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strength or charisma a little without sacrificing your magic. Ultimately it's a personal choice on where you want to go with your cleric. If you decide to put all your points into one particular stat, that will mean you get a +10 at level 40 instead of +5, so now you will want to make sure your start stat is an EVEN number, instead of ODD. This way you get the most out of your bonus.
Keep in mind, with a wisdom of 18, you can end up with a wisdom of 28 at level
40, and with the +10 item bonus, 38. That will leave you with a whole crap load of spells, so definately a good caster cleric consideration.
Overview-
Strength: Use is obvious. The more you have, the harder you hit(damage bonus), and more often(attack bonus, unless you are using weapon finesse with the appropriate weapon). Being a cleric is a fighter/caster, you defiantly want some, but don't over do it, as you have spells to increase this.
Dexterity: Dexterity adds a dodge bonus to your AC. It also adds a bonus to your reflex save. Usually, DEX is the least important stat for the cleric, as you will often have heavy armor, which negates most of that dodge bonus.
Also, since your reflex is your secondary save, it will never be very high unless you pump a lot of points into dex. So you might think you should just leave it at 8 so you can increase something else, and this actually OK. But keep in mind, even full plate will allow a +1 AC bonus from DEX, and thus if you leave it at 8, you will receive a -1 to your AC. This isn't critical, but worth considering. You'll also receive a -1 to your reflex save, which are pitiful as it is. I really can't tell you if you should leave it at 8, put it at 10, or take it to 12. The choice is yours. If you do increase it, I suggest you sacrifice from Charisma first, then STR or CON. Keep in mind though, you lose that dodge bonus when casting, so don't rely on it to save your butt if you only have 10 HP and are praying for a Heal.
Constitution: Better fortitude saves, and more HP. Putting more in this is never a bad idea, as any spell you cast to increase this will only be that much be better.
Intelligence: The only benefit a cleric gets from this is skill points. Since you get little skill points, keep this at no lower than 10. While more is always good, sacrificing your other stats for it is not a good idea. If you must raise it, I suggest you sacrifice points from CON or CHA.
Wisdom: The key factor for your magic. Also increases Will saves. Keep it high. You will need at least 19 to cast 9th level spells, and each modifier point you increase, adds another spell slot to each spell level, starting lowest and moving to an extra 8th level spell with a wisdom of 30.
Charisma: It's not only how you look, but also the "force of your personality".
For you, it's most important for your Turn undead ability. A powerful personality is needed for a powerful faith, and a powerful faith is needed to turn undead. It's also is a factor in several Domain spell abilities(will go into that later). For everybody, it's important for the Persuade skill. If you leave it at 10, you can turn 3 times a day (without extra turning feat).
Each modifier point gives you an extra turn.
Here are a few ideas on how to build your stats. I'm not going to go into every race. But will just give some ideas how the most common cleric races can be setup. The stats for Human also apply to Half-Elves.
--Fighter Cleric--
You will focus more on your ability to bash stuff rather than spell casting or turning undead.
Human: Focus on your strength on your con, with a bit if wisdom. Put about 3 points into wisdom so you can cast 5th level, to get all your good buffs. Then everything else should focus on strength and constitution. Or you can take example two, add an extra point into INT later, to be able to take some of the improved combat feats.
Strength :16 or 16 or 17
Dexterity :10 8 8
Constitution :16 16 16
Intelligence :10 12 12
Wisdom :12 12 11
Charisma :10 10 8
Dwarf: Jack up your CON to righteous levels, to have a godlike amount of HP available. You will be quite effective as a tank, since you can take lots of blows, and still have some decent strength to dish it out. Later levels you can put either into STR or CON, your choice. You may also be tempted to just screw our charisma, and add it into INT for some combat feats, or WIS for better casting. Again, your call.
Strength :16 or 16 or 14
Dexterity :8 8 8
Constitution :18 18 20
Intelligence :10 12 10
Wisdom :12 14 14
Charisma :10 6 6
Elf: Either ignore your DEX completely, or embrace it slightly, and only wear light or medium armor to gain an AC bonus. Careful though, as you generally won't have as high CON as you could. You'll enjoy the weapon bonuses most likely.
Strength :16
Dexterity :10
Constitution :14
Intelligence :10
Wisdom :12
Charisma :12
--Dexterity/Finesse Cleric--
At first I shunned this idea completely, but after a little research (and a lot of arguing with Kozm0) I've come to believe this has potential. Instead of using strength to rely on your fighting abilities, you use your agility. What you lose is generally low stats elsewhere (duh), and potential lose of skill points in feats, which will be needed to best utilitize your high DEX, but would normally increase your overall clericness. What you gain however, is a very different style of playing, almost Druid like, yet still having access to the cleric spell layout, with as high level spells as you want, not to mention a needed boost to your weak reflex saves. Also take DEX dependant feats, like
Dodge, Weapon Finesse and the such.
Human: Do your best to give yourself great dexterity, while not completely abandoning your other stats. If you can sacrifice some of the other stats to boost it even higher, if that's absolutely necessary.
Strength :12 or 14 or 12 or 10
Dexterity :16 16 17 17
Constitution :12 12 12 14
Intelligence :10 10 10 10
Wisdom :14 12 14 14
Charisma :12 10 9 9
Dwarf: The notion of a high dexterity dwarf is some what laughable... but non the less you can do it if you want. But since you're a dwarf, you might as well focus on his strength's, and don't even try to make up for his weaknesses.
Strength :10 or 10 or 10 or 14
Dexterity :16 16 18 16
Constitution :16 18 16 16
Intelligence :10 10 10 10
Wisdom :14 14 12 14
Charisma :10 6 6 6
Elf: Use your DEX bonus to it's best, neglect strength and hits points. Take weapon finesse, and improved critical on your elf rapier, and be the ultimate cheeze. Add all your points to DEX, and enhance your meager strength with items.
