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Bill Lumbergh's Neverwinter Nights Cleric FAQ
Updated for the SoU and HotU expansions (9/28/04)
lumbergh@abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijk.com
I've decided to get off my rear and udpate my cleric FAQ for the not so new
expansions. I've copied the
original and will add/change/remove as necessary.
I've decided to use a similar layout to the Sorc FAQ posted by blah at
GameFaqs. You can find his work at
http://www.gamefaqs.com/computer/doswin/game/27528.html
and look for the Sorc FAQ.
Table of Contents - to skip to a section merely ctrl-f and search for the
accompanying Greek letter (case specific)
-----------------
1.) Race ( Alpha )
2.) Stats ( Beta )
3.) Skills ( Gamma )
4.) Feats ( Delta )
a.)Standard (Delta - Alpha)
b.)Epic (Delta - Beta)
5.) Multiclassing ( Epsilon )
6.) Equipment ( Zeta )
7.) Spells ( Eta )
a.) Zeroeth Level Spells ( Theta )
b.) First Level Spells ( Iota )
c.) Second Level Spells ( Kappa )
d.) Third Level Spells ( Lambda )
e.) Fourth Level Spells ( Mu )
f.) Fifth Level Spells ( Nu )
g.) Sixth Level Spells ( Xi )
h.) Seventh Level Spells ( Omicron )
i.) Eighth Level Spells ( Pi )
j.) Ninth Level Spells ( Rho )
k.) Epic Spells ( Sigma )
l.) Domains ( Tau )
1.) Air
2.) Animal
3.) Death
4.) Destruction
5.) Earth
6.) Evil
7.) Fire
8.) Good
9.) Healing
10.) Knowledge
11.) Magic
12.) Plant
13.) Protection
14.) Strength
15.) Sun
16.) Travel
17.) Trickery
18.) War
19.) Water
8.) Play Tips ( Upsilon )
Why use a cleric?
-------------------
Fight in the name of your god. Call upon holy power to smite your enemies and
help your allies. Crush the undead with your might. As a cleric, you are the
closest thing to multiclassing a fighter and mage, without actually doing it.
Thus you get decent attack bonuses, HP, and divine magic. You are one of the
few classes that can turn undead. You are one of the few classes with 2 primary
saves, fortitude and will, thus you can resist poisons and mind spells more
easily. In addition to that, you get some of the most deadly spells in the
game, Harm, and Destruction, as well as the most useful healing spells, Heal
and Greater Restoration. These facts alone make you a class that is feared by
enemies, and loved by allies.
Keep in mind though, with divine magic, you are better suited toward healing
and recovery, than you are causing damage. Yes you do have some very useful
spells for attacking, but they are rather specialized.. you can't go blowing
off Harm like sorcerers can fireballs. So be prepared to spend more of your
time fighting, while throwing down some holy smack down or loving when needed.
Class Stats
Alignment Restrictions: None (though role players will need to be the same, or
one step away from their deity)
Hit Die per Level: d8 (1-6)
Armor Proficiencies: All plus Shields
Weapon Proficiencies: All Simple Weapons
Saving Throws: Fortitude & Will (primary), Reflex (secondary)
Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)
Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft
Class Features: Turn Undead, Divine Spellcasting, Domain Powers
What is Turn Undead? You have the ability to rebuke or destroy undead by your
faith. To put it simply, you can FEAR on undead in a colossal area. It's
dependant on a skill roll, your level, and the level and HP of the undead
you're trying to turn. It's an EXCELLENT skill, almost as valuable as your
spell casting.
What is Divine Spellcasting? Rather than learning magic through study, or
having the gift like Arcane magic, you are granted power by your deity or
religion. You don't need to scribe spells or pick from a list like a Wizard or
Sorcerer, you know every spell available to you at that level, and you prepare
what to cast like a wizard. Easy huh? The spells of divine magic are more
focused on healing and helping rather than direct damage, but you can bring
the pain.. so use them well.
Why not be a druid? Probably the main reason would be role playing, or simply
personal preference. While a serious role player as a cleric can play in the
bounds of his particular faith, a serious druid must play in bounds of nature,
always. That being said, the cleric offers a few advantages over the druid.
