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__NOTOC__
__NOEDITSECTION__
{{Classes}}
{{Classes}}
__NOEDITSECTION__
{{OOCKnowledge}}
[[Image:Ir cleric.gif]]
{{Infobox Class
|name=Cleric
|image=
|hitdice=d8
|bab=+3/4 levels
|prof=<br>
*[[NWN:Armor Proficiency (Light)|Light Armor]]
*[[NWN:Armor Proficiency (Medium)|Medium Armor]]
*[[NWN:Armor Proficiency (Heavy)|Heavy Armor]]
*[[NWN:Shield Proficiency|Shields]]
*[[NWN:Weapon Proficiency (Simple)|Simple Weapons]]
|skillpoints=2 + [[NWN:int|INT]] modifier
|skills=<br>
*[[NWN:Concentration|Concentration]]
*[[NWN:Craft armor|Craft armor]]
*[[NWN:Craft trap|Craft Trap]]
*[[NWN:Craft weapon|Craft weapon]]
*[[NWN:Heal (skill)|Heal]]
*[[NWN:Lore|Lore]]
*[[NWN:Parry|Parry]]
*[[NWN:Persuade|Persuade]]
*[[NWN:Spellcraft|Spellcraft]]
|saves=<br>
*[[NWN:Fortitude|Fortitude]]
*[[NWN:Will|Will]]
|align=<br>
*Must match chosen deity
}}
==Description==
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of [[divine]] spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's [[domain|domains]]. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.


[[Image:Cleric.jpg|frame|]]  
==Level Progression==
[[Image:Cleric_f.jpg|frame|Cleric]]  
'''Spellcasting''': [[Divine]] ([[NWN:Wisdom|Wisdom]]-based, [[NWN:spell failure|spell failure]] from [[NWN:armor|armor]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell’s level to cast a spell.
'''Description:''' Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of [[divine]] spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's [[domain|domains]]. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!rowspan=2|Lvl
!rowspan=2|&nbsp; BAB &nbsp;
!colspan=3|Saves
!rowspan=2|Feats
!rowspan=22 style="background:#ffffff"|&nbsp;
!colspan=10|Base spells per day
|- style="background:#c0c0c0"


'''Alignment Restrictions''': <u>Must match chosen deity</u>
!&nbsp; Fort &nbsp;
!&nbsp; Ref &nbsp;
!&nbsp; Will &nbsp;


'''[[NWN:Hit Die|Hit Die]]''': d8
!&nbsp; 0 &nbsp;
 
!1st
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Heavy)|Heavy]], [[NWN:Armor Proficiency (Medium)|Medium]]), [[NWN:Shield Proficiency|Shields]], Weapons ([[NWN:Weapon Proficiency (Simple)|Simple]])
!2nd
 
!3rd
'''[[NWN:Skill Points|Skill Points]]''': ([[NWN:Int|Int]] mod * 4 at 1st level) 2 + [[NWN:Int|Int]] mod
!4th
 
!5th
'''Skills''': [[NWN:Concentration|Concentration]], [[NWN:Craft armor|Craft armor]], [[NWN:Craft trap|Craft Trap]], [[NWN:Craft weapon|Craft weapon]], [[NWN:Heal (skill)|Heal]], [[NWN:Lore|Lore]], [[NWN:Parry|Parry]], [[NWN:Persuade|Persuade]], [[NWN:Spellcraft|Spellcraft]]
!6th
!7th
!8th
!9th


