Combat cleric build for a customised PW (2024)

*points above*

Never tried one before, und when I did it failed miserably. I play on a low-mid magic level PW, +5 weapons/gear are VERY rear and VERY expensive, no perma haste as well. There is also a lvl CAP of 30 (max character level is 30 and no exceptions).

Got myself a standart WM build (I must say those dwarven waraxe crits are delicious Combat cleric build for a customised PW (1) ) and some buffers mages. Tho at epic, all non-insta-death spells become usualess, and one can only buff himself, his fominates, summons and companions.

What I really want and need now is a combat orientated cleric. Don't care 'bout 'em DCs, heals and buffs are the name of the game. The thing is I just don't know how to build one? Should I get CHA for Divine Might/Shield? How much WIS is enaugh? How to multiclass?

I have next to none experience in building clerics, so if anyone could drop me a build or a link to one, I'd appreciate it very much.

P.S. And yes, I have red the Stickyes above 'bout clerics, and gotten some basic ideas about them, but that is not enaugh to build a decent character.

Edited By tacka on 12/01/08 13:09

Have you tried the search?
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Quote:meatpimp

Pish tosh. We should now turn our attention to those dastardly devices that actually TIE one's body to the vehicle. No thank you, I prefer to have inertia throw my body clear of an accident, kindly.

Aye, I have, but most builds there are orientated to reach the peak of their power at +30 lvl ( Level 9 buffs, dev. Crit., etc.).

I'm also not so sure what builds should I consider "good".

Edited By tacka on 12/01/08 18:19

Heals and buffs? Then you only need 19 or 20 WIS max. Go with something like:

Dwarf

STR 16
DEX 10
CON 16
INT 10
WIS 16
CHA 6

For domains, go with Trickery (for Improved Invis) and either Healing (for the improved cure wounds spells), Travel (for Haste), or Magic (for Stoneskin and some other goodies.

Take at least 20 CLC levels, and whatever else you like to augment it. FTR is good, as is Rogue (but you'll get a penalty if you stick with Dwarf on that. Go Human in that case), or even Bard and some RDD for the boosts (again, Human to avoid XP penalties, and you'll not be able to get all 10 RDD levels unless you sacrifice some CLC. Maybe CLC 18/Bard 2/RDD 10). Or, you could opt for pure CLC (well, maybe CLC 29 and one level for a skill dump. Bard or Rogue).

Feats: Weapon Focus, Extend Spell, Toughness, Weapon Proficiency Exotic or Marshal (if not taking FTR) for a better weapon selection, Blind Fight and whatever else you like. Epic levels, go for Epic Prowess, Epic Weapon Focus, Armor Skin, and GRT STR feats. If you want you could look at Combat Casting and Improved Combat Casting (take away AoOs if you need to cast in combat to heal).

Skills: Concentration or Spellcraft and Tumble.

Just a few quick thoughts.
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It's rogue, dammit, ROGUE!!! Combat cleric build for a customised PW (2) *cough*

I would go Human.. High WIS. Mostly Cleric levels and a couple Monk levels for skill dumps.

Also if you're talking about the server I think you are.. You might also want to consider MAX Cleric and the Animal + Travel domains. How about this? For a weapon, I like warhammer for the almost-never-resisted blunt damage, and x3 critical hits.

Level 30 Combat Cleric (Cleric 20 / Fighter 4 / Champion of Torm 6)
Human, Any Non-Evil
Playable 1 - 40, PvM, and maybe PvP

Abilities:
STR: 16 (24)
DEX: 8
CON: 14
WIS: 16 (19)
INT: 12
CHA: 8

Leveling Guide:
Human: (Quick to Master)
01: Cleric(1): Toughness, Luck of Heroes, Domain Magic, Domain Trickery
02: Fighter(1): Weapon Focus
03: Cleric(2): Blind Fight
04: Cleric(3): STR+1, (STR=17)
05: Cleric(4)
06: Cleric(5): Extend Spell
07: Cleric(6)
08: Cleric(7): STR+1, (STR=18)
09: Cleric(8): Power Attack
10: Cleric(9)
11: Cleric(10)
12: Cleric(11): WIS+1, Cleave, (WIS=17)
13: Fighter(2): Improved Critical
14: Cleric(12)
15: Cleric(13): Knockdown
16: Cleric(14): WIS+1, (WIS=18)
17: Cleric(15)
18: Cleric(16): Great Cleave
19: Champion of Torm(1)
20: Cleric(17): WIS+1, (WIS=19)
21: Fighter(3): Great Strength I, (STR=19)
22: Fighter(4): Weapon Specialization
23: Champion of Torm(2): Epic Weapon Focus
24: Champion of Torm(3): STR+1, Great Strength II, {Smite Evil}, (STR=21)
25: Champion of Torm(4): Epic Weapon Specialization
26: Champion of Torm(5)
27: Champion of Torm(6): Great Strength III, Epic Prowess*, (STR=22)
28: Cleric(18): STR+1, (STR=23)
29: Cleric(19)
30: Cleric(20): Great Strength IV, (STR=24)

* or Armor Skin, bringing your final AB down to 30 and your AC up to 25.

Stats:
Hitpoints: 350
Skillpoints: 132
Saving Throws (Fortitude/Will/Reflex): 26/23/15
Saving Throw bonuses: Spells: +6
BAB: 20
AB (max, naked): 31 (melee), 20 (ranged)
AC (naked/mundane armor/shield only): 12/23
Spell Casting: Cleric(9)
Alignment Changes: 0

Skills:
Concentration 33(35), Discipline 30(37), Lore 10(11), Spellcraft 29(30), Tumble 15(14)

01: Concentration(4), Lore(1), Spellcraft(4), Tumble(2), Save(3)
02: Concentration(1), Discipline(5), Save(1)
03: Concentration(1), Spellcraft(2), Tumble(1)
04: Concentration(1), Spellcraft(1), Save(2)
05: Concentration(1), Spellcraft(1), Tumble(1), Save(2)
06: Concentration(1), Spellcraft(1), Save(4)
07: Concentration(1), Spellcraft(1), Tumble(1), Save(4)
08: Concentration(1), Spellcraft(1), Save(6)
09: Concentration(1), Spellcraft(1), Tumble(1), Save(6)
10: Concentration(1), Spellcraft(1), Save(8)
11: Concentration(1), Spellcraft(1), Tumble(1), Save(8)
12: Concentration(1), Spellcraft(1), Save(10)
13: Concentration(1), Discipline(11), Tumble(1)
14: Concentration(1), Spellcraft(2), Save(1)
15: Concentration(1), Spellcraft(1), Tumble(1), Save(1)
16: Concentration(1), Spellcraft(1), Save(3)
17: Concentration(1), Spellcraft(1), Tumble(1), Save(3)
18: Concentration(1), Spellcraft(1), Save(5)
19: Discipline(6), Tumble(1), Save(1)
20: Concentration(2), Spellcraft(2), Save(1)
21: Concentration(1), Discipline(2), Tumble(1)
22: Concentration(1), Discipline(1), Lore(2)
23: Discipline(1), Lore(1), Tumble(1)
24: Discipline(1), Save(3)
25: Discipline(1), Tumble(1), Save(4)
26: Discipline(1), Save(7)
27: Discipline(1), Tumble(1), Save(8)
28: Concentration(6), Spellcraft(6)
29: Concentration(1), Lore(3)
30: Concentration(1), Lore(3)
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Quote:Posted 12/01/08 13:08 (GMT) -- tacka

*points above*

Never tried one before, und when I did it failed miserably. I play on a low-mid magic level PW, +5 weapons/gear are VERY rear and VERY expensive, no perma haste as well. There is also a lvl CAP of 30 (max character level is 30 and no exceptions).


