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::* Weapon proficiencies are limited to simple even if multi-classed into other classes.
::* Weapon proficiencies are limited to simple even if multi-classed into other classes.
::* Wearing armor heavier than Light Armor or wielding shield larger than Small Shield will incur a Spell Failure chance penalty
::* Wearing armor heavier than Light Armor or wielding shield larger than Small Shield will incur a Spell Failure chance penalty
::* Healing and Suffering domains overheal to 60hp if above 18 levels
::* 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 or Suffering domain or is below 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.
::* Respite at 23rd Cleric level
::* Respite at 23rd Cleric level
::* Spontaneously cast Healing Circle, Mass Heal, and Heal
::* Spontaneously cast Healing Circle, Mass Heal, and Heal

Revision as of 21:35, 31 January 2022

Classes

Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List


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. While selection of Domains is not mechanically enforced, 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.

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

Level Progression

Hit points rolls on Arelith are always maximum.

Base spells per day
Level BAB Fort Ref Will Feats HP 0 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 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

Spells

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
Ultravision Searing light
Cat's grace Summon creature III
Halt undead


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
Slay living Harm Blasphemy Sunbeam
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
Envervation
Lesser planar binding

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, epic spell: dragon knight, epic spell: greater ruin, epic spell: hell ball, epic spell: planar conduit, epic spell: 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 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 - 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.
Divine Protection - Has a 240 second cooldown that's shared with Greater Sanctuary. Duration changed to 5+ Cha mod rounds.


Cleric Path Feats

  • Paths are chosen at level 2 Cleric
  • Cleric gains a bonus feat at level 2 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.
  • Spell Refunds
  • Refund chances from the paths will apply to applicable spells from both the Favored Soul and the Cleric spellbooks.
  • Chance based on Spell Level is 10% less for every spell level starting at 100%:
Level 1: 90%
Level 2: 80%
Level 3: 70%
Level 4: 60%
Level 5: 50%
Level 6: 40%
Level 7: 30%
Level 8: 20%
Level 9: 10%
Note: Meta magic will lower the refund chances proportional to the spell level increase.

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

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:
  • Wearing armor heavier than Light Armor or wielding shield larger than Small Shield will incur a Spell Failure chance penalty
  • Can spontaneously cast domain spells up to 4th level.
  • For the duration of Divine Power, instead of increasing BAB and gaining extra APR, all Domain spells cast from the spellbook have a chance to refund upon being cast. Also raises Intelligence to 18 if it isn't higher already.
  • For Favored Soul to refund their spells, the spells in the Favored Soul spellbook must match the domain spells.
  • For the duration of Divine Favor, instead of increasing AB and Damage, 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
  • 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 1/2

Path of the Evangelist

Hellbent on converting people to their faith, the Evangelists are 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:
  • Wearing armor heavier than Medium Armor or wielding shield larger than Large Shield will incur a Spell Failure chance penalty
  • Can spontaneously cast Bless, Aid, Prayer, Word of Faith, and Blasphemy
  • Bard and Curse Song at 6th level (no scaling beyond 6 until bard levels are present)
  • 1/3 of Cleric levels count towards Bard Song / Curse Song progression when Bard levels are present
  • For the duration of Divine Favor, instead of increasing AB and Damage, sets the Bard Song bonus to a maximum effective bard level of 10 without bard levels, or 15 with bard levels.
  • For the duration of Divine Power, instead of gaining APR, all enchantment and mind-affecting spells cast from the characters spellbook have a % refund chance. Also raises Charisma to 18 if it isn't higher already.
  • Note: The spell still offers the AB bonus
  • +2 DC on Enchantment and Mind-Affecting spells
  • Bless, Aid, and Prayer receive the following bonuses:
  • Auto-extended (doesn't stack with Extend Spell)
  • Area of Effect radius increased up to twice the size at 30 cleric levels
  • Monk wisdom to AC reduced to 2/3

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: None
Special:
  • Weapon proficiencies are limited to simple even if multi-classed into other classes.
  • Wearing armor heavier than Light Armor or wielding 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.
  • Respite at 23rd Cleric level
  • Spontaneously cast Healing Circle, Mass Heal, and Heal
  • Bigger AoE healing spell radius
  • For the duration of Divine Favor, instead of increasing AB and Damage, all healing spells are maximized.
  • For the duration of Divine Power, instead of increasing BAB and gaining APR, all slotted healing (Positive) spells have a % refund chance. Also raises Constitution to 18 if it isn't higher already.
  • Raise Dead and Resurrection piety cost reduced
  • Monk wisdom to AC reduced to 1/2

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 Power and Divine Favor now have increased duration and can be extended again for a total of 3 times the original duration
  • Divine Smite feat (requires Good/Evil domain for scaling)
  • Combat Casting feat at 6th level
  • Weapon Specialization of any Weapon Focus feats taken at 12th level
  • Only gains 1H Concussion Weapon Specialization if Forge Domain
  • War Domain supersedes Forge Domain and allows all types of Weapon Specialization again if both are taken
  • Improved Combat Casting feat at 18th Level
  • Arcane Defence: Abjuration at 23rd level
  • +3 CL vs Dispel
  • -2 DC on all spells
  • Can not take Epic Spells (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

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.