A forum for the Neverwinter Nights 2 Persistent World, City of Rookroost.
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Core Class: Cleric

Go down 
AuthorMessage
All Washed Up
Admin
avatar

Posts : 70
Join date : 2010-08-23
Location : Texas

PostSubject: Core Class: Cleric   Mon May 16, 2011 11:26 pm

Cleric
Alignment: A cleric’s alignment must be within one step of their deity’s.
Attack Bonus: Medium (3/4).
Save(s): Strong: Fortitude and Will, Weak: Reflex.
Hit Points: 8/level
Skills: Appraise, Craft (Any), Diplomacy, Heal, Lore, Sense Motive, & Spellcraft.
Skill Points: 2 + Intelligence Modifier
Armor Proficiencies: Light and Medium Armor.
Shield Proficiencies: Light and Heavy Shields.
Weapon Proficiencies: Simple Weapons and Deity’s Favored Weapon.
Spell Casting: Divine (Memorized), Wisdom.

Cleric
  1. Domains, Channel Energy 1d6
  2. -
  3. Channel Energy 2d6
  4. -
  5. Channel Energy 3d6
  6. -
  7. Channel Energy 4d6
  8. -
  9. Channel Energy 5d6
  10. -
  11. Channel Energy 6d6
  12. -
  13. Channel Energy 7d6

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage depending on the cleric’s alignment. A cleric may channel energy 3 plus her charisma modifier times per day.
  • Channel Positive Energy: Clerics of Good alignment channel positive energy, healing their allies within 30 feet.
  • Channel Negative Energy: Clerics of Evil or Neutral alignment channel negative energy, damaging their foes within 30 feet. Creatures damaged by channel negative energy receive a will save to halve the damage. The DC for channel negative energy is DC 10 + ½ the cleric’s level + the cleric’s charisma modifier.

Domains: At 1st level, the clerics pick 2 domains based on her god and alignment (example a NE cleric of Hextor should not select the law domain). There are a total of forty one domain available, plus 5 racial domains (Dwarf, Elf, Gnome, Halfling and Orc).
Spells: 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. Each cleric must choose a time when they must spend 1 hour each day in supplication to regain their daily allotment of spells. A cleric may prepare and cast any spell he knows from the cleric spell list, provided that they can cast spells of that level, but must choose which spells to prepare during their daily supplication.


Last edited by All Washed Up on Sun Jun 19, 2011 11:27 am; edited 6 times in total
Back to top Go down
View user profile
All Washed Up
Admin
avatar

Posts : 70
Join date : 2010-08-23
Location : Texas

PostSubject: NwN2 3.5 Cleric   Sun May 22, 2011 2:45 pm

Cleric
Alignment: A cleric’s alignment must be within one step of their deity’s.
Attack Bonus: Medium (3/4).
Save(s): Strong: Fortitude and Will, Weak: Reflex.
Hit Points: 8/level
Skills: Concentration, Craft (alchemy, armor, weapon), Diplomacy, Heal, Lore, Parry and Spellcraft.
Skill Points: 2 + Intelligence Modifier
Armor Proficiencies: Light, Medium and Heavy Armor.
Shield Proficiencies: Light and Heavy Shields.
Weapon Proficiencies: Simple Weapons.
Spell Casting: Divine (Memorized), Wisdom.

Cleric
  1. Domains, Turn Undead
  2. -
  3. -
  4. -
  5. -
  6. -
  7. -
  8. -
  9. -
  10. -
  11. -
  12. -
  13. -

  • Turn Undead (1st): Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures. You roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. The turned creature acts as if rebuked and stands still, taking a -2 penalty to AC, and have their dexterity bonus lost (if above 10, the score is set to 10 if they can be affected by ability damage). This effect lasts for 10 rounds.
  • Domains (1st): Clerics pick 2 domains based on their god and their alignment (example a NE cleric of Hextor should not select the law domain).
  • Spells (1st): 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. Each cleric must choose a time when they must spend 1 hour each day in supplication to regain their daily allotment of spells. A cleric may prepare and cast any spell he knows from the cleric spell list, provided that they can cast spells of that level, but must choose which spells to prepare during their daily supplication.

Back to top Go down
View user profile
 
Core Class: Cleric
Back to top 
Page 1 of 1
 Similar topics
-
» class, what to choose
» Intel: 1,000-core Processor Possible
» improved cleric
» Phoenix-Class PCG Reliant
» SNIPER CLASS FRIGATE

Permissions in this forum:You cannot reply to topics in this forum
City of Rookroost :: General Discussion :: Major Changes to the Game-
Jump to: