|Characters on Arelith:|
|Race - Alignment |
|Deity - Class |
|Gifts - Backgrounds|
|Mark of Destiny|
Cleric is a default base class with Arelith specific changes.
Arelith Clerics enjoy many changes that benefit their spellcasting and summons. The #Path: Healer is focused on protection and healing. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: None
Spellcasting: Requires a Deity, alignment within the deity's worshipers, and Piety to cast spells greater than circle 6. Selection of Domains is not mechanically enforced, but is encouraged. Domains are quite customized on Arelith and it is worth reviewing them prior to in game domain selection
Hit die: d8
Proficiencies: armor (light, medium, heavy), shields, weapons (simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: concentration, craft mastery, heal, intimidate, leadership, lore, ride, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): fortitude, will
Base attack bonus: +3/4 level
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation
Hit points rolls on Arelith are always maximum.
|Base spells per day|
|Cantrips||1st level spells||2nd level spells||3rd level spells||4th level spells|
|Cure minor wounds||Bane||Aid||Animate dead||Cure critical wounds|
|Inflict minor wounds||Bless||Bull's strength||Bestow curse||Death ward|
|Light||Cure light wounds||Cure moderate wounds||Blindness/deafness||Dismissal|
|Resistance||Divine favor||Darkness||Clarity||Divine power|
|Virtue||Doom||Eagle's splendor||Contagion||Freedom of movement|
|Endure elements||Endurance||Continual flame||Hammer of the gods|
|Entropic shield||Find Traps||Cure serious wounds||Inflict critical wounds|
|Inflict light wounds||Fox's cunning||Darkfire||Greater magic weapon|
|Magic weapon||Hold Person||Dispel magic||Neutralize poison|
|Protection from alignment||Inflict moderate wounds||Glyph of warding||Restoration|
|Remove fear||Lesser dispel||Inflict serious wounds||Summon creature IV|
|Sanctuary||Lesser restoration||Invisibility purge||Poison|
|Scare||Negative energy ray||Magic circle against alignment||Sound Lance|
|Shield of faith||Owl's wisdom||Magic vestment|
|Summon creature I||Remove paralysis||Negative energy protection|
|Detect Poison||Resist elements||Prayer|
|Silence||Protection from elements|
|Sound burst||Remove blindness/deafness|
|Stone bones||Remove curse|
|Summon creature II||Remove disease|
|Cat's grace||Summon creature III|
|5th level spells||6th level spells||7th level spells||8th level spells||9th level spells|
|Battletide||Banishment||Destruction||Aura versus alignment||Energy drain|
|Circle of doom||Blade barrier||Greater restoration||Earthquake||Gate|
|Flame strike||Control undead||Regenerate||Create greater undead||Implosion|
|Healing circle||Create undead||Resurrection||Fire storm||Storm of vengeance|
|Monstrous regeneration||Greater dispelling||Summon creature VII||Mass heal||Summon creature IX|
|Raise dead||Greater sanctuary||Word of faith||Summon creature VIII||Undeath's eternal foe|
|Spell resistance||Heal||Planar binding||Nybor's wrathful castigation|
|Summon creature V||Planar ally||Greater planar binding|
|True seeing||Summon creature VI|
|Haste||Undeath to death|
|Lesser planar binding|
Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
Additional epic feats: epic spell: planar conduit
|Bonus Language||-||Celestial if Good. Infernal if Lawful Evil. Abyssal if Chaotic Evil or Neutral Evil.|
|Summoning Changes||-||For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.|
|Spell changes||-||For specifics, see Spell changes.|
|New spells||-||Blasphemy (7), Darkbolt (Darkness Domain) (6), Detect Poison (1), Halt Undead (3), Poison (4), Sound Lance (4), Wrathful Castigation(8)|
|Spellbook||-||Can save and load Spellbooks through the Crafting Skills menu. Right-click menu: Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.|
|Spellcasting Costs||-||Requires Piety to cast spells greater than level 6. Level 7 spells cost -1%. Level 8 spells cost -2%. Level 9 spells cost -4%. Epic spells cost -5%|
|Raise Dead & Resurrection||-||Casting them (even from scrolls) usually costs 50% and 75% of Piety, respectively, but is reduced by a flat 25% for Clerics. This becomes 25% for Raise Dead and 50% for Resurrection.|
|Chosen Deity||-||All Divine Classes (Clerics, Paladins, Druids, Divine Champions, and Blackguards) must be one of the cleric alignments of that deity. See Chosen Deity to read more.|
|Piety||-||Clerics gain total piety per tick, based on cleric level: 1-8 = 0.1%; 9-27 = 0.2%; 28-30 = 0.3%. Other classes do not have this innate piety gain. The default piety tick is -0.1% so the net total from levels 1-8 Clerics will not lose piety, then gain 0.1% 9-27, and 0.2% from 28-30.|
|Class skills||-|| Clerics on Arelith gain access to Intimidate and Ride as class skills.|
Clerics on Arelith lose access to Parry as a class skill.
|Turn Undead||-||This feat has been heavily modified on Arelith, read more about it here.|
|Domains||-||Domains on Arelith are very customized, more information can be found here.|
|Divine Protection||-||Has a 240 second cooldown that's shared with Greater Sanctuary. Duration changed to 5+ Cha mod rounds.|
The Healer is an alternate path for clerics that can only be taken at character creation. Forgoing most of their gear options, these individuals excel at defying death at every turn, ensuring the safety and survival of their allies against all odds.
- Healers lose all weapon and armor proficiencies, including racial proficiencies, but with the exception of Simple weapons. They cannot regain these lost proficiencies.
- Spontaneous Healing: A Healer can cast Healing Circle, Heal, and Mass Heal spontaneously as if they were an innate caster (sorcerer, bard). Consumes 5th level, 6th level, and 8th level spell slots respectively. These spells will appear under special abilities on the radial menu.
- Overhealing: Healers convert excess healing into temporary hit points. The hit point bonus is limited to 5/ Healer level (Harper Priest levels count, too), and lasts for a period of three rounds. A Healer level 13 can overheal for up to 65 points. The duration is refreshed on further applications of Overhealing.
- Regenerate refreshes and stacks the overheal hit point bonus, while Monstrous Regeneration doesn't.
- Lifeline: Healers can cast Raise Dead or Resurrection on a living target to apply a Lifeline to that target for the duration of 1 turn. If the affected creature reaches -10 hitpoints during the effect, they fall to the ground unconscious instead of dying, and are raised or resurrected a round later.
- Other creatures can only benefit from Lifeline once per rest. Note that this is the creature's rest, not the cleric's.
- Bear in mind that the Healers cannot use Lifeline on themselves.
- This ability only works with other PCs; not summons, companions, mobs or NPCs of any sort.
- Expanded Healing: The Healer's radius of area healing spells (Healing Circle, Mass Healing) grows slightly with their levels. A level 30 Healer will have the spell's area effectively doubled.
- Respite: At level 28, a pure healers gains access to the epic -respite spell. Respite creates a 4.0m area of effect on the ground that lasts for 9 seconds. All creatures (including enemies) within the area of effect become immune to all forms of crowd control (except Timestop) and cannot be reduced to less than one hit point. On expiration of the zone, all allies within the area of effect are healed for 150 hit points.
Note that these abilities will only work through casted spells; not spells from items.