k, this really concerns me. As has been stated many times in different places, CLERICS ARE GOD"S CHOSEN ONES! I dont think you can make a bad cleric, as long as your wisdom score says 19 without gear (assume lv 17 cleric or higher). Even then, taking 15 cleric in a 30 or 40 lvl build gives you +5 gear! Not expensive! Not at all... (sorry, if you dont knoow me, I LIKE CLERICS! I didnt even realize that bioware made other classes for nearly 2 years... jk Combat cleric build for a customised PW (3) )

If i may be so bold, your cleric sucked because you arent used to playing clerics. Taking from what you say, you like the IDEA of a fighter type meleer... wade into combat and kill then move on. Am i right? (dwarven wm's are all about that play style).

Clerics are different. FIRST, 3/4 ab means they NEED ab. Unlike every other class (cept maybe bard), they can make up for this with 2 casts (instant 10 ab at lv 15 or higher, regardless of wisdom - as long as you can cast lv 4 spells). There are other buffs that can get you to almost the 20 ab cap. SO, with a cleric, ab isnt really a concern.

AC with a cleric, again, isnt really that tough either. You can make a +5 tower, +5 armor, Deflection ac, +3dodge ac... plus imm to paralysis etc. THere are so many options.

Then, you can use AoE things like SoV, firestorm, earthquake. Vs undead you have Heals, vs human Harm...

Bottom line, you cant just wade in (well, you can if you understand clerics LOL). Ever notice those pesky clerics casting BEFORE they begin a combat? That's what you must get in the habit of doing. IF you treat your cleric like a fighter, you will suck.

Now, to answer your question, if i have ONLY 30 lvls, take straight cleric 30. Get wis to 19 and pump str as much as you can (even consider Half orc so you can start with more str!). If you want more ac, take 2 lvls of rogue or bard (dep on alignment) at 21 and 30 for the tumble boosts, and possibly umd. You want to have this high of cleric so your buffs dont get striped as you wade into combat and you end up a fighter with crappy ab.

Feats? I would focus on wf(in weapon - and ewf and IC), EXTEND SPELL IS YOUR FRIEND. Blind fight. I would consider taking Spell focus, gr and epic in Evocation... depending. If dev crit is available, i would do a halforc with str 20, wis 15 and get dev crit at 21 (with fighter 1 - then do cleric27/ftr1/rog2). You wouldnt get lv 9 spells til late, but youwould be very tough.

There is so much more to suggest, but clerics take alittle bit of practice to get. Trust me. I have personally taken a dude along with my PRC cleric build who really like that build. We went out and i SHOWED him the tricks of the trade, so to speak. You know, 2 weeks later, he pmd me saying he was having troubles with the build! And i trained him personally!!! Have faith and the power you are searching will come.

*hint: read my sig for a hint from thax
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Quote:Posted 11/27/07 23:01 (GMT) -- Thaxll'ssyllia

I agree with avado, Storm of Vengeance rocks, it stuns great, it can deal heavy damage over time, and Evasion doesn't work against it, you should try it in your strategy as well, too bad it's conjura

I would seriously consider getting a tumble dump in there. Cleric26/fighter2/rogue2 sounds tasty, though you'd have to be human to avoid the XP penalty (not counting, of course, the half-pointy eareds (because they don't count...)). Depending on environment, I'd still be tempted to go dwarf* and eat the penalty, but either way... That gets you the full cleric line, undispellability, and two cleric bonus feats. Fighter gets you weapon profs, and two bonus feats. Rogue gets you skill dumps, evasion, and a teensy bit of SA.

As far as how to play, buffing is your friend. Wake up every day to the long term buffs. Don't forget to buff your armor and shield. As avado mentions, you can buff the pants off your AC (that makes sooo little sense...). Then, don't forget the short term buffs. Divine Favor and Divine Power alone will turn you into an instrument of death. Prayer, Battletide, these things are just gravy. If all that isn't enough, you can break out the SoVs, Firebrands, Harms, and Implosions. It really just isn't fair what the cleric is capable of doing.

