Cleric: Difference between revisions

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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
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


=== Requirements===
===Requirements===
To qualify to become a Cleric, a character must fulfill all the following criteria.
To qualify to become a Cleric, a character must fulfill all the following criteria.


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===Class Skills===
===Class Skills===
The class skills of the Cleric are:  
The class skills of the Cleric are:  
* Balance
* Appraise
* Climb
* Concentration
* Concentration
* Craft: Alchemy
* Craft: Alchemy
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* Craft: Jewelcrafting
* Craft: Jewelcrafting
* Craft: Tailoring & Leatherwork
* Craft: Tailoring & Leatherwork
* Craft: Weaponsmithing  
* Craft: Weaponsmithing
* Craft : Woodworking
* Decipher Script
* Decipher Script
* Disguise
* Diplomacy
* Escape Artist
* Forgery
* Gather Information
* Heal
* Heal
* Jump
* Knowledge: Arcana
* Knowledge: Geography
* Knowledge: Aracana
* Knowledge: Architecture
* Knowledge: Dungeoneering
* Knowledge: History
* Knowledge: History
* Knowledge: Local
* Knowledge: Nature
* Knowledge: Nobility and Royalty
* Knowledge: Religion
* Knowledge: Religion
* Knowledge: The Planes  
* Knowledge: The Planes  
* Lore
* Lore
* Parry
* Profession: Cook
* Profession: Cook
* Profession: Fisher
* Profession: Fisher
* Profession: Miner
* Profession: Miner
* Profession: Woodcutter
* Profession: Woodworker
* Sense Motive
* Sense Motive
* Spell Craft
* Spellcraft
* Spot
* Survival
* Swim
* Use Rope


=== Class Features ===
=== Class Features ===
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'''Base Attack Bonus Progression:''' Medium
'''Base Attack Bonus Progression:''' Medium


'''Skill Points at Each Level: ''' 2 + Int modifier
'''Skill Points at Each Level: ''' 3 + Int modifier per level, x4 at first level


''' Hit Dice:'''  D8
''' Hit Dice:'''  D8


''' Weapon and Armor Proficiency:'''  The Cleric is proficient in the use of all simple weapons, light, medium and heavy armor, and shields (except for tower shields).
''' Weapon and Armor Proficiency:'''  The Cleric is proficient in the use of light and medium armor, shields (except tower shields), simple weapons, and the favored weapon of their deity. The proper weapon proficiency will be granted to your character after login, or after level-up.


''' Divine Spellcasting:'''  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.
''' Divine Spellcasting:'''  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.
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''' Turn Undead: ''' Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat.  
''' Turn Undead: ''' Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat.  


''' Domain Spells and Abilities: ''' The domain that a Cleric is dedicated to based on his choice of deity will often grant spells or abilities in addition to those that the Cleric already has access to. They range in power and effect, and are often unique. A list of these domains and their abilities can be found during NWN 2 character creation, and are a work in progress for the Wiki.
''' Domain Spells and Abilities: ''' 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. Please select correct domains for your chosen deity.
 
A full list of deities and their domains:
* [[Deities]] <br>
 
On Sundren, domains must match the deity's portfolio. Here are the deities and applicable domains, sorted by Pantheon (Still being updated): <br>
 
* [[Drow Pantheon]]<br>
* [[Dwarven Pantheon]]<br>
* [[Elven Pantheon]]<br>
* [[Faerunian Pantheon]]<br>
* [[Gnome Pantheon]]<br>
* [[Halfling Pantheon]]<br>
* [[Mulhorandi Pantheon]]<br>
* [[Orc Pantheon]]<br>
 
Here are the domain spells associated with each domain: <br>
* [[Domains]]

Latest revision as of 09:56, 14 October 2022

Cleric

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

Requirements

To qualify to become a Cleric, a character must fulfill all the following criteria.

  • Special: Although the Cleric is an open class without technical restriction, Sundren requires that a Cleric must use the spellcasting domains favoured by his or her deity.

Class Skills

The class skills of the Cleric are:

  • Appraise
  • Concentration
  • Craft: Alchemy
  • Craft: Armorsmithing
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Craft: Weaponsmithing
  • Decipher Script
  • Diplomacy
  • Heal
  • Knowledge: Arcana
  • Knowledge: History
  • Knowledge: Religion
  • Knowledge: The Planes
  • Lore
  • Profession: Cook
  • Profession: Fisher
  • Profession: Miner
  • Profession: Woodcutter
  • Sense Motive
  • Spellcraft

Class Features

Base Attack Bonus Progression: Medium

Skill Points at Each Level: 3 + Int modifier per level, x4 at first level

Hit Dice: D8

Weapon and Armor Proficiency: The Cleric is proficient in the use of light and medium armor, shields (except tower shields), simple weapons, and the favored weapon of their deity. The proper weapon proficiency will be granted to your character after login, or after level-up.

Divine Spellcasting: 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.

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.

Turn Undead: Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat.

Domain Spells and Abilities: 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. Please select correct domains for your chosen deity.

A full list of deities and their domains:

On Sundren, domains must match the deity's portfolio. Here are the deities and applicable domains, sorted by Pantheon (Still being updated):

Here are the domain spells associated with each domain: