Cleric: Difference between revisions

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'''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.
'''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==
==Special Abilities & Feats==
*Level 1 [[NWN:Spontaneous Cast|Spontaneous Cast]], [[NWN:Turn undead|Turn undead]]
*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.


{| border="0" style="background:#efefef; color:#000000; border-collapse:collapse"
{| border="0" style="background:#efefef; color:#000000; border-collapse:collapse"
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*[[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]]
*[[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]]
|}
|}




==Spells per Day==
==Spells per Day==
{|border=1 cellpadding=5 cellspacing=0
{|border=1 cellpadding=5 cellspacing=0
!<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>
!<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>
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|20||6||6||6||6||6||6||5||5||5||5
|20||6||6||6||6||6||6||5||5||5||5
|}
|}


[[Image:ife x2epcleric.gif|right|Epic Cleric]]
[[Image:ife x2epcleric.gif|right|Epic Cleric]]


==Epic Cleric==
==Epic Cleric==
'''Skill Points''': 2 + Int mod
'''Skill Points''': 2 + Int mod


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==Avlis Custom Cure/Inflict Wounds Spells==
==Avlis Custom Cure/Inflict Wounds Spells==
Prepared and Spontaneously cast spells benefit from the following change
 
Prepared and Spontaneously cast spells benefit from the following change:
 
  Cure/Inflict Minor Wounds 1d6%
  Cure/Inflict Minor Wounds 1d6%
  Cure/Inflict Light Wounds 1d6%/2CL up to 3d6
  Cure/Inflict Light Wounds 1d6%/2CL up to 3d6
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  Cure/Inflict Critical Wounds 1d6%/2CL up to 12d6
  Cure/Inflict Critical Wounds 1d6%/2CL up to 12d6
      
      
*Healing Domain's Empower Spell effect stacks with these changes
* Healing Domain's Empower Spell effect stacks with these changes
* This effect does not apply to Scrolls or Wands
* This effect does not apply to Scrolls or Wands
* An undead creature can attempt a Will save to take half damage from curing spells.
* An Undead creature can attempt a Will save to take half damage from curing spells.


==Cleric Holy Symbols==
==Cleric Holy Symbols==
* Clerics of Avlissian Gods have wieldable, equippable Holy Symbols available. To get one, ask a DM. To use it, equip the generic symbol you're given and Use the unique power on it. It'll transform to a Symbol of your character's deity. After that, you'll have two special powers available when you put the Symbol in your Shield hand. Each use of a power costs one 6th level spell and one Turn Undead use. So what's it do? OK, here's the breakdown.
* For purposes of this, Greater Deities have a rank of 4, Intermediates, 3, and Lessers 2, and Demigods 1. If you don't know which rank your deity has, look it up on the wiki.


* '''Offensive Effect:''' Outsiders with HD of up to (caster/2 * Deity Rank) make a Will save vs a DC of (5 + caster/2 + CHA modifier). If they fail, they are banished. If they succeed, they are stunned for 1 round/level. This effect ignores SR.
Clerics of Avlissian Gods have wieldable, equippable Holy Symbols available. To get one, ask a DM. To use it, equip the generic symbol you are given and Use the unique power on it. It will transform to a Symbol of your character's deity. After that, you will have two special powers available when you put the Symbol in your Shield slot. Each use of a power costs one 6th level spell and one Turn Undead use.
* --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 Holy Damage equal to 1d6 per (caster/4 * Deity rank). Will save for half 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 Lx party members. Additionally, 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 dmg 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 negatives to AB and Saves at -1/5 caster levels. This effect lasts one round per caster/2.
* For purposes of Holy Symbol mechanics, Greater Deities have a rank of 4, Intermediates - 3, Lessers - 2, and Demigods - 1. If you do not know which rank your deity has, consult 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 Area of Effect are Blinded for 1 round, and take Holy 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 Area of Effect 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 Area of Effect 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, 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 Saves at -1/5 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).
 
* 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).
 
* Healing Domain's Empower Healing ability also empowers healing [[NWN:potion|potion]]s and items that cast the affected spells.
* 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.
 
* Clerics with the Healing domain will notice that Empowered versions of the cure spells will not be twice mpowered.
 
* 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]])
* 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==
==See also==
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==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]]
[[Category:Classes]]

Revision as of 03:43, 21 January 2013

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

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.

Alignment Restrictions: Must match chosen deity

Hit Die: d8

Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)

Skill Points: (Int mod * 4 at 1st level) 2 + Int mod

Skills: Concentration, Craft armor, Craft Trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft

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)

Primary Saving Throw(s): Fortitude, Will

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.


Special Abilities & Feats

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


Spells per Day

Class Level 0 1 2 3 4 5 6 7 8 9
1 3 2 * * * * * * * *
2 4 3 * * * * * * * *
3 4 3 2 * * * * * * *
4 5 4 3 * * * * * * *
5 5 4 3 2 * * * * * *
6 5 4 4 3 * * * * * *
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


Epic Cleric
Epic Cleric

Epic Cleric

Skill Points: 2 + Int mod

Bonus Feats: 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, Epic spell: 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

Clerics of Avlissian Gods have wieldable, equippable Holy Symbols available. To get one, ask a DM. To use it, equip the generic symbol you are given and Use the unique power on it. It will transform to a Symbol of your character's deity. After that, you will have two special powers available when you put the Symbol in your Shield slot. Each use of a power costs one 6th level spell and one Turn Undead use.

  • For purposes of Holy Symbol mechanics, Greater Deities have a rank of 4, Intermediates - 3, Lessers - 2, and Demigods - 1. If you do not know which rank your deity has, consult 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 Area of Effect are Blinded for 1 round, and take Holy 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 Area of Effect 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 Area of Effect 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, 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 Saves at -1/5 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 Magic: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 mpowered.
  • 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)

See also

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

External links

What is the role of a cleric?