Remember, you can make your own +5 gear, so if you can get a weapon with little to no enhancement, but other props, so much the better. Ditto for armor. Yes, when it seems like clerics couldn't possibly offer you anything more, there it is. If you're worried about being dispelled, try this:

Level 30 Dwarven Battle Cleric (Cleric 26 / Fighter 4)
Dwarf, Any Alignment
Playable 1 - 40, PvM, maybe PvP

Abilities:
STR: 16 (22)
DEX: 8
CON: 14
WIS: 16 (20)
INT: 14
CHA: 6

Leveling Guide:
Dwarf: (Darkvision, Defensive Training vs. Giants, Stonecunning, Hardiness vs. Poison, Hardiness vs. Spells, Offensive Training vs. Goblinoids, Offensive Training vs. Orcs, Skill Affinity: Lore)
01: Cleric(1): Toughness, Domain Magic, Domain Trickery
02: Fighter(1): Weapon Focus
03: Cleric(2): Blind Fight
04: Cleric(3): STR+1, (STR=17)
05: Cleric(4)
06: Cleric(5): Extend Spell
07: Cleric(6)
08: Cleric(7): STR+1, (STR=18)
09: Cleric(8): Power Attack
10: Cleric(9)
11: Cleric(10)
12: Cleric(11): WIS+1, Cleave, (WIS=17)
13: Fighter(2): Improved Critical
14: Cleric(12)
15: Cleric(13): Knockdown
16: Cleric(14): WIS+1, (WIS=18)
17: Cleric(15)
18: Cleric(16): Empower Spell
19: Fighter(3)
20: Cleric(17): WIS+1, (WIS=19)
21: Cleric(18): Epic Weapon Focus
22: Cleric(19)
23: Cleric(20)
24: Fighter(4): STR+1, Weapon Specialization, Epic Weapon Specialization, (STR=19)
25: Cleric(21)
26: Cleric(22)
27: Cleric(23): Great Strength I, Armor Skin, (STR=20)
28: Cleric(24): STR+1, (STR=21)
29: Cleric(25)
30: Cleric(26): Great Strength II, Great Wisdom I, (STR=22), (WIS=20)

Stats:
Hitpoints: 338
Skillpoints: 132
Saving Throws (Fortitude/Will/Reflex): 20/21/10
Saving Throw bonuses: Spells: +9, Poison: +2
BAB: 20
AB (max, naked): 29 (melee), 19 (ranged)
AC (naked/mundane armor/shield only): 14/25
Spell Casting: Cleric(9)
Alignment Changes: 0

Skills:
Concentration 33(35), Discipline 27(33), Lore 9(13), Spellcraft 33(35), Tumble 15(14)

01: Concentration(4), Lore(1), Spellcraft(4), Tumble(2), Save(3)
02: Concentration(1), Discipline(5), Save(1)
03: Concentration(1), Spellcraft(2), Tumble(1)
04: Concentration(1), Spellcraft(1), Save(2)
05: Concentration(1), Spellcraft(1), Tumble(1), Save(2)
06: Concentration(1), Spellcraft(1), Save(4)
07: Concentration(1), Spellcraft(1), Tumble(1), Save(4)
08: Concentration(1), Spellcraft(1), Save(6)
09: Concentration(1), Spellcraft(1), Tumble(1), Save(6)
10: Concentration(1), Spellcraft(1), Save(8)
11: Concentration(1), Spellcraft(1), Tumble(1), Save(8)
12: Concentration(1), Spellcraft(1), Save(10)
13: Concentration(1), Discipline(11), Tumble(1)
14: Concentration(1), Spellcraft(2), Save(1)
15: Concentration(1), Spellcraft(1), Tumble(1), Save(1)
16: Concentration(1), Spellcraft(1), Save(3)
17: Concentration(1), Spellcraft(1), Tumble(1), Save(3)
18: Concentration(1), Spellcraft(1), Save(5)
19: Concentration(1), Discipline(6), Tumble(1)
20: Concentration(1), Spellcraft(2), Save(1)
21: Concentration(1), Spellcraft(1), Tumble(1), Save(1)
22: Concentration(1), Spellcraft(1), Save(3)
23: Concentration(1), Spellcraft(1), Tumble(1), Save(3)
24: Concentration(1), Discipline(5), Save(1)
25: Concentration(1), Spellcraft(2), Tumble(1)
26: Concentration(1), Lore(2), Spellcraft(1)
27: Concentration(1), Spellcraft(1), Tumble(1)
28: Concentration(1), Lore(2), Spellcraft(1)
29: Concentration(1), Lore(2), Spellcraft(1)
30: Concentration(1), Lore(2), Spellcraft(1)
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The NWN Vault Its not so much even with being dispelled (but that is a point). A combat cleric is redundant. A cleric IS a combat cleric. I have built a purely wisodm based cleric, what would be considered a "caster", yet he rocked in melee better than alot of my other characters. Their buffs and spells are designed for this.