One, and probably the largest, is turn undead. Two is heavy armor, and a wider
selection of weapons. Also is spell selection. They both cast divine magic, and
have many of the same spells. The druid's is slightly more targeted to the
enemy than it is to the ally as with the cleric. However with proper domain
selection, the cleric not only has a wider selection, but can be as targeted
as he or she sees fit.
Why stick with a cleric past 20?
----------------------------------------
In truth, there aren't that many reasons why you should stick with a
cleric past 20. Being a fighter caster, the extra levels (assuming you make
it that far) mean that you can multiclass a lot easier without worrying about
losing spells in the end. A couple of extra levels of fighter for some feat
goodness, is definately a good idea. However there are a couple legitiment
reasons to keep going with cleric levels, which will in turn make your magic
power greater than ever.
1. More spells slots per level. Up to level 30, at each level you will continue
to gain extra spell slots. You will have quite the casting potential, being
able to bust out as many as 8 Harms. Yeeowch. 2. Higher DC. DC meaning
Difficulty Check, that's the number your oppenent must beat to resist or save
against your spell. The higher the number, the more difficult it will be able
for them to resist or save against your spell. Each level increases this
number.
3. Higher spell power. Most spells have a limit on damage, but many do not for
duration. Thus a spell that last 1 round per level or such, will continue to
benefit from increased levels. Divine Power never seems to last long enough,
but at level 40 it will last plenty long to be much more useful.
4. Increased domain abilities. Many domains like War and Strength have special
abilities that are dependant on the clerics level. These abilities continue to
benefit from additional cleric levels.
5. Rollplay. If your seriously into roleplaying and are wanting to be some kind
of high priest or such, it would make sense to have additional clericy
goodness.
*******************************************************************************
1.) Race ( Alpha )
------------------
Though no race has a wisdom bonus or penalty, several do have other penalties
that can hurt the usefulness of a Cleric. Though any race can be a cleric,
Human, Half-Elves, Elves, and Dwarves offer the most.
Human
-extra feat gives you greater flexibility
-extra skill point every level
You can't go wrong with a Human. The extra feat is defiantly helpful, since
the cleric only has the standard feats. The extra skill point allows you to
leave your INT relatively low and still get enough skill points to max 2
skills, or raise 3 to a decent level. Also with a favored class of ANY, you
can multiclass without worrying about XP penalties. With the extra choices of
both skills and classes in the expansions, being a human continues to be the
strongest choice.
-I highly recommend a human player, especially if you are new to the game or
this is your first cleric.
Half-Elves
+1 to Listen, Search, and Spot skill checks
+2 saving throw versus Enchantment spells
Like Humans, you receive no stat penalties, so Half-Elves make a valid choice
for a cleric. The bonuses to search and saving throws to Enchantment spells
are a plus. Other than that, however, the half-elf doesn't offer much.
Something to consider if you want to break from the sea of humans.
Elves
+2 Dexterity, -2 Constitution
+2 to Listen, Search, and Spot skill checks
Longsword and bow proficiency.
Unless you are building a high DEX character, then the elf is a poor choice.
The -2 Constitution isn't that terrible, but does require some consideration.
If you are building a high DEX character, then the elf is probably the best
choice, even over a human. The skill proficiencies are fine, but not really
critical to you as a cleric. The weapon proficiencies are probably the biggest
plus (if not for the dex bonus), as they expand your limited weapon uses.
Dwarves
+2 Constitution, -2 Charisma
+2 saving throw versus poison and versus spells
+1 against Orcs and goblins and +4 against giants
Though the dwarf isn't an obvious choice for a cleric, they are worth
considering. Being a cleric means you'll often be in combat, so the +2 to
CON will help out with the hit points and fortitude. The -2 t0 CHA hurts,
a lot. It's really a kick in the junk. If you leave it at -6, you can only
turn undead 1 time a day (without the Extra Turning feat). If you want to
raise it to any respectable level, you'll lose whatever bonus you gained to
CON. The +2 to saving throws vs. spells is great in of itself. This is a
interesting choice for someone who wants to focus on more fighting than
casting.
