spend two feats for it... A modified CHA score of 20 (16+Eagles Splendor) changes this from 50% to 75% (d20+3+5=minimum roll of 9). Getting CHA up to 28 modified (24+Eagles) means you will ALWAYS get a bonus to CL.
So if you are going to have 10 CHA you are spending 1 feat and 1 Hierophant special ability to get a 50/50 chance of increasing your CL. If your base CL is 32 you only gain a DC from getting to 35. This means you have to roll a 16 or higher (you get +3 to the roll) to increase your DC by 1.
Originally the CL increase was going to be uncapped meaning a high CHA cleric could potentially hit a CL of 40, but that was deemed too powerful so instead it was changed to simply negating the potential for a negative outcome.
Does this answer your question or do you need additional feedback?