When i suggested the 27 cleric levels, it was for the buff durations (with extend, 54 units). IN a lv 30 world, this is godly (esp in low magic). One of my other points was that, for clerics, there is no such thing as low magic world! Now, IF the server has tweaked the spells, this is a sin, and you should move on without haste! It would be like a wizard being changed to gain spell levels every 4 levls! (yes i am biases).

Just a note: i didnt say ft2/rog2! It is fit1/rog2 for the one extra feat and the rogue skill dumps. ftr 2 would dilute the build too much LOL But that is me.
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Quote:Posted 11/21/08 01:31 (GMT) -- Thaxll'ssyllia

But don't listen to everything avado said...

Quote:Posted 12/02/08 15:57 (GMT) -- avado

Just a note: i didnt say ft2/rog2! It is fit1/rog2 for the one extra feat and the rogue skill dumps. ftr 2 would dilute the build too much LOL But that is me.


You'd lose a feat if you went FTR 1/Rogue 2. CLC gets bonus feats at levels 23, 26, and 29. So if you go with CLC 27, all you get is 1 unit on your spell durations (2 if extended).

If you go with FTR 2/CLC 26/Rogue 2, you get an extra FTR bonus feat and you only lose 1 unit on your spell durations (2 if extended). Combat cleric build for a customised PW (4)
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It's rogue, dammit, ROGUE!!! Combat cleric build for a customised PW (5) Wow, nice builds! Thanks mates, now all I gotta do is get the ropes of playing a cleric.

I'll take the majority of levels in Cleric class, a one or two Fighter for combat focus, and a few rogue for that juicy Tumble AC bonus. I buff before combat with long term, extended spells and use short duration ones in combat.

Now all i gotta do is make a RP for the build and I am ready to go.

Thanks again! LOL I know, i was just trying TRYING to be confusing. Read my Sig..
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Quote:Posted 11/21/08 01:31 (GMT) -- Thaxll'ssyllia

But don't listen to everything avado said...

Quick thing concerning extend. Cast your Hour/levels normally, extend your turn/levels (so they last as long as you hour/levels (which may be unnecessary at higher levels)), and extend your round/levels.

Also, sometimes you want to extend, or not, for spellbook management. Like, say you want more extended divine favors (because you always want more extended divine favors...). You can extend you BS, Owl's, or whatever else, so that they occupy third level slots. You don't really need to extend hour/levels, but if it gives you more of what you want (those yummy, yummy, extended divine favors...), then it's worthwhile.

Quote:Posted 12/02/08 21:25 (GMT) -- onion eater

Quick thing concerning extend. Cast your Hour/levels normally, extend your turn/levels (so they last as long as you hour/levels (which may be unnecessary at higher levels)), and extend your round/levels.

Also, sometimes you want to extend, or not, for spellbook management. Like, say you want more extended divine favors (because you always want more extended divine favors...). You can extend you BS, Owl's, or whatever else, so that they occupy third level slots. You don't really need to extend hour/levels, but if it gives you more of what you want (those yummy, yummy, extended divine favors...), then it's worthwhile.