Gnomes
+2 Constitution, -2 Strength
+2 saving throw versus illusions
+1 attack against kobolds and goblins and +4 versus giants
+2 to Listen and Alchemy skill checks
Gnomes don't offer a lot to the cleric. The +2 Constitution is all right, but
the -2 Strength hurts your ability to fight and carry stuff, doubly bad. The
rest of his abilities are OK, but stuff you could live without. Plus he's
small in size, further limiting your weapon selection. A valid choice if you
want to focus more on casting than fighting, but you could do that with a
human with more feats and skill points.
Half-Orcs
+2 Strength, -2 Intelligence, -2 Charisma
Ouch. +2 Strength is good, but the cost is way to high. -2 to charisma
reduces your undead fighting, -2 intelligence reduces your skill points, which
you don't get many anyway. If you want to focus on fighting, be a fighter.
A possible choice if you want to be a decent fighter with some backup buff
spells, but really a poor choice for a serious cleric.
Halflings
+2 Dexterity, -2 Strength
+1 to Armor Class and +1 to attack because of size
+2 Listen, and Move Silently skill checks
+1 to all saving throws and +2 versus fear checks
Almost as bad as the Half-Orc, maybe even worse. +2 to Dex could be gained as
an Elf, without the painful -2 STR. The skill bonuses aren't important to a
cleric, and though the saving throws are always a bonus, the penalties are too
taxing for a fighter caster. If you're looking for a challenge, or want to be
REALLY different, then yeah go for it. But if you want to be the most useful
cleric you can, then go with a different race.
*******************************************************************************
2.) Stats ( Beta )
------------------
The stats that are important depend heavily on the type of cleric you want to
be. You can choose to focus more on fighting, more on casting, or take the
middle road. Either way, you'll always be decent at both. Keep in mind Wisdom
is the stat that determines your spell casting abilities. To cast a spell, you
need a wisdom of 10 + the spell level. So if you want to cast a level 2 spell,
you must have a wisdom of 12. In order to cast 9th level spells, it must be 19.
Any wisdom factor above that grants you extra spell slots.
With the epic levels, you continue to gain a new stat point every 4 levels
until 40. Before you usually wanted to add all your points in wisdom to get the
most out of your magic, but with the extra points you can beef up your
don't care.
Bill Lumbergh's Neverwinter Nights Cleric FAQ
Updated for the SoU and HotU expansions (9/28/04)
lumbergh@abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijk.com
I've decided to get off my rear and udpate my cleric FAQ for the not so new
expansions. I've copied the
original and will add/change/remove as necessary.
I've decided to use a similar layout to the Sorc FAQ posted by blah at
GameFaqs. You can find his work at
http://www.gamefaqs.com/computer/doswin/game/27528.html
and look for the Sorc FAQ.
Table of Contents - to skip to a section merely ctrl-f and search for the
accompanying Greek letter (case specific)
-----------------
1.) Race ( Alpha )
2.) Stats ( Beta )
3.) Skills ( Gamma )
4.) Feats ( Delta )
a.)Standard (Delta - Alpha)
b.)Epic (Delta - Beta)
5.) Multiclassing ( Epsilon )
6.) Equipment ( Zeta )
7.) Spells ( Eta )
a.) Zeroeth Level Spells ( Theta )
b.) First Level Spells ( Iota )
c.) Second Level Spells ( Kappa )
d.) Third Level Spells ( Lambda )
e.) Fourth Level Spells ( Mu )
f.) Fifth Level Spells ( Nu )
g.) Sixth Level Spells ( Xi )
h.) Seventh Level Spells ( Omicron )
i.) Eighth Level Spells ( Pi )
j.) Ninth Level Spells ( Rho )
k.) Epic Spells ( Sigma )
l.) Domains ( Tau )
1.) Air
2.) Animal
3.) Death
4.) Destruction
5.) Earth
6.) Evil
7.) Fire
8.) Good
9.) Healing
10.) Knowledge
11.) Magic
12.) Plant
13.) Protection
14.) Strength
15.) Sun
16.) Travel
17.) Trickery
18.) War
19.) Water
8.) Play Tips ( Upsilon )
Why use a cleric?
-------------------
Fight in the name of your god. Call upon holy power to smite your enemies and
help your allies. Crush the undead with your might. As a cleric, you are the
closest thing to multiclassing a fighter and mage, without actually doing it.
