Cleric Class Guide
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Cleric Class Guide
==Introduction=========================
Like any other class, there is no "one" right way to play a cleric. Some are healers, some are war-priests, some are more arcane then divine, some are good, and some are your worst nightmares. There is no one way to play a cleric, however, there are certain things that you can do right, just as there are some things that you can do wrong. When contemplating whether to roll a cleric up, you should consider some things.
First, develop a backstory. Most people would argue with me, and say instead to choose a deity, but I would insist that a background is of far more importance. Clerics need to be some of the most flushed out PCs when it comes to personality, mood, motivation and history. I am not saying you need to worry about every little nuance, or that you need to fear change in the future, but much of a PCs faith is derived from history and actions. Since much of faith choice for clerics is restrictive in what you can multi-class with, what your alignment is, what actions you can/can't do IG, it would be better to get a basic idea beforehand what you are doing first with your character's history and story.
Second, choose a deity. Now that you have a basic idea of your PC, choose a deity. Match your PC to the deity based off the dogma, and your now breathing PC. Make sure that your alignments match off against what your chosen deities allowed alignments are. Then make small adjustments as necessary to the story of your character to smooth out conflicts. Not everything is as cut and dry as you might think, and some conflict can still be allowed within your choice.
Third, mesh the two concepts together. Where and how did this PC come to the decision to turn to their chosen god/goddess? Were they trained in a temple, or prayed at a shrine? Vision and forced, or turn themselves over. Continue to smooth things out until you have a fairly firm grasp of your new PCs view of the world around them, both through their own mortal eyes, and that of their chosen patrons.
Now roll.
I won't be judging this way as better vs that way, because in many ways everything has its own niche somewhere within the world.
But, if you start flipping through Faiths and Pantheons (a must read for every cleric, or faith based PC), and close your eyes and point at a god, then start rolling based off that you are likely going to come back with a lacklustre PC with potential for getting better over time.
If you start with a fully formed PC in your mind first, then match that to a corresponding faith within Faiths and Pantheons you will come back with a PC that shines already, and has the potential to only grow more in depth.
==Example=========================
It's not as hard as you would think:
Samantha always loved magic. Even the little tricks of the hand the street performers used to attempt in her village. It fascinated her to see the control that was able to be forced upon the world to create these extraordinary acts. She tried many times to catch the knack of things, but was never able to quite manage to grasp the concepts from her few stolen glances at wizard's books. Working the farm rarely gave her the chance to spend time studying as it was, and candles were not to be wasted on something so trivial as books. Over time, she let go her childish dreams of controlling the world and making it better through magic. As years passed she began to grow ill, so ill she was unable to continue working the farm and her husband eventually left her since the land was a waste, and she was barren and unable to keep working. For the first time really in her young life, she contemplated death. Not just the concept, but her own, and it terrified her.
She heard a rumor that there was someone who might be able to help her, and she immediately fled her farm to visit this unknown healer. It took awhile of travelling and asking questions, but eventually she came across an older man, who after long and hard questioning, indeed claimed to be able to help her. But first, he said she would have to face her fears. He took her into the basement of his home, and there was a zombie shuffling around. Obviously, she was terrified, but the man calmed her, telling her her salvation was there in front of her. That she need not fear death, that she was right as a child, that magic can change the world, not only for others, but for her especially. That this illness of hers was but a reminder of her current mortality, but that a way had been shown. That with practice, patience, and a following of that way, she need never fear death again.
And so…. a cleric of Velsharoon begins.
That is a (forgive the rough quick example) flushed out PC who is following a deity for a reason. She has motivation, she has a reason to be a cleric of Velsharoon, and she had a teacher that has taught her his ways.
Remember that your cleric is not just stats, not just feats, not just skills, and not just domains. Your cleric is a mortal in willing service to an immortal being of immense power. It is a trade, you get something, but you only get it if you give something. The closer your PC's personality, mentality, and morals are to your chosen patron's, the less likely you are to chafe at that service. Also, remember. The deity wins. You want the benefits, you do what they say. Their way or the highway you might say. Your PC after all is but a small insignificant speck of a mortal.
==Mechanics=========================
A common rule of thumb for clerics to remember is, just because you can, doesn't mean you should. You "can" wear full plate. That doesn't mean every cleric "should" wear full plate. Eventually as you gain levels you reach spells that this rule of thumb becomes very apparent. You "can" raise dead, but if the PC in question is against everything your god teaches, and spits in your face, "should" you raise dead?
Clerics are divine casters. Armor based chance of failure is ignored. They can wear up to heavy armor and use shields. They are limited in what weapons they can wield. All of this is by engine, and almost everything they lack can be supplemented via spells from their spell list, or by taking a few feats. Because of this, most players consider clerics to be OP.
