Cleric
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:
- Concentration
- Craft: Alchemy
- Craft: Armorsmithing
- Craft: Jewelcrafting
- Craft: Tailoring & Leatherwork
- Craft: Weaponsmithing
- Diplomacy
- Heal
- Knowledge: Arcana
- Knowledge: History
- Knowledge: Religion
- Knowledge: The Planes
- Lore
- Parry
- Profession: Cook
- Profession: Fisher
- Profession: Miner
- Profession: Woodcutter
- Sense Motive
- Spellcraft
Class Features
Base Attack Bonus Progression: Medium
Skill Points at Each Level: 2 + Int modifier
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).
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: 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.