Thus you get decent attack bonuses, HP, and divine magic. You are one of the
few classes that can turn undead. You are one of the few classes with 2 primary
saves, fortitude and will, thus you can resist poisons and mind spells more
easily. In addition to that, you get some of the most deadly spells in the
game, Harm, and Destruction, as well as the most useful healing spells, Heal
and Greater Restoration. These facts alone make you a class that is feared by
enemies, and loved by allies.
Keep in mind though, with divine magic, you are better suited toward healing
and recovery, than you are causing damage. Yes you do have some very useful
spells for attacking, but they are rather specialized.. you can't go blowing
off Harm like sorcerers can fireballs. So be prepared to spend more of your
time fighting, while throwing down some holy smack down or loving when needed.
Class Stats
Alignment Restrictions: None (though role players will need to be the same, or
one step away from their deity)
Hit Die per Level: d8 (1-6)
Armor Proficiencies: All plus Shields
Weapon Proficiencies: All Simple Weapons
Saving Throws: Fortitude & Will (primary), Reflex (secondary)
Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)
Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft
Class Features: Turn Undead, Divine Spellcasting, Domain Powers
What is Turn Undead? You have the ability to rebuke or destroy undead by your
faith. To put it simply, you can FEAR on undead in a colossal area. It's
dependant on a skill roll, your level, and the level and HP of the undead
you're trying to turn. It's an EXCELLENT skill, almost as valuable as your
spell casting.
What is Divine Spellcasting? Rather than learning magic through study, or
having the gift like Arcane magic, you are granted power by your deity or
religion. You don't need to scribe spells or pick from a list like a Wizard or
Sorcerer, you know every spell available to you at that level, and you prepare
what to cast like a wizard. Easy huh? The spells of divine magic are more
focused on healing and helping rather than direct damage, but you can bring
the pain.. so use them well.
Why not be a druid? Probably the main reason would be role playing, or simply
personal preference. While a serious role player as a cleric can play in the
bounds of his particular faith, a serious druid must play in bounds of nature,
always. That being said, the cleric offers a few advantages over the druid.
One, and probably the largest, is turn undead. Two is heavy armor, and a wider
selection of weapons. Also is spell selection. They both cast divine magic, and
have many of the same spells. The druid's is slightly more targeted to the
enemy than it is to the ally as with the cleric. However with proper domain
selection, the cleric not only has a wider selection, but can be as targeted
as he or she sees fit.
Why stick with a cleric past 20?
----------------------------------------
In truth, there aren't that many reasons why you should stick with a
cleric past 20. Being a fighter caster, the extra levels (assuming you make
it that far) mean that you can multiclass a lot easier without worrying about
losing spells in the end. A couple of extra levels of fighter for some feat
goodness, is definately a good idea. However there are a couple legitiment
reasons to keep going with cleric levels, which will in turn make your magic
power greater than ever.
1. More spells slots per level. Up to level 30, at each level you will continue
to gain extra spell slots. You will have quite the casting potential, being
able to bust out as many as 8 Harms. Yeeowch. 2. Higher DC. DC meaning
Difficulty Check, that's the number your oppenent must beat to resist or save
against your spell. The higher the number, the more difficult it will be able
for them to resist or save against your spell. Each level increases this
number.
3. Higher spell power. Most spells have a limit on damage, but many do not for
duration. Thus a spell that last 1 round per level or such, will continue to
benefit from increased levels. Divine Power never seems to last long enough,
but at level 40 it will last plenty long to be much more useful.
4. Increased domain abilities. Many domains like War and Strength have special
abilities that are dependant on the clerics level. These abilities continue to
benefit from additional cleric levels.
5. Rollplay. If your seriously into roleplaying and are wanting to be some kind
of high priest or such, it would make sense to have additional clericy
goodness.
*******************************************************************************
1.) Race ( Alpha )
------------------
Though no race has a wisdom bonus or penalty, several do have other penalties
that can hurt the usefulness of a Cleric. Though any race can be a cleric,
Human, Half-Elves, Elves, and Dwarves offer the most.