|- align=center
|1st || +0 || +2 || +0 || +2 ||align=left|[[NWN:Turn undead|Turn Undead]] &nbsp;||3 ||2 ||— ||— ||— ||— ||— ||— ||—|| —
|- align=center
|2nd || +1 || +3 || +0 || +3 ||align=left| ||4 ||3 ||— ||— ||— ||— ||— ||— ||— ||—
|- align=center
|3rd || +2 || +3 || +1 || +3  ||align=left| ||4 ||3 ||2 ||— ||— ||— ||— ||— ||— ||—
|- align=center
|4th || +3 || +4 || +1 || +4  ||align=left| ||5 ||4 ||3 ||— ||— ||— ||— ||— ||— ||—
|- align=center
|5th || +3 || +4 || +1 || +4  ||align=left| ||5 ||4 ||3 ||2 ||— ||— ||— ||— ||— ||—
|- align=center
|6th || +4 || +5 || +2 || +5  ||align=left| ||5 ||4 ||4 ||3 ||— ||— ||— ||— ||— ||—
|- align=center
|7th || +5 || +5 || +2 || +5  ||align=left| ||6 ||5 ||4 ||3 ||2 ||— ||— ||— ||— ||—
|- align=center
|8th || +6/+1 || +6 || +2 || +6  ||align=left| ||6 ||5 ||4 ||4 ||3 ||— ||— ||— ||— ||—
|- align=center
|9th || +6/+1 || +6 || +3 || +6  ||align=left| ||6 ||5||5 ||4 ||3 ||2 ||— ||— ||— ||—
|- align=center
|10th || +7/+2 || +7 || +3 || +7  ||align=left| ||6 ||5 ||5 ||4 ||4 ||3 ||— ||— ||— ||—
|- align=center
|11th || +8/+3 || +7 || +3 || +7  ||align=left| ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||— ||— ||—
|- align=center
|12th || +9/+4 || +8 || +4 || +8  ||align=left| ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||— ||— ||—
|- align=center
|13th || +9/+4 || +8 || +4 || +8  ||align=left| ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||— ||—
|- align=center
|14th || +10/+5 || +9 || +4 || +9  ||align=left| ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||— ||—
|- align=center
|15th || +11/+6/+1 || +9 || +5 || +9  ||align=left| ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||—
|- align=center
|16th || +12/+7/+2 || +10 || +5 || +10  ||align=left| ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||—
|- align=center
|17th || +12/+7/+2 || +10 || +5 || +10  ||align=left| ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2
|- align=center
|18th || +13/+8/+3 || +11 || +6 || +11  ||align=left| ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3
|- align=center
|19th || +14/+9/+4 || +11 || +6 || +11  ||align=left| ||6 ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||4
|- align=center
|20th || +15/+10/+5 || +12 || +6 || +12  ||align=left| ||6 ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||5 ||5
|}
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]], [[NWN:Divine Might|Divine Might]], [[NWN:Divine Shield|Divine Shield]], [[NWN:Extra turning|Extra Turning]], [[NWN:Quicken Spell|Quicken Spell]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Spell Focus|Spell Focus]], [[NWN:Two-Weapon Fighting|Two-Weapon Fighting]], [[NWN:Weapon Proficiency (Exotic)|Weapon Proficiency (Exotic)]], [[NWN:Weapon Proficiency (Martial)|Weapon Proficiency (Martial)]]
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]], [[NWN:Divine Might|Divine Might]], [[NWN:Divine Shield|Divine Shield]], [[NWN:Extra turning|Extra Turning]], [[NWN:Quicken Spell|Quicken Spell]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Spell Focus|Spell Focus]], [[NWN:Two-Weapon Fighting|Two-Weapon Fighting]], [[NWN:Weapon Proficiency (Exotic)|Weapon Proficiency (Exotic)]], [[NWN:Weapon Proficiency (Martial)|Weapon Proficiency (Martial)]]
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Fortitude|Fortitude]], [[NWN:Will|Will]]
'''Spellcasting''': [[Divine]] ([[NWN:Wisdom|Wisdom]]-based, [[NWN:spell failure|spell failure]] from [[NWN:armor|armor]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell’s level to cast a spell.
==Special Abilities & Feats==
*Level 1 [[NWN:Spontaneous Cast|Spontaneous Cast]], [[NWN:Turn undead|Turn undead]]


==Domains==
==Domains==
Each [[NWN:domain|domain]] gives your cleric access to a special domain power and additional spells. <br />This increases the total number of spells that a cleric may prepare each day by one per spell level. <br />Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:
Each [[NWN:domain|Domain]] gives your cleric access to a special domain power and additional spells. <br />This increases the total number of spells that a cleric may prepare each day by one per spell level. <br />Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:


*[[Character_Creation#Deities_and_Cleric_Domains|Deities and their Cleric domains]]
*[[Character_Creation#Deities_and_Cleric_Domains|Deities and their Cleric domains]]
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==Spells==
==Spells==
On Avlis, clerics do not draw power from philosophies and abstract concepts, but rather from the deities directly. Clerics are the keepers of religion and ethics (or lack thereof) in the world, and are the source of moral and lifecycle support for the common folk in the world.
On Avlis, clerics do not draw power from philosophies and abstract concepts, but rather from the deities directly. Clerics are the keepers of religion and ethics (or lack thereof) in the world, and are the source of moral and lifecycle support for the common folk in the world.


 
<div style=display:inline-table>
{| border="0" style="background:#efefef; color:#000000; border-collapse:collapse"
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
|- style="background:#c0c0c0"
! Cantrips
! Cantrips
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| valign=top |                                                <!-- Level 0 spells -->
| valign=top |                                                <!-- Level 0 spells -->
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]]
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]]
*[[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]
*[[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&nbsp;
*[[Magic:Light|Light]]
*[[Magic:Light|Light]]
*[[Magic:Resistance|Resistance]]
*[[Magic:Resistance|Resistance]]
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*[[Magic:Inflict Light Wounds|Inflict Light Wounds]]
*[[Magic:Inflict Light Wounds|Inflict Light Wounds]]
*[[Magic:Magic Weapon|Magic Weapon]]
*[[Magic:Magic Weapon|Magic Weapon]]
*[[Magic:Protection from Alignment|Protection from Alignment]]
*[[Magic:Protection from Alignment|Protection from Alignment]]&nbsp;
*[[Magic:Remove Fear|Remove Fear]]
*[[Magic:Remove Fear|Remove Fear]]
*[[Magic:Sanctuary|Sanctuary]]
*[[Magic:Sanctuary|Sanctuary]]
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*[[Magic:Foxs Cunning|Fox's Cunning]]
*[[Magic:Foxs Cunning|Fox's Cunning]]
*[[Magic:Hold Person|Hold Person]]
*[[Magic:Hold Person|Hold Person]]
*[[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]
*[[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]&nbsp;
*[[Magic:Lesser Dispel|Lesser Dispel]]
*[[Magic:Lesser Dispel|Lesser Dispel]]
*[[Magic:Lesser Restoration|Lesser Restoration]]
*[[Magic:Lesser Restoration|Lesser Restoration]]
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*[[Magic:Invisibility Purge|Invisibility Purge]]
*[[Magic:Invisibility Purge|Invisibility Purge]]
*[[Magic:Legions Conviction|Legion's Conviction]]
*[[Magic:Legions Conviction|Legion's Conviction]]
*[[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]]
*[[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]]&nbsp;
*[[Magic:Magic Vestment|Magic Vestment]]
*[[Magic:Magic Vestment|Magic Vestment]]
*[[Magic:Negative Energy Protection|Negative Energy Protection]]
*[[Magic:Negative Energy Protection|Negative Energy Protection]]
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*[[Magic:Hammer of the Gods|Hammer of the Gods]]
*[[Magic:Hammer of the Gods|Hammer of the Gods]]
*[[Magic:Inflict Critical Wounds|Inflict Critical Wounds]]
*[[Magic:Inflict Critical Wounds|Inflict Critical Wounds]]
*[[Magic:Legions Shield of Faith|Legion's Shield of Faith]]
*[[Magic:Legions Shield of Faith|Legion's Shield of Faith]]&nbsp;
*[[Magic:Lower Spell Resistance|Lower Spell Resistance]]
*[[Magic:Lower Spell Resistance|Lower Spell Resistance]]
*[[Magic:Mass Ultravision|Mass Ultravision]]
*[[Magic:Mass Ultravision|Mass Ultravision]]
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*[[Magic:Restoration|Restoration]]
*[[Magic:Restoration|Restoration]]
*[[Magic:Summon Creature IV|Summon Creature IV]]
*[[Magic:Summon Creature IV|Summon Creature IV]]
|-style="background:#ffffff"
|}
!colspan=5|&nbsp;
<br>
</div>
<div style=display:inline-table>
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
|- style="background:#c0c0c0"
! 5th Level
! 5th Level
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*[[Magic:Flame Strike|Flame Strike]]
*[[Magic:Flame Strike|Flame Strike]]
*[[Magic:Healing Circle|Healing Circle]]
*[[Magic:Healing Circle|Healing Circle]]
*[[Magic:Legions Curse of Petty Failing|Legion's Curse of Petty Failing]]
*[[Magic:Legions Curse of Petty Failing|Legion's Curse of Petty Failing]]&nbsp;
*[[Magic:Monstrous Regeneration|Monstrous Regeneration]]
*[[Magic:Monstrous Regeneration|Monstrous Regeneration]]
*[[Magic:Raise Dead|Raise Dead]]
*[[Magic:Raise Dead|Raise Dead]]
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*[[Magic:Heal|Heal]]
*[[Magic:Heal|Heal]]
*[[Magic:Planar Ally|Planar Ally]]
*[[Magic:Planar Ally|Planar Ally]]
*[[Magic:Summon Creature VI|Summon Creature VI]]
*[[Magic:Summon Creature VI|Summon Creature VI]]&nbsp;
*[[Magic:Undeath to Death|Undeath to Death]]
*[[Magic:Undeath to Death|Undeath to Death]]