Strength :12 14 13
Keep in mind, with a wisdom of 18, you can end up with a wisdom of 28 at level
40, and with the +10 item bonus, 38. That will leave you with a whole crap load of spells, so definately a good caster cleric consideration.
Overview-
Strength: Use is obvious. The more you have, the harder you hit(damage bonus), and more often(attack bonus, unless you are using weapon finesse with the appropriate weapon). Being a cleric is a fighter/caster, you defiantly want some, but don't over do it, as you have spells to increase this.
Dexterity: Dexterity adds a dodge bonus to your AC. It also adds a bonus to your reflex save. Usually, DEX is the least important stat for the cleric, as you will often have heavy armor, which negates most of that dodge bonus.
Also, since your reflex is your secondary save, it will never be very high unless you pump a lot of points into dex. So you might think you should just leave it at 8 so you can increase something else, and this actually OK. But keep in mind, even full plate will allow a +1 AC bonus from DEX, and thus if you leave it at 8, you will receive a -1 to your AC. This isn't critical, but worth considering. You'll also receive a -1 to your reflex save, which are pitiful as it is. I really can't tell you if you should leave it at 8, put it at 10, or take it to 12. The choice is yours. If you do increase it, I suggest you sacrifice from Charisma first, then STR or CON. Keep in mind though, you lose that dodge bonus when casting, so don't rely on it to save your butt if you only have 10 HP and are praying for a Heal.
Constitution: Better fortitude saves, and more HP. Putting more in this is never a bad idea, as any spell you cast to increase this will only be that much be better.
Intelligence: The only benefit a cleric gets from this is skill points. Since you get little skill points, keep this at no lower than 10. While more is always good, sacrificing your other stats for it is not a good idea. If you must raise it, I suggest you sacrifice points from CON or CHA.
Wisdom: The key factor for your magic. Also increases Will saves. Keep it high. You will need at least 19 to cast 9th level spells, and each modifier point you increase, adds another spell slot to each spell level, starting lowest and moving to an extra 8th level spell with a wisdom of 30.
Charisma: It's not only how you look, but also the "force of your personality".
For you, it's most important for your Turn undead ability. A powerful personality is needed for a powerful faith, and a powerful faith is needed to turn undead. It's also is a factor in several Domain spell abilities(will go into that later). For everybody, it's important for the Persuade skill. If you leave it at 10, you can turn 3 times a day (without extra turning feat).
Each modifier point gives you an extra turn.
Here are a few ideas on how to build your stats. I'm not going to go into every race. But will just give some ideas how the most common cleric races can be setup. The stats for Human also apply to Half-Elves.
--Fighter Cleric--
You will focus more on your ability to bash stuff rather than spell casting or turning undead.
Human: Focus on your strength on your con, with a bit if wisdom. Put about 3 points into wisdom so you can cast 5th level, to get all your good buffs. Then everything else should focus on strength and constitution. Or you can take example two, add an extra point into INT later, to be able to take some of the improved combat feats.
Strength :16 or 16 or 17
Dexterity :10 8 8
Constitution :16 16 16
Intelligence :10 12 12
Wisdom :12 12 11
Charisma :10 10 8
Dwarf: Jack up your CON to righteous levels, to have a godlike amount of HP available. You will be quite effective as a tank, since you can take lots of blows, and still have some decent strength to dish it out. Later levels you can put either into STR or CON, your choice. You may also be tempted to just screw our charisma, and add it into INT for some combat feats, or WIS for better casting. Again, your call.
Strength :16 or 16 or 14
Dexterity :8 8 8
Constitution :18 18 20
Intelligence :10 12 10
Wisdom :12 14 14
Charisma :10 6 6
Elf: Either ignore your DEX completely, or embrace it slightly, and only wear light or medium armor to gain an AC bonus. Careful though, as you generally won't have as high CON as you could. You'll enjoy the weapon bonuses most likely.
Strength :16
Dexterity :10
Constitution :14
Intelligence :10
Wisdom :12
Charisma :12
--Dexterity/Finesse Cleric--
At first I shunned this idea completely, but after a little research (and a lot of arguing with Kozm0) I've come to believe this has potential. Instead of using strength to rely on your fighting abilities, you use your agility. What you lose is generally low stats elsewhere (duh), and potential lose of skill points in feats, which will be needed to best utilitize your high DEX, but would normally increase your overall clericness. What you gain however, is a very different style of playing, almost Druid like, yet still having access to the cleric spell layout, with as high level spells as you want, not to mention a needed boost to your weak reflex saves. Also take DEX dependant feats, like
Dodge, Weapon Finesse and the such.
Human: Do your best to give yourself great dexterity, while not completely abandoning your other stats. If you can sacrifice some of the other stats to boost it even higher, if that's absolutely necessary.
Strength :12 or 14 or 12 or 10
Dexterity :16 16 17 17
Constitution :12 12 12 14
Intelligence :10 10 10 10
Wisdom :14 12 14 14
Charisma :12 10 9 9
Dwarf: The notion of a high dexterity dwarf is some what laughable... but non the less you can do it if you want. But since you're a dwarf, you might as well focus on his strength's, and don't even try to make up for his weaknesses.
Strength :10 or 10 or 10 or 14
Dexterity :16 16 18 16
Constitution :16 18 16 16
Intelligence :10 10 10 10
Wisdom :14 14 12 14
Charisma :10 6 6 6
Elf: Use your DEX bonus to it's best, neglect strength and hits points. Take weapon finesse, and improved critical on your elf rapier, and be the ultimate cheeze. Add all your points to DEX, and enhance your meager strength with items.
Strength :12 14 13
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