Human
-extra feat gives you greater flexibility
-extra skill point every level
You can't go wrong with a Human. The extra feat is defiantly helpful, since
the cleric only has the standard feats. The extra skill point allows you to
leave your INT relatively low and still get enough skill points to max 2
skills, or raise 3 to a decent level. Also with a favored class of ANY, you
can multiclass without worrying about XP penalties. With the extra choices of
both skills and classes in the expansions, being a human continues to be the
strongest choice.
-I highly recommend a human player, especially if you are new to the game or
this is your first cleric.
Half-Elves
+1 to Listen, Search, and Spot skill checks
+2 saving throw versus Enchantment spells
Like Humans, you receive no stat penalties, so Half-Elves make a valid choice
for a cleric. The bonuses to search and saving throws to Enchantment spells
are a plus. Other than that, however, the half-elf doesn't offer much.
Something to consider if you want to break from the sea of humans.
Elves
+2 Dexterity, -2 Constitution
+2 to Listen, Search, and Spot skill checks
Longsword and bow proficiency.
Unless you are building a high DEX character, then the elf is a poor choice.
The -2 Constitution isn't that terrible, but does require some consideration.
If you are building a high DEX character, then the elf is probably the best
choice, even over a human. The skill proficiencies are fine, but not really
critical to you as a cleric. The weapon proficiencies are probably the biggest
plus (if not for the dex bonus), as they expand your limited weapon uses.
Dwarves
+2 Constitution, -2 Charisma
+2 saving throw versus poison and versus spells
+1 against Orcs and goblins and +4 against giants
Though the dwarf isn't an obvious choice for a cleric, they are worth
considering. Being a cleric means you'll often be in combat, so the +2 to
CON will help out with the hit points and fortitude. The -2 t0 CHA hurts,
a lot. It's really a kick in the junk. If you leave it at -6, you can only
turn undead 1 time a day (without the Extra Turning feat). If you want to
raise it to any respectable level, you'll lose whatever bonus you gained to
CON. The +2 to saving throws vs. spells is great in of itself. This is a
interesting choice for someone who wants to focus on more fighting than
casting.
Gnomes
+2 Constitution, -2 Strength
+2 saving throw versus illusions
+1 attack against kobolds and goblins and +4 versus giants
+2 to Listen and Alchemy skill checks
Gnomes don't offer a lot to the cleric. The +2 Constitution is all right, but
the -2 Strength hurts your ability to fight and carry stuff, doubly bad. The
rest of his abilities are OK, but stuff you could live without. Plus he's
small in size, further limiting your weapon selection. A valid choice if you
want to focus more on casting than fighting, but you could do that with a
human with more feats and skill points.
Half-Orcs
+2 Strength, -2 Intelligence, -2 Charisma
Ouch. +2 Strength is good, but the cost is way to high. -2 to charisma
reduces your undead fighting, -2 intelligence reduces your skill points, which
you don't get many anyway. If you want to focus on fighting, be a fighter.
A possible choice if you want to be a decent fighter with some backup buff
spells, but really a poor choice for a serious cleric.
Halflings
+2 Dexterity, -2 Strength
+1 to Armor Class and +1 to attack because of size
+2 Listen, and Move Silently skill checks
+1 to all saving throws and +2 versus fear checks
Almost as bad as the Half-Orc, maybe even worse. +2 to Dex could be gained as
an Elf, without the painful -2 STR. The skill bonuses aren't important to a
cleric, and though the saving throws are always a bonus, the penalties are too
taxing for a fighter caster. If you're looking for a challenge, or want to be
REALLY different, then yeah go for it. But if you want to be the most useful
cleric you can, then go with a different race.
*******************************************************************************
2.) Stats ( Beta )
------------------
The stats that are important depend heavily on the type of cleric you want to
be. You can choose to focus more on fighting, more on casting, or take the
middle road. Either way, you'll always be decent at both. Keep in mind Wisdom
is the stat that determines your spell casting abilities. To cast a spell, you
need a wisdom of 10 + the spell level. So if you want to cast a level 2 spell,
you must have a wisdom of 12. In order to cast 9th level spells, it must be 19.
Any wisdom factor above that grants you extra spell slots.
With the epic levels, you continue to gain a new stat point every 4 levels
until 40. Before you usually wanted to add all your points in wisdom to get the
most out of your magic, but with the extra points you can beef up your
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