Wisdom is the single most important ability for a cleric. It controls your DC, your bonus spells per level, and the level of spells you can cast. (For those who have never cared to pay attention... 11 Wisdom can only cast First Circle down. 12 Wisdom can only cast second circle down. 13 Wisdom can only cast Third Circle down.) Items can push your Wisdom higher (current Narf rules will only allow for +3 to any one stat), but IT WILL NOT change your base spell level. i.e., If a character with 11 Wisdom equips a +2 Wisdom Ring, and a +1 Wisdom amulet, their DCs will go up, their bonus slots will change, but even though sheet shows WIS 14, they will still be tied to First Circle spells or lower.
Clerics receive Turn Undead as an ability at first level. They have 3 turns + Cha modifier. For the feats Divine Shield or Divine Power, remember that they "use" a turn undead "charge". Turn undead has different effects based on alignment. Neutral and Good clerics turn undead based on HD or destroy them. Evil clerics rebuke (the undead fight for the cleric). Narfell has a modified script that requires a holy symbol to be equipped for turn undead to work. If a holy symbol is not equipped, the attempt will fail. Standard Holy Symbol is part of starting gear for every first level cleric created on the server. If you do not take first level as a cleric, you will need to purchase one from a store IG.
Spontaneous Healing is allowed according to NWN for every cleric. This falls under one of the, just because you can, doesn't mean you should. Loose ruling is that good and neutral clerics are allowed spontaneous healing. Evil clerics should be doing Inflict Wounds instead. Tighter ruling is that only clerics with the Healing Domain should be spontaneously casting healing.
Clerics are notorious for being encumbered... ditch the bedroll.
Domain powers are chosen by a cleric at the first level of cleric they take. Those domains MUST be chosen from the Narfell approved list of domains for their chosen patron. You get two. You will notice that some of the domains listed on the deity listing are in marks (like this). The NWN implemented Domain listing is far shorter then the official domain listing. When a deity was found that only had one or two implemented domains vs actual domains from PnP, other domains were chosen that closely fit with the deity to allow the player a choice.
Domain powers are associated with CHA more often then not. Protection for instance threw me the first time I ever used it, since I had a charisma of 10. If domain ability is Rounds*CHAMod and your CHA modifier is 0... guess what happens? Many domains also give spells that are not normally found within the normal cleric's spell list. When you memorize one of these (be it in standard slot, or meta slotted elsewhere) it can NOT be burned for spontaneous healing. I know of one example where a cleric had air domain, ran into an event and ran entirely out of healing in two seconds since they had memorized a full row of Call Lightning. Domain granted spells are great if you remember that simple rule, don't memorize it if you want to have the choice to burn for healing later.
==RP Tips=========================
As a high wisdom character (unless you are wanting to try the pain of a low wisdom cleric), be wise. The secret to IC wisdom is paying attention to what Skills are boosted by wisdom, then applying a dash of common sense. High wisdom does not mean all knowing, any more then a high intelligence means all knowing. A high wisdom character will listen to what is being said, and observe what is going on, then attempt to find the core of the issue. That's all. Some will be better at this then others. This does not preclude silliness. A high wisdom character might poke a sleeping bear with a stick to see what happens. They'll have a pretty good guess what will happen, but that doesn't preclude them from doing it anyways, but they are less likely to be surprised that the bear rips their face off. They tend to be more aware of consequences in the sense of this is just how the world is.
You will find a note in Faiths and Pantheons for your deity for when their clerics most often pray for spells. Try and follow it as much as possible. It is a small flavor that adds so much richness to the PC that you won't believe it. Wizards may go read for their spells when they need something. Bards go sing to themselves. Sorcerers meditate. But clerics pray, and they pray when their patron is listening. It's a subtle reminder that everything they have is given them.
You have two goals now. Your patrons, and yours. Push for both, they should not be mutually exclusive.
Generally, a cleric of a god/goddess is not fond of their cleric pretending to be a cleric of some other god/goddess. By FR lore, the gods gain power through the actions of their faithful. Thus, for more power, they want more faithful. Pretending to act as another is not only denying your true patron, it's giving props to (usually) a competitor. Not all will take this well.
There is a reason there are major/minor and racial pantheons. The major deities are the major power players and will be more well known. The minor, will be rarer. The racials are usually only known amongst the race they represent or in the case of outside exposure. Human rangers are usually familiar with the Seldarine for instance, because of the elven predisposition to nature and protection of it, something rangers are also familiar with. This does not mean don't play off a minor or racial, but bear in mind that you'll need a reason to have come across that patron.
Titles. Some religions are more structured then others. The more structured it is, the more likely you are to have been given a title to denote your place amongst the hierarchical structure. The less structured the more likely you will be termed by one of the lay terms, such as Priest, Priestess, Healer, Cleric, Witchdoctor, etc.
Fallen Tokens. Fallen tokens are the OOC nightmare of every player, and is usually accompanied by tears and a gut wrenching feeling of uselessness for your PC. Once that initial reaction is over with however, they can be interesting RP. As always a reminder that a fallen token is not given for bad RP. It's given for not adhering to your god's precepts and dogma. Small infractions are often overlooked, but major ones are not. If you are the recipient of a fallen token, do what your PC would do. Fall on your knees and pray for forgiveness like a crazy person!! Your cleric should be a devoted follower of your patron. Find what went wrong, and correct it!
When in doubt, refer to the dogma.
When not in doubt, refer to the dogma.
If on the line... look at the deities your god counts as enemies. Then refer to dogma.
Learn the dogma.
Flavor prayers are good. If you can find a canon one, great! If you can't, make one up. If you're not a writer seek help, many of us love making up some poetry or another. Or fall back on the just as nice ::whispers a soft prayer of healing:: or even ::asks for blessings of strength, wisdom, protection from those who wish ill, and to withstand the injuries that would fell them in their task::. Not quite as good would be ::prays they don't die against the large evil thing they are about to face::.
HAVE FUN! That is the most important part. Remember you should be enjoying your PC, if you aren't you may want to ask yourself if it's just not something your enjoy, or take a break from that particular PC for awhile.
==Character Concepts============
There are many reasons that a cleric could be out in the adventuring world. Everything from converting the masses, to developing ones own faith. They might be on a mission from their Temple, or out to found a new Temple in their Deities name. Recovery or escorting of Church artifacts is always popular as well. Some quick ideas for concepts:
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Anchorite - Society holds no pleasures for some, especially among the devoutly religious. Early in life the anchorite decided to forsake the company of others for solitude and contemplation on the nature of the divine. Rewarded for his efforts, the anchorite had his eyes opened to the truth of his chosen deity and subsequently spent several years praying for guidance and meditating on his own place in the grand scheme of his god. In time, it was revealed that the anchorite could best serve his god by going among other mortals and spreading the word to those in need.
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Godslave - Not all clerics choose their path in life, some find themselves sold into slavery at a young age. Some churches purchase young slaves to perform duties in and around their temples, freeing them from the necessity of paying help to do menial work. Of these child-slaves, a handful prove themselves resourceful, intelligent, and wise enough to actually work their way into the priesthood. Few ever become free, though, trading the shackles of iron for spiritual fetters forged from years of servitude in the name of a distant god. The strange mixture of religion and slavery produces clerics that are both cynical and devout, contemplative and unbelievably cruel in the support of their god.
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Missionary - The missionary seeks to bring others into the fold by showing how the followers of his god aid those in need. Seeking out areas afflicted with hardship of any kind, the missionary does his best to bring relief to the suffering, offering kind words of support and understanding in his sermons. Those who seem interested are often invited to prayer sessions or other religious services to learn more about the god that has sent mercy into their life. The missionary seeks to convert those in need, using mercy and compassion to convince others to follow his lead. While the missionary is rarely forceful in his sermons, his quiet insistence on ministering to those in need can bring him into conflict with other religions or government agencies.
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Visionary - Even as a child, the visionary saw the world differently from those around him. When other children were playing with their imaginary friends, the visionary was contemplating the natures of the gods. While his peers chased one another through the fields playing orcs and warriors, the visionary spent his days searching for the divine in the world around him. Later in life, the future cleric sought out religious leaders and badgered them with questions. Eventually, the visionary chose a religion that seemed to just ‘feel right’ and devoted himself to the priesthood.
The above concepts and others can be found at:
http://worldsofimagination.com/worlds atlantis classes cleric cc.htm==Helpful Links=================
NWN Wiki Entry
http://nwn.wikia.com/wiki/ClericNarfell Spell Changes
http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=54073Animal Domain Clerics
http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=54073&start=4How to Change Faith
http://www.narfell.us/modules.php?name=Forums&file=viewtopic&p=511888#511888Narfell Specific Spell Modifications
http://wiki.narfell.us/Spells:_ModificationsDogma - The Book Faiths and Pantheons
http://www.amazon.com/Pantheons-Dungeons-Dragons-Roleplaying-Forgotten/dp/0786927593Fallen Tokens
http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=54290IMPORTANT
A new cleric MUST talk to the Spiritual Advisor in the Player Lobby first to verify they have valid domains and deity choice. Just click on the Advisor, and ask them to verify your cleric. If valid you will receive a token "Valid Cleric Token" ((original, I know)) that will allow you to play. Without that token you will be unable to enter the portal to the main towns.
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