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*[[Magic:Regenerate|Regenerate]]
*[[Magic:Regenerate|Regenerate]]
*[[Magic:Resurrection|Resurrection]]
*[[Magic:Resurrection|Resurrection]]
*[[Magic:Summon Creature VII|Summon Creature VII]]
*[[Magic:Summon Creature VII|Summon Creature VII]]&nbsp;
*[[Magic:Word of Faith|Word of Faith]]
*[[Magic:Word of Faith|Word of Faith]]


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*[[Magic:Summon Creature VIII|Summon Creature VIII]]
*[[Magic:Summon Creature VIII|Summon Creature VIII]]
*[[Magic:Sunbeam|Sunbeam]]
*[[Magic:Sunbeam|Sunbeam]]
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]&nbsp;


| valign=top |                                                  <!-- 9th level spells -->
| valign=top |                                                  <!-- 9th level spells -->
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*[[Magic:Storm of Vengeance|Storm of Vengeance]]
*[[Magic:Storm of Vengeance|Storm of Vengeance]]
*[[Magic:Summon Creature IX|Summon Creature IX]]
*[[Magic:Summon Creature IX|Summon Creature IX]]
*[[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]]
*[[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]]&nbsp;
|}
|}
</div>
==Epic Progression==
'''Bonus Feats''': at level 23, 26, 29, 32, 35, 38
'''Epic Cleric Bonus Feats''': [[NWN:Armor Skin|Armor Skin]], [[NWN:Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[NWN:Automatic Silent Spell I - III|Automatic Silent Spell]], [[NWN:Automatic Still Spell I - III|Automatic Still Spell]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Spell Penetration|Epic Spell Penetration]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Great Wisdom|Great Wisdom]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Planar Turning|Planar Turning]]
'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]], [[Epic spell: dragon knight|Dragon Knight]], [[Epic_Spell:Greater_Ruin|Greater Ruin]], [[Epic_Spell:Hellball|Hellball]], [[Epic_Spell:Mummy_Dust|Mummy Dust]]
==Avlis Custom Cure/Inflict Wounds Spells==
Prepared and Spontaneously cast spells benefit from the following change:
Cure/Inflict Minor Wounds 1d6%
Cure/Inflict Light Wounds 1d6%/2CL up to 3d6
Cure/Inflict Moderate Wounds 1d6%/2CL up to 6d6
Cure/Inflict Serious Wounds 1d6%/2CL up to 9d6
Cure/Inflict Critical Wounds 1d6%/2CL up to 12d6
* Healing domain's [[NWN:Empower spell|Empower Spell]] effect stacks with these changes.
* This effect does not apply to Scrolls or Wands.
* An Undead creature can attempt a [[NWN:Will|Will]] save to take half damage from curing spells.
==Cleric Holy Symbols==
=== Mergeable Holy Symbols ===
PCs of all faiths of Avlis (not just clerics) can obtain mergeable holy symbols and robes. More information on those items can be found at [[Holy_Symbols_and_Robes | Holy Symbols and Robes]].


If you play a cleric and have 10 or more cleric levels, you can use the holy symbol to convert other characters. Use the special function on the necklace and target another PC. This PC will then begin a conversation asking if they would like to convert to whichever faith you are. If they say yes, their deity field is changed, and they will get holy robes and a holy symbol created in their inventory.


==Spells per Day==
=== Wieldable Holy Symbols ===
{|border=1 cellpadding=5 cellspacing=0
Clerics of Avlissian Gods have wieldable, equippable holy symbols available. To obtain one, convert to an Avlis deity In Game. To use it, equip the generic symbol you are given and use the [[NWN:Activate item|unique power]] on it. It will transform into a symbol of your character's deity. You will then have two special powers available when you put the symbol in your [[NWN:Off-hand slot|off-hand slot]]. Each use of a power costs one prepared spell slot and one [[NWN:Turn undead|turn undead]] use. The level of the spell used depends upon the rank of the deity:
!<u>Class Level</u>!!<u>0</u>!!<u>1</u>!!<u>2</u>!!<u>3</u>!!<u>4</u>!!<u>5</u>!!<u>6</u>!!<u>7</u>!!<u>8</u>!!<u>9</u>
 
|-
* Greater: 6th level slot
|1||3||2||*||*||*||*||*||*||*||*
* Intermediate: 4th level slot
|-
* Lesser: 2nd level slot
|2||4||3||*||*||*||*||*||*||*||*
* Demi: 1st level slot
|-
 
|3||4||3||2||*||*||*||*||*||*||*
==== Spoken Prayer ====
|-
As using a Wieldable Holy Symbol would invoke a spoken prayer, you may want to set your own catchphrase. See the  [[Avlis_Command_Prompt#Clerical_Holy_Symbols|ACP]] chat command reference for instructions.
|4||5||4||3||*||*||*||*||*||*||*
 
|-
==== Deity Rank ====
|5||5||4||3||2||*||*||*||*||*||*
For purposes of holy symbol mechanics, [[:Category:Greater Gods|Greater Deities]] have a rank of 4, [[:Category:Intermediate Gods|Intermediate Deities]] 3, [[:Category:Lesser Gods|Lesser Deities]] 2, and [[:Category:Demigods|Demigods]] 1. If you do not know which rank your deity has, consult the [[Deific Chart]] or the deity entry on the Avlis Wiki.
|-
 
|6||5||4||4||3||*||*||*||*||*||*
==== Offensive Effect ====
|-
Outsiders with [[NWN:Hit die|HD]] of up to (caster level/2 * [[Cleric#Deity_Rank|deity rank]]) make a [[NWN:Will|Will]] save vs a [[NWN:Difficulty class|DC]] of (5 + caster level/2 + [[NWN:Charisma|Cha]] modifier). If they fail, they are [[Magic:Banishment|banished]]. If they succeed, they are [[NWN:Stunned|stunned]] for 1 round/level. This effect ignores [[NWN:Spell_resistance|SR]].
|7||6||5||4||3||2||*||*||*||*||*
|-
|8||6||5||4||4||3||*||*||*||*||*
|-
|9||6||5||5||4||3||2||*||*||*||*
|-
|10||6||5||5||4||4||3||*||*||*||*
|-
|11||6||6||5||5||4||3||2||*||*||*
|-
|12||6||6||5||5||4||4||3||*||*||*
|-
|13||6||6||6||5||5||4||3||2||*||*
|-
|14||6||6||6||5||5||4||4||3||*||*
|-
|15||6||6||6||6||5||5||4||3||2||*
|-
|16||6||6||6||6||5||5||4||3||3||*
|-
|17||6||6||6||6||6||5||5||4||3||2
|-
|18||6||6||6||6||6||5||5||4||4||3
|-
|19||6||6||6||6||6||6||5||5||4||4
|-
|20||6||6||6||6||6||6||5||5||5||5
|}


