Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Build suggestions (Undead hunter cleric) for a low magic/low level PW
Hello! I am trying to build an undead hunter cleric for low level PW (max level 10).
It would be better to stay pure and possibly human. I am thinking to Kelemvor as patron deity.

What feats do you think are absolutely necessary?

Also, how would you build a good caster cleric (domains Magic and Spells) in max 10 levels? Thank you!
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Showing 1-11 of 11 comments
jimbobslimbob Jul 12, 2018 @ 6:37am 
Level 10 limits you quite a bit. I would be inclined to stay pure Cleric because of this.

If going the caster route: Empower, Extend, Expertise and Improved Expertise are worthwhile feats.

If going the melee route: Knockdown, Improved Knockdown, Power Attack, Cleave (being as it's low level, Cleave will actually be quite useful as an extra attack). If you ca fit it in, a Weapon Focus would be nice as well.

Domain-wise, my favs are Trickery (Invisibility and Improved Invisibility), Travel (Haste) and Knowledge (Knock). I would stick with Trickery and Travel most of the time. As it's low magic, both Haste and Invisibility spells will be useful.
jimbobslimbob Jul 12, 2018 @ 6:57am 
And some spell suggestions...

Spells for melee version:
L1 - Divine favour, Protection from Alignment
L2 - Bull's Strength, Invisibility, Ultravision
L3 - Darkfire, Clarity
L4 - Divine Power
L5 - Haste, Improved Invisibility, Battletide

Spells for Caster version:
L1 - Endure Elements, Protection from Alignment
L2 - Inflict Moderate wounds, Negative Energy Ray, Sound Burst, Invisibility
L3 - Clarity, Contagion, Inflict serious wounds, Searing light
L4 - Hammer of the Gods, Death Ward, Inflict Critical Wounds, Restoration
L5 - Haste, Improved Invisibility, Flame Strike, Spell Resistance
Last edited by jimbobslimbob; Jul 12, 2018 @ 6:57am
Thanks! That is really healpful. So, I should stick to simple weapons for the melee variant? What would be a good stats spread, especially STR and WISDOM wise?
jimbobslimbob Jul 12, 2018 @ 7:55am 
You are welcome. For the melee version, you could pick up Weapon Proficiency (either Martial or Exotic) if you wanted, but it's not strictly required and would waste a feat. The obvious other choice in this case is to take a level of Fighter - but as we are dealing with only 10 levels here, I would vote against that. So... other than using a feat on one of the above, just stick to your basic 1-handed Cleric weapons with a Tower Shield in the off-hand.

Stat-wise, the melee variant only requires enough Wisdom to cast level 5 spells - which would be 15 (you could round it off to 16). You do not have to start with 15 Wis, and may want to stick it at 14 then take the rest during leveling. I would dump the rest into Strength then balance out Constitution and Int accordingly. Stat priority would be Str, Wis (15 minimum by level 10), Con, Int in this case I would think.

Stat priority for a caster would be Wisdom - which I would get as high as possible. Strength wouldn't be important in this type of build. Stat priority here would probably be Wis, Con, Int, Str.

I haven't mentioned Cha here, since I think Turn Undead is pretty poor, but if going down that route then obviously adjust as necessary.

Lastly, I invite you to join our Steam group and Discord. We have a good bunch of people here who could also help you out with builds (even have a build forum on the Steam group page and a channel in Discord):
https://steamcommunity.com/groups/NWN-Players
https://discord.gg/BDh4vG3
Last edited by jimbobslimbob; Jul 12, 2018 @ 7:59am
wendigo211 Jul 12, 2018 @ 9:16am 
How low magic is low magic? Can you get a +4 to dex item? Can you get a +Natural Armor item? What feats have been nerfed or banned (e.g. Knockdown and Disarm?)

I would probably go:
STR 16->18
DEX 12
CON 14
INT 10
WIS 15
CHA 8
as a pure Cleric. For skills you only want Concentration, Discipline and Spellcraft For feats: Extend Spell, Luck of Heroes, Weapon Focus, Toughness, Knockdown (or Disarm)

or
STR 15->16
DEX 12
CON 14
INT 14
WIS 14->15
CHA 8
Rogue at level 1 and then 9 levels of Cleric (Rogue lets you get some extra AC from tumble as well as some detection and utility skills)

For domains: If you can't get good + natural armor gear then Plant (for Barkskin) becomes an option, Strength could also be a good choice for the level 3 Divine Power (lets you memorize extended Divine Power at 4th level). Trickery is okay (but you won't get a lot of level 5 spells and you might not want to use your level 5 spell for improved invisibility). I would skip Travel domain because you can't extend Haste and a 10 round Haste spell lasts as long as a potion of Speed (although it is back on the table if you can't get a potion of speed).

