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(layonara wiki-sync: class Cleric @ nwn-haks local)
 
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** Great Wisdom
** Great Wisdom
** Improved Combat Casting
** Improved Combat Casting
<!-- BEGIN-AUTOSYNC v1 -->
{| class="wikitable" style="width:100%;"
|-
! style="width:14em;" | Field !! Layonara !! Stock NWN:EE
|-
! style="text-align:left; width:14em;" | Name
| style="width:42%;" | Cleric
| style="width:42%;" | Cleric
|-
! style="text-align:left; width:14em;" | Plural
| style="width:42%;" | Clerics
| style="width:42%;" | Clerics
|-
! style="text-align:left; width:14em;" | Player Class
| style="width:42%;" | Yes
| style="width:42%;" | Yes
|-
! style="text-align:left; width:14em;" | Spell Caster
| style="width:42%;" | Yes
| style="width:42%;" | Yes
|-
! style="text-align:left; width:14em;" | Hit Die
| style="width:42%;" | d8
| style="width:42%;" | d8
|-
! style="text-align:left; width:14em;" | Skill Points / Level
| style="width:42%;" | 2
| style="width:42%;" | 2
|-
! style="text-align:left; width:14em;" | Primary Ability
| style="width:42%;" | WIS
| style="width:42%;" | WIS
|-
! style="text-align:left; width:14em;" | Recommended Ability Array
| style="width:42%;" | STR 14, DEX 8, CON 14, WIS 16, INT 10, CHA 14
| style="width:42%;" | STR 14, DEX 8, CON 14, WIS 16, INT 10, CHA 14
|-
! style="text-align:left; width:14em;" | Alignment Restriction
| style="width:42%;" | None
| style="width:42%;" | None
|-
! style="text-align:left; width:14em;" | Max Level
| style="width:42%;" | Unlimited
| style="width:42%;" | Unlimited
|-
! style="text-align:left; width:14em;" | Multiclass XP Penalty
| style="width:42%;" | Yes
| style="width:42%;" | Yes
|-
! style="text-align:left; width:14em;" | Arcane Spell Level Modifier
| style="width:42%;" | 0
| style="width:42%;" | 0
|-
! style="text-align:left; width:14em;" | Divine Spell Level Modifier
| style="width:42%;" | 0
| style="width:42%;" | 0
|-
! style="text-align:left; width:14em;" | Epic Class
| style="width:42%;" | No
| style="width:42%;" | No
|-
! style="text-align:left; width:14em;" | Attack Bonus Table
| style="width:42%;" | <code>CLS_ATK_2</code>
| style="width:42%;" | <code>CLS_ATK_2</code>
|-
! style="text-align:left; width:14em;" | Saving Throw Table
| style="width:42%;" | <code>CLS_SAVTHR_CLER</code>
| style="width:42%;" | <code>CLS_SAVTHR_CLER</code>
|-
! style="text-align:left; width:14em;" | Feats Table
| style="width:42%;" | <code>CLS_FEAT_CLER</code>
| style="width:42%;" | <code>CLS_FEAT_CLER</code>
|-
! style="text-align:left; width:14em;" | Bonus Feats Table
| style="width:42%;" | <code>CLS_BFEAT_CLER</code>
| style="width:42%;" | <code>CLS_BFEAT_CLER</code>
|-
! style="text-align:left; width:14em;" | Skills Table
| style="width:42%;" | <code>CLS_SKILL_CLER</code>
| style="width:42%;" | <code>CLS_SKILL_CLER</code>
|- style="background:#fffacd;"
! style="text-align:left; width:14em;" | Spell Gain Table
| style="width:42%;" | <ins style="background:#c6efce; text-decoration:none; padding:0 2px;"><code>LAY_SPGN_CLER</code></ins>
| style="width:42%;" | <del style="background:#ffc7ce; text-decoration:line-through; padding:0 2px;"><code>CLS_SPGN_CLER</code></del>
|-
! style="text-align:left; width:14em;" | Script Constant
| style="width:42%;" | <code>CLASS_TYPE_CLERIC</code>
| style="width:42%;" | <code>CLASS_TYPE_CLERIC</code>
|-
! style="text-align:left; width:14em;" | Icon
| style="width:42%;" | [[File:ir_cleric.png|frameless|64px|border|alt=IR_CLERIC]] <code>IR_CLERIC</code>
| style="width:42%;" | [[File:ir_cleric.png|frameless|64px|border|alt=IR_CLERIC]] <code>IR_CLERIC</code>
|-
! style="text-align:left; width:14em;" | Description
| style="width:42%;" | 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 grants the cleric special powers, and give him access to spells that he might otherwise never learn.<br><br>WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.<br><br>- Hit Die: d8.<br>- Proficiencies: All simple weapons, all armor, and shields.<br>- Skill Points (*4 at 1st level): 2 + Int Modifier.<br>- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).<br>
| style="width:42%;" | 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 grants the cleric special powers, and give him access to spells that he might otherwise never learn.<br><br>WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.<br><br>- Hit Die: d8.<br>- Proficiencies: All simple weapons, all armor, and shields.<br>- Skill Points (*4 at 1st level): 2 + Int Modifier.<br>- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).<br>
|}
<small>''Differs from stock NWN:EE in 1 field. Highlighted rows show changes; <ins style="background:#c6efce;">added</ins> and <del style="background:#ffc7ce;">removed</del> words are marked inline within differing cells.''</small>
<small>''Auto-generated from [https://github.com/Layonara/nwn-haks nwn-haks] (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.''</small>
[[Category:NWN Classes]]
[[Category:NWN Playable Classes]]
[[Category:NWN Spellcasting Classes]]
<!-- END-AUTOSYNC -->