[[Image:ife x2epcleric.gif|right|Epic Cleric]]
Affected Alignment:
LG - All CG/CN/CE Outsiders, All LE/NE/CE Outsiders
NG - All NG/TN/NE Outsiders, All LE/NE/CE Outsiders
CG - All LG/LN/LE Outsiders, All LE/NE/CE Outsiders
LN - All CG/CN/CE Outsiders, All LN/TN/CN Outsiders
TN - All NG/TN/NE Outsiders, All LN/TN/CN Outsiders
CN - All LG/LN/LE Outsiders, All LN/TN/CN Outsiders
LE - All CG/CN/CE Outsiders, All LG/NG/CG Outsiders
NE - All NG/TN/NE Outsiders, All LG/NG/CG Outsiders
CE - All LG/LN/LE Outsiders, All LG/NG/CG Outsiders


==Epic Cleric==
Additionally, all hostiles within the [[NWN:Area of effect|AoE]] are [[NWN:Blind|Blinded]] for 1 round, and take [[NWN:Divine damage|Divine damage]] equal to 1d6 per (caster level/4 * deity rank). A successful [[NWN:Will|Will]] save results in halving the damage and ignoring the Blindness. Hostiles with the same deity are unaffected.
'''Skill Points''': 2 + Int mod


'''Bonus Feats''': 23, 26, 29, 32, 35, 38
==== Defensive Effect====
This is applied to anyone within the [[NWN:Area of effect|AoE]] who has the same Law/Chaos alignment, i.e. a LG priest would benefit LG/LN/LE, and harm CG/CN/CE.


'''Epic Cleric Bonus Feats''': [[NWN:Armor Skin|Armor Skin]], [[NWN:Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[NWN:Automatic Silent Spell I - III|Automatic Silent Spell]], [[NWN:Automatic Still Spell I - III|Automatic Still Spell]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Spell Penetration|Epic Spell Penetration]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Great Wisdom|Great Wisdom]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Planar Turning|Planar Turning]]
For every 5 caster levels, allies inside the AoE receive 5 Soak [[NWN:Damage reduction|DR]], broken at + [[Cleric#Deity Rank|deity rank]]. So, a 20th level Gorethite would grant +4 Soak 20 DR to all Lawful party members. Additionally, Lawful aligned party members receive +1 [[NWN:Armor bonus|AB]] and +1 to all [[NWN:Saving throw|Saves]] for every 5 caster levels.


'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]], [[Epic spell: dragon knight]], [[Epic_Spell:Greater_Ruin|Greater Ruin]], [[Epic_Spell:Hellball|Hellball]], [[Epic_Spell:Mummy_Dust|Mummy Dust]]
Further, all party members of the same deity receive a bonus to AB and a [[NWN:Divine damage|Divine damage]] bonus equal to the caster's [[NWN:Charisma|Cha]] modifier. Anyone (hostile and friendly) of the opposite Law/Chaos alignment must make a [[NWN:Will|Will]] save or receive negative bonuses to AB and all Saves at -1 per 5 caster levels. This effect lasts one round per caster level/2.


==Notes==
==Notes==
* Animal Domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class. (e.g. wizard 10/cleric 1 [[Magic:Summon Creature I]] spell cast from wizard spellbook summons a boar).
* [[Magic:Level#Animal|Animal domain]]'s summon spell modification applies to summon spells cast by multiclassed cleric's other casting class (e.g. wizard 10/cleric 1 [[Magic:Summon Creature I|Summon Creature I]] spell cast from wizard spellbook summons a boar).
* Healing Domain's Empower Healing ability also empowers healing [[NWN:potion|potion]]s and items that cast the affected spells.
 
* Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered.
* [[Magic:Level#Healing|Healing domain]]'s Empower Healing ability also empowers healing [[NWN:potion|potion]]s and items that cast the affected spells.
 
* Clerics with the Healing domain will notice that [[NWN:Empower spell|Empowered]] versions of the cure spells will not be twice Empowered.
 
* Avlis has special [[Avlis_Command_Prompt#Spellbooks|Spellbook Management]] chat functions to make clerical spellbook management easier.
* Avlis has special [[Avlis_Command_Prompt#Spellbooks|Spellbook Management]] chat functions to make clerical spellbook management easier.
* When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.
* '''Favored cleric:''' A chosen few clerics may be marked as favored by their deity. In terms of In Game mechanics, this means an increase the potency of the Cleric's epic spells. (See: [[Magic_System#SHS_1.8_in_general|Magic System, SHS 1.8]])


==See also==
* When casting Divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.


