Cleric

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[The Astrolabe]

Cleric is a default base class with Arelith specific changes.


Introduction

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.

Class Mechanics

Requirements

Alignment restrictions: None

Spellcasting: Requires a Deity, alignment within the deity's worshipers' alignments and Piety to cast spells greater than circle 6. Selection of Domains is mechanically enforced and it is encouraged that your selections domains are close to the dogma of the worshiped Deity. Domains are quite customized on Arelith and it is worth reviewing them prior to in game domain selection as they offer a range of extended powers and abilities. For the list of associated domains and banned domains for each deity, see the Deity Table.

Class Features

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, sail, 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

Summon Stream: Mummy

Level Progression

Hit points rolls on Arelith are always maximum.

Base spells per day
Level BAB Fort Ref Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 turn undead 8 3* 2
2nd +1 +3 +0 +3 16 4* 3
3rd +2 +3 +1 +3 Path Feat 24 4* 3 2
4th +3 +4 +1 +4 32 5* 4 3
5th +3 +4 +1 +4 40 5* 4 3 2
6th +4 +5 +2 +5 48 5* 4 4 3
7th +5 +5 +2 +5 56 6* 5 4 3 2
8th +6/+1 +6 +2 +6 64 6* 5 4 4 3
9th +6/+1 +6 +3 +6 72 6* 5 5 4 3 2
10th +7/+2 +7 +3 +7 80 6* 5 5 4 4 3
11th +8/+3 +7 +3 +7 88 6* 6 5 5 4 3 2
12th +9/+4 +8 +4 +8 96 6* 6 5 5 4 4 3
13th +9/+4 +8 +4 +8 104 6* 6 6 5 5 4 3 2
14th +10/+5 +9 +4 +9 112 6* 6 6 5 5 4 4 3
15th +11/+6/+1 +9 +5 +9 120 6* 6 6 6 5 5 4 3 2
16th +12/+7/+2 +10 +5 +10 128 6* 6 6 6 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 136 6* 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 144 6* 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 152 6* 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 160 6* 6 6 6 6 6 5 5 5 5

* Note: Cantrips on Arelith have been customized to allow infinite casting

Spells

See Category:Cleric_Spells for a list of all spells by category.

 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic Spells

Epic Cleric

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, Dragon Knight, Greater Ruin, Hellball, Planar Conduit, Mummy Dust, epic spell focus, epic spell penetration, epic weapon foci, great wisdom, great smiting, greater spell focus, improved combat casting, planar turning

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP
21st 168
22nd 176
23rd bonus feat 184
24th 192
25th 200
26th bonus feat 208
27th 216
28th 224
29th bonus feat 232
30th 240

Arelith Changes

Change Level Description
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 Category:Cleric_Spells.
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 - Clerics, Paladins and Druids 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, Ride and Sail 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.
Path Feat 3rd A Cleric must select a Path (see below) which includes Cleric Path (conventional Cleric) at this level.

Cleric Path Feats

  • Paths are chosen at level 3 Cleric
  • Cleric gains a bonus feat at level 3 specifically just for paths alone and nothing else.
  • Favored Soul levels count towards Cleric path progression
  • 2/3 Cleric levels count towards Favored Soul CL (not vice versa)
  • All Cleric paths can gain more weapon, armor, and shield proficiencies via feats or multiclass.
Note: The exception to this rule is the #Healer Path with weapon proficiencies where they can not gain weapon proficiencies beyond simple.
  • All caster paths do not suffer from spell failure if equipped with heavier armor.
  • Spell Refunds
  • Refund chances from the paths will apply to applicable spells from both the Favored Soul and the Cleric spellbooks.
Note: See each path for specific details on how spell refunds works for that path.
  • Chance based on Spell Level is 10% less for every spell level starting at 90%:
Level 1: 80%
Level 2: 70%
Level 3: 60%
Level 4: 50%
Level 5: 40%
Level 6: 30%
Level 7: 20%
Level 8: 10%
Level 9: 0%
Note: Meta magic will lower the refund chances proportional to the spell level increase.
  • Path Abilities
  • Respite: 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 Time Stop) 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.
  • Overheal: Convert excess healing into temporary hit points. The hit point bonus lasts for a period of three rounds and the duration is refreshed on further applications of Overheal.

Path of the Cleric

These are the clerics that travel among the people and carry their faith with them to spread their deities' wills through their actions and sharing their divine magics. This is the default cleric path.

Weapon Proficiency: Simple Weapon
Armor Proficiency: Light, Medium, Heavy, Shield
Special: None
  • Receives Full BAB progression (Soft AB), including gaining APR (up to 4 APR)
  • Gains 1 Temporary HP per caster level
  • Strength or Dexterity (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • Raises whichever has the highest base, Strength takes priority over Dexterity if base scores are equal.

Path of the Cloistered

Cloistered clerics spend more time than other clerics in study and prayer and less in martial training. They give up a cleric's usual combat prowess for a better understanding of the divines and their powers. The time spent in reflection also allows them to take up many crafts as hobbies and ways to fund their missions.

Weapon Proficiency: Simple
Armor Proficiency: Light
Special:
  • If shield proficiency is gained by another class, Wielding shield larger than Small Shield will incur a Spell Failure chance penalty
  • Can spontaneously cast Domain spells up to 4th level.
  • +1 DC to all Domain spells
  • Scribe Scroll feat
  • Brew Potion feat if Cleric has Magic, Knowledge, OR Forge domain
  • Craft Wand feat if 2 of the 3 aforementioned domains
  • Spell Penetration at 6th Level
  • Greater Spell Penetration at 18th Level
  • Auto-Silent Spell 2 & 3 gained at 23rd+ level if the Cloistered Cleric has Auto-Silent Spell I
  • Monk wisdom to AC reduced to 2/3
  • For the duration of Divine Favor (1 hour), instead of increasing AB and Damage:
  • Grants an extra +20% refund chance
  • Caster gains: +1 Will Save
  • Gains one tier of Spell Penetration higher
  • No Spell Pen: gains Spell Pen
  • Has Spell Pen: gains Greater Spell Pen
  • Has Greater Spell Pen: gains Epic Spell Pen
  • Has Epic Spell Pen: does nothing
  • Receives half (rounded down) of the full BAB progression (Soft AB) and no bonus APR
  • Duration lasts 10x as long (1 turn/level) and can be extended to a total of 20x as long (2 turns/level)
  • Intelligence (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • All Domain spells cast from the spell book have a chance to refund upon being cast.

Path of the Defiler

Clerics who crave power through corruption and enslavement often embrace the path of the Defiler, making it their purpose to bring ruin and suffering to the realms at the behest of their dark patrons.
Weapon Proficiency: Simple
Armor Proficiency: Shield, Light, and Medium Armor
Special:
  • Weapon proficiencies are limited to simple even if multi-classed into other classes.
  • Can use up to Large Shield without inducing Spell Failure
  • Spontaneously cast Circle of Doom, Destruction and Harm (does not trigger refund)
  • Bigger area of effect for Circle of Death and Circle of Doom; spell radius that scales with Caster Levels
  • Monk wisdom to AC reduced to 2/3
  • Healing spells are decreased to 66% effectiveness.
  • Example: A 100 HP heal spell will be reduced to a 66 HP heal.
  • Inflict Line of Spells, Harm, and Circle of Doom damage type adjusted:
  • (5 + effective cleric level) percent of the Negative Damage is converted to Entropy damage
  • Note: Effective Cleric Level meant: Cleric, Harper/Zhent Priest, and Favored Soul levels (all 1:1)
  • The life steal from Entropy Damage is 50% and will still apply overheal to the Defiler or overflow to its nearby allies
  • The remaining Negative Damage can still life steal at half the rate if the Defiler also has Suffering Domain
  • Example:
  • A level 27 Defiler w/ Death & Suffering Domains casts Harm
  • 324 * (5 + 27)% = 103 Entropy Damage (rounded down)
  • 324 - 103 = 221 Negative Damage
  • Life Steal: 103 + (221/2) = 213 Life Steal
  • For the duration of Divine Favor (1 hour): Instead of increasing AB and Damage:
  • Grants an extra +20% refund chance
  • Maximum Overheal is 30 hp, this increases to 60 hp with Suffering Domain OR Healing Domain
  • Gain +1 Saves vs. Death Magic
  • All inflict spells are maximized and Harm kills an NPC target outright instead of placing it at 1 hp.
  • Receives half (rounded down) of the full BAB progression (Soft AB) and no bonus APR
  • Duration lasts 10x longer (1 turn/level) and can be extended for a total of 20x longer (2 turns/level)
  • Constitution (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • All slotted Negative and Death spells have a % refund chance.

Path of the Evangelist

Hellbent on converting people to their faith, the Evangelists are the ones you see preaching from the city streets to the open roads, from the small village chapels to the grand cathedrals, or even on the fields of battle to justify the (un)holy crusades of their faith.
Weapon Proficiency: Simple
Armor Proficiency: Light, Medium, Shield
Special:
  • Wielding a shield larger than Large Shield will incur a Spell Failure chance penalty
  • Can spontaneously cast Blasphemy, Bless, Aid, Prayer and Word of Faith
  • Bard Song and Curse Song at 6th level (no scaling beyond 6 until Bard levels are present)
  • If the majority of class levels are in Cleric, able to learn and use custom songs (accessed with "-song" and "-cursesong") starting at 6th level
  • 6 + 1/3 of Cleric levels count towards Bard Song / Curse Song effective level progression
  • 1/3 of Cleric levels count towards Bard Song / Curse Song charge progression
  • +2 DC on Enchantment and Mind-Affecting spells
  • Aid, Bless and Prayer receive the following bonuses:
  • Monk wisdom to AC reduced to 2/3
  • For the duration of Divine Favor (1 hour), instead of increasing AB and Damage:
  • Gain +4 Bard Song and Curse Song effective levels
  • If the caster has no Bard Levels, their Bard Song will be a minimum of 10 levels; and if they do have Bard Levels, it will be a minimum of 15.
  • Receives half (rounded down) of the full BAB progression (Soft AB) and no bonus APR
  • Duration lasts 10x longer (1 turn/level) and can be extended for a total of 20x longer (2 turns/level)
  • Charisma (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • All Enchantment and mind-affecting spells cast from the character's spellbook have a % refund chance:

Path of the Healer

Trained to the exclusion of combative skills, the healers are a powerful conduit for the restorative arts. While one may assume such clerics are kept well away from harm, quite a few of them march to the frontlines and invoke the divine powers over life and death as granted by their faith.
Weapon Proficiency: Simple
Armor Proficiency: Light Armor
Special:
  • Weapon proficiencies are limited to simple even if multi-classed into other classes.
  • Wielding a shield larger than Small Shield will incur a Spell Failure chance penalty
  • Healers with the Healing Domain OR the Suffering Domain Overheal to 60hp if above 18 levels
  • A healer can still Overheal to 30hp without the Healing Domain or the Suffering Domain or if the healer is below 18 levels and has one of the domains.
  • Inflict/Harm spell damage is reduced to 25%.
  • Example: Inflict spell would deal 100 damage, actually deals 25 damage.
  • Respite at 23rd Cleric level
  • Spontaneously cast Healing Circle, Mass Heal, and Heal (does not trigger refund)
  • Bigger AoE healing spell radius that scales with Caster Levels
  • Raise Dead and Resurrection piety cost reduced
  • Monk wisdom to AC reduced to 2/3
  • For the duration of Divine Favor (1 hour), instead of increasing AB and Damage:
  • Grants an extra 20% chance to refund
  • Caster gains: +1 Fortitude Save
  • All healing spells are maximized.
  • Gains 1/- Physical (Slash/Pierce/Bludgeon) Damage Resistance for every 6 healer path caster level (This stacks with Damage Reduction).
  • Receives no BAB progression and thus no bonus AB and no bonus APR
  • Duration lasts 10x longer (1 turn/level) and can be extended for a total of 20x longer (2 turns/level)
  • Constitution (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • All slotted Positive spells have a % refund chance:

Path of the Seeker

Heresy and vice, relic and treasure, secrets and sins - Seekers use their prodigious powers of investigation and skulduggery to identify these wherever the dictates of their faith require. Frequently found far from their mother Church, a scant few Seekers operate inside their own ranks, rooting out whatever actions are considered abominable to their faith.
Weapon Proficiency: Rogue
Armor Proficiency: Light, Shield
Special:
  • Divine Favor and Divine Power are now double duration and can be extended again for a total of 4 times the original duration
  • +3 CL at level 21.
  • Gains 2 extra skill points per level
  • +2 DC on Divination and Illusion spells
  • If multiclassed to Ranger, 2/3 Cleric levels count towards dual-wield/called shot, exploration, out-of-combat travel speed, and tracking progression (Ranger: Improved Two Weapon Fighting or Archer Path: Called Shot at 9 levels of Cleric, assuming having multiclassed 3 levels of Ranger).
  • If multiclassed to Rogue, 2/3 Cleric levels count towards specialty weapon and uncanny dodge progression (24 levels of Cleric gets +1 AB for Finessed Weapons, assuming having multiclassed 3 levels of Rogue).
  • Scaling for Lightly Armored feat does not apply.
  • Gains 3/4 Caster Level (CL) from Rogue multiclass
  • Examples:
  • A 23 Cleric / 4 Rogue / 3 Monk gets 23 + 3 + 3 CL, which is 29 (4 * 3 / 4 is 3)
  • A 23 Cleric / 3 Rogue / 4 Fighter gets 23 + 2 + 3 CL, which is 28 (3 * 3 / 4 is 2.25, rounded down to 2)
  • If multiclassed to Assassin, 2/3 Cleric levels count towards Hidden Danger and Arelith Custom Poison progression.
  • If multiclassed to Swashbuckler, 2/3 Cleric levels count towards the following: Panache at 8 (3 swash + 9 seeker or 4 + 6 seeker), Luck of Heroes at 11 (3 Swashbuckler + 12 Cleric), Slippery Mind at 17 (3 Swashbuckler + 21 Cleric).
  • Gains Improved Sneak Attack every 3 levels of Cleric.
  • Uncanny Dodge I at level 12.
  • Gains +2 Spot, +2 Hide, +2 Move Silently, +4 Open Lock, +4 Disarm Trap, and +4 Search at level 18.
  • Cannot use any Summon spells including Epic Spells that Summon
  • Wielding Tower Shield will incur a Spell Failure chance penalty
  • For the duration of Divine Power:
  • Receives Full BAB progression (Soft AB), including gaining APR (up to 4 APR)
  • Duration lasts 2x as long (2 rounds/level) and can be extended to 4x as long (4 rounds/level)
  • If Dexterity (Soft) is under 14, it is increased to 14, and if it is 14 or higher, the PC receives a flat +2 bonus.
  • All slotted Divination spells have a % refund chance:
  • All slotted Illusion spells have a % refund chance:

Path of the Warpriest

Warpriests take up the causes and dogmas of their deity as an act of war to wage. They slay the infidels and blasphemers, bringing (un)holy justice and vengeance to those who would oppose their faith. Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their focus upon battle usually leaves them stumbling when it comes to matters of ritual and spell.
Weapon Proficiency: Simple
Armor Proficiency: Light, Medium, Heavy, Shield
Special:
  • Divine Favor, Divine Power and War Cry are now double duration and can be extended again for a total of 4 times the original duration
  • Divine Smite feat (requires Evil Domain or Good Domain or Law Domain or Chaos Domain for CL scaling)
  • Spontaneously cast Aura of Vitality as a 7th level spell
  • Combat Casting feat at 6th level
  • Weapon Specialization feat(s) at 12th level will be gained for any existing Weapon Focus feats
  • Improved Combat Casting feat at 18th Level
  • Divine Might and Divine Shield are simultaneously cast at 21st level or beyond
  • If multiclassed to Ranger, 1/3 Cleric levels count towards dual-wield/called shot, exploration, out-of-combat travel speed, and tracking progression (Ranger: Improved Two-Weapon Fighting/Archer Path: Called Shot (9) at 18 levels of Cleric, assuming having multiclassed 3 levels of Ranger).
  • If multiclassed to Barbarian, 1/3 Cleric levels count towards Rage AB/Damage progression and Dodge AC when not wearing Heavy Armor.
  • If multiclassed to Monk, 2/3 cleric levels count towards Whirlwind and Ki Strike progression, thus enabling Improved Ki Strike 4 to be taken as an Epic Feat (Ki Strike 3 at 21 levels of Cleric, assuming having multiclassed 3 levels of Monk)
  • +1 Full Caster Level at 16+ effective Cleric levels
  • Note: Effective Cleric levels (Warpriest levels) are calculated from both Cleric and Favored Soul levels
  • If Warpriest levels are the majority, the following classes contribute full levels to Caster Level (CL) vs Dispel and 1/2 levels to CL
  • Example:
  • Warpriest 17 / Knight 10 / Monk 3 gets 23 CL and 28 CL vs Dispel
  • Warpriest 23 / Fighter 4 / Monk 3 gets 26 CL and 28 CL vs Dispel
  • Warpriest 21 / Fighter 4 / Ranger 5 gets 26 CL and 30 CL vs Dispel
  • Breach Resistance (1 less effect breached) at 16+ Warpriest levels
  • -3 DC on all spells
  • Can not take Epic Spells, except Elemental Avatar (forced relevel if any epic spells are taken on level up)
  • Can not Summon in general.
  • No access to Epic Spell Foci commands such as -yoink or -ward_teleport
  • For the duration of Divine Power:
  • Receives Full BAB progression (Soft AB), including gaining APR (up to 4 APR)
  • Grants 5 times the caster level as temporary Hit Points instead of 1 times caster level
  • Duration lasts 2x as long (2 rounds/level) and can be extended to 4x as long (4 rounds/level)
  • Strength or Dexterity (Soft) is increased to 18 or by 2, whichever results in a higher score.
  • Raises whichever has the highest base, Strength takes priority over Dexterity if base scores are equal.
  • The following spells, cast from the character's spellbook, have a % refund chance:
NOTE: These spells do not require Divine Power to be active to receive a % refund chance
  • Weapon Spells:
  • Zoo Spells (single and mass)

Roleplay Tips

It is desirable to select domains that are close to dogma of worshiped Deity.

External Links

Information about default NWN class are available on NWNWiki.
Seekers of wisdom - article on CoA forum comparing roleplay of 3 classes: clerics, druids and monks.