Character Creation — Clerics and their kits


CLERIC
Race: Any
Alignment: Any

Description: Depending on whether they're in combat, mopping up after a fight, or simply chatting with their companions, Clerics are valuable as support characters, healers, and sometimes moral compasses for the group. Their buffing, disabling, damaging, and healing spells are quite potent, and they possess many spells to elevate their moderate skill at arms nearly to that of a pure Warrior. These spells are granted (usually indirectly) by the Cleric's chosen deity of worship; Clerics can venerate more than one god (if they are allies and their portfolios are similar), but a single power is more common. All Clerics have, as a mark of their devotion, forsworn the use of cutting or stabbing weapons.

STRENGTHS:
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Can wear Helmets, any type of Shield, and any type of armor except Mage Robes
Can cast a large number of all Cleric (and shared) spells, with additional spellslots granted for high Wisdom
Can Turn Undead at a level equivalent to their EXP level
Can read scrolls of Priest spells and use Priest-specific Wands
Shares the second-fastest rate of EXP level gain in the game
Can be combined with the greatest number of other classes: Fighter, Ranger, Thief, and Mage
Guaranteed at least 9 Wisdom
WEAKNESSES:
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Cannot use bladed or edged weapons: Restricted to Clubs, Maces, Morning Stars, Flails, Warhammers, Staves, and Slings
Restricted to Proficiency (*) in any weapon or Weapon Style
Has no Thieving skills
Cannot use Wizard-specific Wands or cast Wizard spells from scrolls
FUN RATING: 5.4 / 10

Notes: The "Strengths" and "Weaknesses" listed for each base class are intended both as a general description of the class, and compared to the other classes of the same superclass. In the descriptions of the kits, however, the Advantages and Disadvantages are always directly relative to their base class.

The Cleric kits have no disadvantages because BioWare wanted to push people away from the idea of a Priest without a specific religion, which in the Realms do not exist: All Clerics and Druids must pray to (at least) one very specific god, in order to win his favor so that he will grant their prayers. Pretty much the only reason to be a pureclass Cleric is for roleplaying reasons, e.g. a Chaotic Neutral Cleric who intends to Dual-class to Thief later on doesn't sound like the kind of character likely to worship Helm.


In the table to the right, the columns are as follows—

Level: The Experience Level of the Cleric.

EXP: The Experience Points required for a Cleric to reach that level.

Hitpoints: The hitpoints that a Cleric would gain at that level. "+CON" means the additional hitpoint bonus from having a high (or possibly low) Constitution stat.

THAC0: The base THAC0 (before any modifiers) of a Cleric at that level.

ApR: The base Attacks per Round (before any modifiers) of a Cleric at that level.

Profs: The number of Proficiency Points a Cleric would gain at the given level.

Saving Throws: The Saves (given in this order: vs. Death, vs. Wands, vs. Polymorph, vs. Breath, and vs. Spell) of a Cleric at the indicated level.

Spells: The number of spellslots (of each spell level) possessed by a Cleric of that EXP level.
Level
EXP
Hitpoints
THAC0ApRProfsSaving ThrowsSpells
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
0
1,500
3,000
6,000
13,000
27,500
55,000
110,000
225,000
450,000
675,000
900,000
1,125,000
1,350,000
1,575,000
1,800,000
2,025,000
2,250,000
2,475,000
2,700,000
2,925,000
3,150,000
3,375,000
3,600,000
3,825,000
4,050,000
4,275,000
4,500,000
4,725,000
4,950,000
5,175,000
5,400,000
5,625,000
5,850,000
6,075,000
6,300,000
6,525,000
6,750,000
6,975,000
8,000,000
8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
20
20
20
18
18
18
16
16
16
14
14
14
12
12
12
10
10
10
8
8
8
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2


1



1



1



1



1



1



1



1



1



1
10/14/13/16/15
10/14/13/16/15
10/14/13/16/15
19/13/12/15/14
19/13/12/15/14
19/13/12/15/14
7 /11/10/13/12
7 /11/10/13/12
7 /11/10/13/12
6 /10/ 9 /12/11
6 /10/ 9 /12/11
6 /10/ 9 /12/11
5 / 9 / 8 /11/10
5 / 9 / 8 /11/10
5 / 9 / 8 /11/10
4 / 8 / 7 /10/ 9
4 / 8 / 7 /10/ 9
4 / 8 / 7 /10/ 9
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
1
2
2/1
3/2
3/3/1
3/3/2
3/3/2/1
3/3/3/2
4/4/3/2/1
4/4/3/3/2
5/4/4/3/2/1
6/5/5/3/2/2
6/6/6/4/2/2
6/6/6/5/3/2/1
6/6/6/6/4/2/1
7/7/7/6/4/3/1
7/7/7/7/5/3/2
8/8/8/8/6/4/2
9/9/8/8/6/4/2
9/9/9/8/7/5/2
9/9/9/9/8/6/2
9/9/9/9/8/6/3
9/9/9/9/9/7/3
9/9/9/9/9/7/3
9/9/9/9/9/7/3
9/9/9/9/9/8/3
9/9/9/9/9/8/3
9/9/9/9/9/8/4
9/9/9/9/9/8/4
9/9/9/9/9/8/4
9/9/9/9/9/8/5
9/9/9/9/9/8/5
9/9/9/9/9/8/5
9/9/9/9/9/8/6
9/9/9/9/9/8/6
9/9/9/9/9/8/6
9/9/9/9/9/8/6
9/9/9/9/9/8/7
9/9/9/9/9/8/7
9/9/9/9/9/8/7



PRIEST OF HELM
Class: Cleric
Race: Any
Alignment: Any Neutral (neither Good nor Evil)

Description: Helm is the god of vigilance, protection, and security, and his chuch is quite a popular one among many prosperous regions of the Realms. He promotes the virtues of patience, honesty, and responsibility, and is worshipped by many guards, sentries, and enforcers of all kinds. His faithful typically raise funds for their church by serving as bodyguards, or selling blessings to guard against burglary and the like. Helm is opposed to all who seek to win material gain through deceit.

ADVANTAGES:
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Special Ability of True Sight, usable 1x/day per 5 levels (first use gained at Level 1, then every 5 levels thereafter): For 1 turn, all illusions on Hostile
          creatures within the Priest's sight range will be dispelled once per round.
Special Ability of Seeking Sword, usable 1x/day per 10 levels (first use gained at Level 1, then every 10 levels thereafter): Creates a magical sword in the
          Priest's hand, which strikes as a +4 weapon, grants a +4 THAC0 bonus, does 2D4 Slashing damage per hit, and sets the Priest's ApR to 3 while
          equipped, but also prevents the user from casting any kind of spells. The Seeking Sword lasts for a duration between 1 and 2 turns, usually for 1
          round per caster level.
DISADVANTAGES:
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FUN RATING: 4.6 / 10

Notes: In PnP, almost all Priests must have an Alignment no more than one "step" away form their god's alignment. Helm is LN, and therefore could have clergy who are LG, LE, and TN—but not CN. Also, different churches have their own precepts about weapons and armor, which vary a great deal from one faith to another. Helm's own favored weapon is a Bastard Sword, a preference which (in PnP) is taken up by many of his faithful as well. Neither of these principles are seen in-game: You can build a Chaotic Neutral Priest of Helm, and he won't be able to use a Bastard Sword because Clerics of all stripes have the exact same item restrictions.



PRIEST OF LATHANDER
Class: Cleric
Race: Any
Alignment: Any Good

Description: Lathander is the god of birth, spring, the dawn, planting, fertility, and other forms of beginnings and renewal. He encourages creativity and personal growth in soul and body, especially among the young, and as an offshoot of this he is also the god of (nonviolent) athletics. He opposes all forms of permanence and stagnation—Lathanderites see the Undead as a perversion of the highest order. They themselves do not fear death, viewing it only as just another part in the grand cycle.

ADVANTAGES:
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Special Ability of Hold Undead, usable 1x/day per 5 levels (first use gained at Level 1, then every 5 levels thereafter): All Undead creatures with 5 feet of the
          target point chosen by the caster must Save vs. Spell or be Held for 2 rounds per EXP level of the Priest.
Special Ability of Boon of Lathander, usable 1x/day per 10 levels (first use gained at Level 1, then every 10 levels thereafter): For 1 round per EXP level of
          the Priest (although never less than 1 turn, or more than 2 turns), he gains -1 bonuses to his Saving Throws and THAC0, a +1 bonus to Damage,
          an additional attack per round, and becomes immune to Level Drain.
DISADVANTAGES:
» none
FUN RATING: 6.2 / 10



PRIEST OF TALOS
Class: Cleric
Race: Any
Alignment: Any Evil

Description: Talos is the god of storms, earthquakes, riots, wildfires, and other events of a similarly unpredictable and destructive nature. He fosters humility, devotion, fear, and opportunism, and patronizes bandits and barbarians, who often invoke his name before a surprise attack. His actual clergy is small but fanatical, evangelizing that propitiating Talos is the only way to survive disaster, and they make a good income selling blessings to common folk who seek to avoid calamity befalling them.

ADVANTAGES:
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Special Ability of Lightning Bolt, usable 1x/day per 5 levels (first use gained at Level 1, then every 5 levels thereafter): The targeted creature will suffer 1D6
          Electrical damage per EXP level of the Priest (to a maximum of 10D6), with a Save vs. Spell for half.
Special Ability of Storm Shield, usable 1x/day per 10 levels (first use gained at Level 1, then every 10 levels thereafter): For 1 round per level of the Priest
          (though always between 1 and 2 turns), he becomes immune to Normal Missiles, and his Cold, Electrical, and Fire Resistances are all set to 100%.
DISADVANTAGES:
» none
FUN RATING: 5.4 / 10





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