== Favored Cleric==
A chosen few clerics may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the cleric's spells and abilities.  Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs, +50% to applicable spell caps, and is taken into account for select clerical domain powers and holy warrior abilities.
''Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.''
==See Also==
[http://www.avlis.org/viewforum.php?f=119 Avlis Private Discussion: Clerics], a private class discussion forum.
[http://www.avlis.org/viewforum.php?f=119 Avlis Private Discussion: Clerics], a private class discussion forum.


==External links==
==External links==
[http://www.avlis.org/viewtopic.php?t=72301 What is the role of a cleric?]
[http://www.avlis.org/viewtopic.php?t=72301 What is the role of a cleric?]
[[Category:Classes]]

Latest revision as of 04:34, 31 March 2024


Part of the series on Character Classes
Base Classes: Barbarian | Bard | Cleric | Druid | Fighter | Monk | Paladin | Psion | Ranger | Rogue | Sorcerer | Wizard
Prestige Classes: Arcane Archer | Assassin | Avlis Dragon Disciple | Dwarven Defender | Pale Master | Shadowdancer | Shifter | Weapon Master
Holy Warrior Classes: Annihilator | Avenger | Blackguard | Champion | Confounder | Dominator | Equalizer | Justicar | Paladin
Cleric
Hit Die: d8
Base Attack Bonus: +3/4 levels

Proficiencies:

Skill Points: 2 + INT modifier
Class Skills:

Primary Saving Throw(s):

Alignment Restriction:
  • Must match chosen deity


Description

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

Level Progression

Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Lvl   BAB   Saves Feats   Base spells per day
  Fort     Ref     Will     0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn Undead   3 2
2nd +1 +3 +0 +3 4 3
3rd +2 +3 +1 +3 4 3 2
4th +3 +4 +1 +4 5 4 3
5th +3 +4 +1 +4 5 4 3 2
6th +4 +5 +2 +5 5 4 4 3
7th +5 +5 +2 +5 6 5 4 3 2
8th +6/+1 +6 +2 +6 6 5 4 4 3
9th +6/+1 +6 +3 +6 6 5 5 4 3 2
10th +7/+2 +7 +3 +7 6 5 5 4 4 3
11th +8/+3 +7 +3 +7 6 6 5 5 4 3 2
12th +9/+4 +8 +4 +8 6 6 5 5 4 4 3
13th +9/+4 +8 +4 +8 6 6 6 5 5 4 3 2
14th +10/+5 +9 +4 +9 6 6 6 5 5 4 4 3
15th +11/+6/+1 +9 +5 +9 6 6 6 6 5 5 4 3 2
16th +12/+7/+2 +10 +5 +10 6 6 6 6 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 5 5 5 5

Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra Turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial)

Domains

Each Domain gives your cleric access to a special domain power and additional spells.
This increases the total number of spells that a cleric may prepare each day by one per spell level.
Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:

Spells

On Avlis, clerics do not draw power from philosophies and abstract concepts, but rather from the deities directly. Clerics are the keepers of religion and ethics (or lack thereof) in the world, and are the source of moral and lifecycle support for the common folk in the world.

Cantrips 1st Level 2nd Level 3rd Level 4th Level


5th Level 6th Level 7th Level 8th Level 9th Level

Epic Progression

Bonus Feats: at level 23, 26, 29, 32, 35, 38

Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Spell Focus, Great Wisdom, Improved Combat Casting, Planar Turning

Epic Selectable Class Feats: Blinding Speed, Dragon Knight, Greater Ruin, Hellball, Mummy Dust

Avlis Custom Cure/Inflict Wounds Spells

Prepared and Spontaneously cast spells benefit from the following change:

Cure/Inflict Minor Wounds 1d6%
Cure/Inflict Light Wounds 1d6%/2CL up to 3d6
Cure/Inflict Moderate Wounds 1d6%/2CL up to 6d6
Cure/Inflict Serious Wounds 1d6%/2CL up to 9d6
Cure/Inflict Critical Wounds 1d6%/2CL up to 12d6
  • Healing domain's Empower Spell effect stacks with these changes.
  • This effect does not apply to Scrolls or Wands.
  • An Undead creature can attempt a Will save to take half damage from curing spells.