Onion, i think it was fate that you and i played together the other night! LOL We thinks alike.. go figure with a party of 3 clerics, wasnt it! LOL

Spell book management is a very important thing. Here is an example: i always cast my buffs extended, like bulls and endurance, just so i have an awareness about when they will wear off (usually longer than between rests). I would put vestment in that category too, as well as darkfire and greater magic weapon. i cant recall if shield of faith is long duration (hr/lv or if it is turn/lv) either way, i would extend it. I AlWAYS have, after lv 11 or so, ALL lv 1 spells as Div favours.. no other lvl 1 needed, imho. The other is a lv 4, so like onion says, you can either have it as lv 4 or ext lv 5. I usually have 10 or so (which can be overkill) on both levels.

You have others like true sight, freedom of movement, things like that. You pick and choose based on the circ*mstances.

The other thing is undeadies. Whenever i find undeads, my upper lvl slots change to accomodate. I usually have 6 slots as harm. In undead they become heals. Mass heal is excellent as long as you are comfortable with HERDING (a long lost cleric strategy). I usually like my lv 9 as sov and lv 8 as firestorm/mass heal.

There is one other feat, wrt spell book that any good cleric will consider. I came upon this from this forum a few years ago and i must say, it is a great one. Take either silent or still spell. Either of them is fine because you arent really worried about them for what they do as a feat. What we care about is that they give us one level higher slot. I usually take still with bard/clr/pm things, otherwise i use silent. See, ext is nice, but you cant extend those instant ones, ie HEAL/HARM. So, wrt spell book management, this allows you and extra row of harms/heals when they are really needed. Get the idea? (wow, i must be lookin at retirement when i give THIS one away!!) LOL

Now, you have almost all the secrets of the cleric. Go out and kill in the name of God... (oh the irony)
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Quote:Posted 06/28/06 00:22:49 (GMT) -- TyrTemplar

This post is for general information purposes only, and does not constitute a legal opinion or render any legal advice. It may not be relied on for any purpose, and gives rise to

Quote:*hint: read my sig for a hint from thax


Oh, I thought I got mentioned somewhere in there... Storm of Vengeance is an amazing spell, 10 round paralysis plus added damage with decent area? you can just toss one or two of those and jump with your blades in the middle of it. If the enemies beat your DC there's no problem, since you're a melee and you can take them head on.

Why not try a Monk Cleric? you know, dual-kama-wielding machine of buffed killing, works pretty nice, something in the lines of Cleric 18 / Fighter 6 / Monk 6 might work cool. That spread is meant to maintain no XP penalty on a Human build, though I'd usually go with Cleric 20 / Fighter 8 / Monk 2.
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Quote:Posted 05/09/08 07:26 (GMT) -- avado

THax, you know i love and respect you, right?

Edited By Thaxll'ssyllia on 12/03/08 05:39

Shield of Faith is turn/level, so, yeah, extend it. I don't always extend DF, GMW, or MV, only depending on circ*mstance. The stat buffs, however, pretty much always get extended. I'm perfectly happy w/ nothing but extended DFs for second level slots. Man, if only there was a spontaneous divine caster in standard NWN...

I can definitely concur w/ the silent spell suggestion. I've played around a bunch with it, and though it may not be the sexy choice, it's worth it. Upper level slots can be a pain. Extend isn't all that helpful (though it does have it's uses, i.e., blade barriers and greater sancts). The freedom silent (or still, if ya got some bard in ya) grants you is a great luxory.

And, yup, three clerics. Shame we didn't go after more of a challenge. Mine was a version of Blood and Faith. Nasty, nasty, nasty. Incidentally, on WoG, upper level summons are actually useful. I fairly regularly use summon VIII or IX, especially when playing split stat clerics (which is most of the time...). But, I digress.

Combat cleric build for a customised PW (2024)

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