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Cleric

From Arelith Wiki
Revision as of 23:02, 18 June 2016 by Iceborn (talk | contribs) (Healer)

NWN Requirements

  • None

Arelith Changes

  • Requires to have selected Deity with Piety to cast higher level spells (greater than level 6). Selection of Domains is not mechanically enforced.
  • Spell changes
  • Bonus Language:
    • for clerics with Good alignment: Celestial
    • for clerics with Evil alignment:
  • Can save and load Spellbooks through the Crafting Skills menu

Healer

The Healer is an alternate path for clerics. Forgoing most of their gear options, these individuals excel at deifying death at every turn, ensuring the safety and survival of their allies against all odds.

  • Healers lose all weapon and armor proficiencies except Simple weapons. They cannot regain these lost proficiencies.
  • Spontaneous Healing: A Healer can cast Circle of Healing, 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, 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.
  • Lifeline: Healers can cast Raise Dead or Resurrection on a living target to apply a Lifeline to that target for the duration of 3 three rounds. On dying, a creature with Lifeline has all death penalties negated, and is instead raised or resurrected a round later. Lifeline can only trigger on the same creature once per rest - the creature's rest, not the caster's.
  • Expanded Healing: The Healer's radius of area healing spells (Circle of Healing, Mass Healing) grows slightly with their levels. A level 30 Healer will have the spell's area effectively doubled. This ability is lost on multiclassing.
  • Respite: At level 30, 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.

RP tips

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