Cleric Holy Symbols

Mergeable Holy Symbols

PCs of all faiths of Avlis (not just clerics) can obtain mergeable holy symbols and robes. More information on those items can be found at Holy Symbols and Robes.

If you play a cleric and have 10 or more cleric levels, you can use the holy symbol to convert other characters. Use the special function on the necklace and target another PC. This PC will then begin a conversation asking if they would like to convert to whichever faith you are. If they say yes, their deity field is changed, and they will get holy robes and a holy symbol created in their inventory.

Wieldable Holy Symbols

Clerics of Avlissian Gods have wieldable, equippable holy symbols available. To obtain one, convert to an Avlis deity In Game. To use it, equip the generic symbol you are given and use the unique power on it. It will transform into a symbol of your character's deity. You will then have two special powers available when you put the symbol in your off-hand slot. Each use of a power costs one prepared spell slot and one turn undead use. The level of the spell used depends upon the rank of the deity:

  • Greater: 6th level slot
  • Intermediate: 4th level slot
  • Lesser: 2nd level slot
  • Demi: 1st level slot

Spoken Prayer

As using a Wieldable Holy Symbol would invoke a spoken prayer, you may want to set your own catchphrase. See the ACP chat command reference for instructions.

Deity Rank

For purposes of holy symbol mechanics, Greater Deities have a rank of 4, Intermediate Deities 3, Lesser Deities 2, and Demigods 1. If you do not know which rank your deity has, consult the Deific Chart or the deity entry on the Avlis Wiki.

Offensive Effect

Outsiders with HD of up to (caster level/2 * deity rank) make a Will save vs a DC of (5 + caster level/2 + Cha modifier). If they fail, they are banished. If they succeed, they are stunned for 1 round/level. This effect ignores SR.

Affected Alignment:
LG - All CG/CN/CE Outsiders, All LE/NE/CE Outsiders
NG - All NG/TN/NE Outsiders, All LE/NE/CE Outsiders
CG - All LG/LN/LE Outsiders, All LE/NE/CE Outsiders
LN - All CG/CN/CE Outsiders, All LN/TN/CN Outsiders
TN - All NG/TN/NE Outsiders, All LN/TN/CN Outsiders
CN - All LG/LN/LE Outsiders, All LN/TN/CN Outsiders
LE - All CG/CN/CE Outsiders, All LG/NG/CG Outsiders
NE - All NG/TN/NE Outsiders, All LG/NG/CG Outsiders
CE - All LG/LN/LE Outsiders, All LG/NG/CG Outsiders

Additionally, all hostiles within the AoE are Blinded for 1 round, and take Divine damage equal to 1d6 per (caster level/4 * deity rank). A successful Will save results in halving the damage and ignoring the Blindness. Hostiles with the same deity are unaffected.

Defensive Effect

This is applied to anyone within the AoE who has the same Law/Chaos alignment, i.e. a LG priest would benefit LG/LN/LE, and harm CG/CN/CE.

For every 5 caster levels, allies inside the AoE receive 5 Soak DR, broken at + deity rank. So, a 20th level Gorethite would grant +4 Soak 20 DR to all Lawful party members. Additionally, Lawful aligned party members receive +1 AB and +1 to all Saves for every 5 caster levels.

Further, all party members of the same deity receive a bonus to AB and a Divine damage bonus equal to the caster's Cha modifier. Anyone (hostile and friendly) of the opposite Law/Chaos alignment must make a Will save or receive negative bonuses to AB and all Saves at -1 per 5 caster levels. This effect lasts one round per caster level/2.

Notes

  • Animal domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class (e.g. wizard 10/cleric 1 Summon Creature I spell cast from wizard spellbook summons a boar).
  • Healing domain's Empower Healing ability also empowers healing potions and items that cast the affected spells.
  • Clerics with the Healing domain will notice that Empowered versions of the cure spells will not be twice Empowered.
  • When casting Divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.

Favored Cleric

A chosen few clerics may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the cleric's spells and abilities. Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs, +50% to applicable spell caps, and is taken into account for select clerical domain powers and holy warrior abilities.

Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.

See Also

Avlis Private Discussion: Clerics, a private class discussion forum.

External links

What is the role of a cleric?