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Cleric

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Cleric
Cleric

Cleric is a base class in NWN2.

Contents

[edit] Cleric

Description: Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

Alignment Restrictions: A Cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Cleric may not be neutral unless his deity’s alignment is also neutral.

[edit] Class Features Progression

Hit die: 8
Proficiencies: Armor (light, heavy, medium), shields (except tower shields), Weapons (simple)
Skill points: (2+ Int Modifier x 4 at first level) 2 + Int modifier
Class skills: Concentration, Craft alchemy, Craft armor, Craft weapon, Diplomacy, Heal, Lore, Parry and Spellcraft
Base attack bonus progression: Medium
Saving throwshigh:Fortitude, Will
low:Reflex


[edit] Spellcasting

Key abilityTypePrepared
Wisdomdivineyes

A Cleric casts divine spells, which are drawn from the Cleric spell list.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the spell level + the Cleric’s Wisdom modifier.
A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.

[edit] Spontaneous Casting

A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.

  • Spell slots used to prepare domain spells may not be used for spontaneous casting.
  • A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell.
  • An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell.
  • A Cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Cleric turns or commands undead.

[edit] Deity Selection

Due to being set in the Forgotten Realms, all divine spell-casters in the Original Campaign of NWN2 are required to select a deity during character creation. Clerics choose an alignment and race first and then receive a list of deities appropriate for them to choose from. Although the possibility for restricting domains according to deity has been flagged by the developers, this is not currently implemented.

[edit] Turn Undead

Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures. To view more information, refer to the Turn undead section of the wikia.

[edit] Domains

Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.

[edit] Domain spells

A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains (but NWN2 does not enforce this).

[edit] Domain List

A Cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the Cleric access to at least 2 domain spells he can cast that is added to his spell list, as well as possibly gaining a granted power. The Cleric gets the granted powers of both the domains selected.

[edit] NWN Comparison

  • NWN did not implement deity or alignment restriction for spell and domain selection. Without deities being used clerics had no class-alignment restrictions imposed so it was impossible to become an Ex-cleric and lose your abilities.
  • Alignment detection spells were not implemented and character alignment was directly used for the smite good/evil abilities instead of specifically aligned auras.
  • Domains in NWN only provided a handful of extra spells with no restriction on the amount which could be prepared at any time.
  • All Cleric were given Turn Undead and Spontaneous cure spells irrelevant of alignment, while Rebuke Undead and Spontaneous inflict spells were not implemented.
  • One common play style of clerics in NWN was a melee battle variant, e.g. a "Battle Cleric." This was effective due to stat enhancement spells and items stacking together making it rather easy for a cleric to achieve their +12 stat enhancement cap. Furthermore, this play style relied on "burst damage" generated through short term buffs that all stacked with one another making it rather easy for a Cleric to reach their +20 cap to AB (e.g. Divine Favor, Bless, Prayer, Aid, etc.) However, in NWN2 a more strict PnP implementation was taken such that these spells and items no longer stack, making this "burst damage battle cleric" play style far less effective.
  • Another style of clerics in NWN was that of a "pure caster" or "DC cleric." That is to say a cleric that focused on getting the highest possible DCs on spells. In general, this play style focused on Evocation spells with the Implosion spell being the top choice. This was a good choice because the Implosion spell in NWN and NWN2 receives an arbitrary +3 bonus to its DC, which used to be increased by +2 DC for each Evocation Spell Focus. However, in NWN2 and as per 3.5e Spell Focus Feats only grant +1 DC rather than 2. Not to mention that Owl's Wisdom will not stack with any wisdom enhancing items, making it very difficult to reach +12 wisdom that could be more easily attained in NWN.

[edit] DnD 3.5 Comparison

  • The Parry skill was created by NWN and is not a feature of DnD 3.5. It has returned in NWN2 for the same reasons it was in NWN.
  • Knowledge skills are not in NWN2. The collective Lore skill will be used instead, though without the specific skill synergies.

[edit] External Resources

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