Latest revision as of 22:18, 30 April 2026

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 grants the cleric special powers, and give him access to spells that he might otherwise never learn.

  • Alignment: Special, may not be more than one step from alignment of Deity
  • Hit Die: d8
  • Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (simple)
  • Skill Points: 2 + Intelligence Modifier
  • Class Skills:
  • High Saving Throw(s): Fortitude, Will
  • BAB: Second
  • 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.
  • Domains: Every cleric must choose 2 domains from their Deity's list of domains, see Clerical Domains and Deities of Layonara.

Abilities:

  • Level 1
    • Spontaneous Cast - Can choose to sacrifice a prepared spell of a given level to cast a cure or inflict spell of the same level.
    • Turn Undead

 

Cleric Spells per day

Base Spells per Day

Lvl  0  1  2  3  4  5  6  7  8  9
1  3  1  -  -  -  -  -  -  -  -
2  4  2  -  -  -  -  -  -  -  -
3  4  2  1  -  -  -  -  -  -  -
4  5  3  2  -  -  -  -  -  -  -
5  5  3  2  1  -  -  -  -  -  -
6  5  3  3  2  -  -  -  -  -  -
7  6  4  3  2  1  -  -  -  -  -
8  6  4  3  3  2  -  -  -  -  -
9  6  4  4  3  2  1  -  -  -  -
10  6  4  4  3  3  2  -  -  -  -
11  6  5  4  4  3  2  1  -  -  -
12  6  5  4  4  3  3  2  -  -  -
13  6  5  5  4  4  3  2  1  -  -
14  6  5  5  4  4  3  3  2  -  -
15  6  5  5  5  4  4  3  2  1  -
16  6  5  5  5  4  4  3  3  2  -
17  6  5  5  5  5  4  4  3  2  1
18  6  5  5  5  5  4  4  3  3  2
19  6  5  5  5  5  5  4  4  3  3
20  6  5  5  5  5  5  4  4  4  4


Epic Cleric

The epic cleric is among the most elite of his deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.

  • Hit Die: d8
  • Skill Points: 2 + Intelligence modifier
  • Bonus Feats: 23, 26, 29, 32, 35, 38
  • Epic Cleric Bonus Feats:
    • Armor Skin
    • Automatic Quicken Spell I - III
    • Automatic Silent Spell I - III
    • Automatic Still Spell I - III
    • Epic Spell: Dragon Knight
    • Epic Spell: Greater Ruin
    • Epic Spell: Hellball
    • Epic Spell: Mummy Dust
    • Epic Spell Focus
    • Epic Spell Penetration
    • Great Wisdom
    • Improved Combat Casting
Field Layonara Stock NWN:EE
Name Cleric Cleric
Plural Clerics Clerics
Player Class Yes Yes
Spell Caster Yes Yes
Hit Die d8 d8
Skill Points / Level 2 2
Primary Ability WIS WIS
Recommended Ability Array STR 14, DEX 8, CON 14, WIS 16, INT 10, CHA 14 STR 14, DEX 8, CON 14, WIS 16, INT 10, CHA 14
Alignment Restriction None None
Max Level Unlimited Unlimited
Multiclass XP Penalty Yes Yes
Arcane Spell Level Modifier 0 0
Divine Spell Level Modifier 0 0
Epic Class No No
Attack Bonus Table CLS_ATK_2 CLS_ATK_2
Saving Throw Table CLS_SAVTHR_CLER CLS_SAVTHR_CLER
Feats Table CLS_FEAT_CLER CLS_FEAT_CLER
Bonus Feats Table CLS_BFEAT_CLER CLS_BFEAT_CLER
Skills Table CLS_SKILL_CLER CLS_SKILL_CLER
Spell Gain Table LAY_SPGN_CLER CLS_SPGN_CLER
Script Constant CLASS_TYPE_CLERIC CLASS_TYPE_CLERIC
Icon IR_CLERIC IR_CLERIC IR_CLERIC IR_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 grants the cleric special powers, and give him access to spells that he might otherwise never learn.

WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.

- Hit Die: d8.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).
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 grants the cleric special powers, and give him access to spells that he might otherwise never learn.

WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.

- Hit Die: d8.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).

Differs from stock NWN:EE in 1 field. Highlighted rows show changes; added and removed words are marked inline within differing cells.

Auto-generated from nwn-haks (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.