Cleric
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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 |
---|---|---|
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3rd level spells | 4th level spells | 5th level spells |
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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.
- Regenerate refreshes and stacks the Overheal hit point bonus, while Monstrous Regeneration does not.
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
- For the duration of Divine Power:
- 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
- For the duration of Divine Power:
- 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.
- For Favored Soul to refund their spells, the spells in the Favored Soul spell book must match the Domain spells.
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 100% 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.
- Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds
- Circle of Doom
- Harm (Outright kills an NPC target if it dealt damage)
- Healing Sting
- For the duration of Divine Power:
- 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.
- Avascular Mass
- Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds
- Healing Sting
- Circle of Death
- Circle of Doom
- Disintegrate
- Energy Drain
- Enervation
- Finger of Death
- Harm
- Negative Energy Burst
- Negative Energy Ray
- Nybor's Wrathful Castigation
- Power Word, Kill
- Slay Living
- Vampiric Touch
- Most of the new [Negative] and [Death] spells from the SPELLMAGEDDON: 2 update
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:
- Auto-extended (doesn't stack with Extend Spell or Unremitting Cadence)
- Area of Effect radius increased up to twice the size at 30 Cleric levels
- 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.
- Gain +1 Saves vs. Mind-affecting
- For the duration of Divine Power:
- 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:
- Aid
- Aura of Glory
- Balagarn's Iron Horn
- Bane
- Battletide
- Blasphemy
- Bless
- Blindness/Deafness
- Charm Monster, Charm Person, Charm Person or Animal
- Color Spray
- Command
- Confusion
- Crushing Despair
- Daze
- Dominate Animal, Dominate Monster, Dominate Person
- Doom
- Feeblemind
- Good Hope
- Hold Animal, Hold Monster, Hold Person
- Mass Camouflage
- Mass Charm
- Mass Hold Monster
- Mind Fog
- Nightmare
- Nybor's Wrathful Castigation
- Otto's Irresistible Dance
- Power Word, Stun
- Scintillating Pattern
- Sleep
- Stonehold
- Tasha's Hideous Laughter
- Undeath's Eternal Foe
- War Cry
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.
- For the duration of Divine Power:
- 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).
- 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:
- Color Spray (Chaos, Illusion)
- Continual Flame
- Ghostly Visage (Moon)
- Invisibility (Illusion, Trickery)
- Silence
- Displacement (Chaos, Illusion, Moon, Trickery)
- Improved Invisibility (Illusion, Trickery)
- Phantasmal Killer (Illusion)
- Shadow Conjuration (Illusion)
- Ethereal Visage (Luck, Moon)
- Shadow Evocation (Darkness)
- Phantom Wound (Illusion)
- Greater Shadow Evocation (Darkness)
- Shadow Shield (Luck)
- Mass Blindness/Deafness (Darkness, Trickery)
- Scintillating Pattern (Illusion)
- Weird (Illusion)
- Special:
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)
- The following spells, cast from the character's spellbook, have a % refund chance (Divine Power is not required for refund):
- +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
- 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:
- Special:
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.