Another option is a turning Cleric with Sun domain, which really would fit the undead hunter role. For a turning cleric you would go pure Cleric with attributes like:
STR 14
DEX 8
CON 12
INT 10
WIS 15
CHA 16->18
I would probably pick a second domain that lets me turn something else like Good domain (outsiders). For feats, you would want: Power Attack, Divine Might, Divine Shield, Extend Spell and Extra Turning

RP wise, the turning Cleric would fit more with the undead hunter theme... but turning often doesn't work very well, it depends on how the PW implemented undead (did they buff them from standard, did they get any turn resistance, etc.). The battle cleric is a more solid option with better general utility, but it's up to you.

Edit: If you want a casting Cleric, then:
STR 14
DEX 12
CON 14
INT 12
WIS 16->18
CHA 8
Skills: Concentration, Discipline, Spell Craft, Tumble to 5.
Feats: Extend Spell, Spell Focus (Enchantment), Spell Focus (Evocation), Greater Spell Focus (Enchantment), Spell Penetration.
Normally, I'd go Spell Focus (necro) on a casting cleric but you don't get a high enough level to benefit from it. Hammer of the Gods (Evocation) and Hold Person (Enchantment) will be your big disables.
Last edited by wendigo211; Jul 12, 2018 @ 9:31am
I can help you with that
Friend me and I’ll get straight to work
jonnin Jul 12, 2018 @ 7:43pm 
Animal is really potent, +1 summons at lower levels are very strong .. nothing like a bear with flaming claws and bulls str to do your dirty work for you. Summons last all day, good use of a spell if you don't get many?

1 level of fighter unlocks weapons and an extra feat. maybe worth it? You need to be able to hit stuff hard with weapons. Or elf, not bad for a sword & shield setup?

Healing is really good too. Not sure what low magic means, but level 2 massive cure spell has to be handy if you can't rest much or whatever. Pure cleric can cast a full heal at level 10 (!) with it.

undead hunter begs sun domain, but this is a wasteful domain unless the server has a ton of undead. You can get extra turning without this domain, better to use domains for stuff you can't pick up naturally? I am a little rusty on turn undead (I hate it, fear stuff have to chase it) but it may use CHA, so you may want that bigger. A lot of domain powers use cha to extend the duration too.. but not healing nor animal nor magic.
Last edited by jonnin; Jul 12, 2018 @ 7:50pm
jimbobslimbob Jul 13, 2018 @ 12:53am 
@wendigo211: I notice you taking Tumble to 5 and mentioning taking a Rogue level at 1 to get Tumble AC... neither of which are correct. Tumble adds AC every 10 levels to begin with. Secondly, you couldn't get Tumble to 10 if you took Rogue at level 1 (you would have to take it at 7 at the earliest).

---
Finally got round to doing a few example for you... this is how I would probably do them (2 melee builds and 2 caster builds). Each a pure Cleric version and then one with Rogue. There is obviously plenty of flexibility with them - feat-wise and skill-wise, so adjust as necessary. The caster variants should keep the Expertise line of feats, though. Choose a Spell Focus in whatever you want.

Melee Variant #1 - Pure Cleric
Attributes
STR
16 (18)
DEX
10
CON
14
WIS
16
INT
10
CHA
8

Statistics
Hitpoints
110
Skillpoints
39 (3 maxed skills)
Saves (Fort/Will/Reflex)
9/10/3
Saving Throw Bonuses
Spells: +2
BAB
7 (2 base attacks per round)
AB (naked/melee/ranged)
12 (melee), 7 (ranged)
Sneak Attack
0-0 (0d6)
AC (naked/armoured)
10/21
Spell Casting
Cleric(5)
Alignment Changes
0

Skills
Concentration 13(15), Heal 13(16), Spellcraft 13(13)

Level Plan
Human: (Quick to Master)
Level
Class
Attribute
Attribute Result
Feats
Skills
01:
Cleric(1):
Power Attack, Cleave, Domain Travel, Domain Trickery,
Concentration(4), Heal(4), Spellcraft(4),
02:
Cleric(2):
Concentration(1), Heal(1), Spellcraft(1),
03:
Cleric(3):
Knockdown,
Concentration(1), Heal(1), Spellcraft(1),
04:
Cleric(4):
STR+1
(STR=17)
Concentration(1), Heal(1), Spellcraft(1),
05:
Cleric(5):
Concentration(1), Heal(1), Spellcraft(1),
06:
Cleric(6):
Weapon Focus,
Concentration(1), Heal(1), Spellcraft(1),
07:
Cleric(7):
Concentration(1), Heal(1), Spellcraft(1),
08:
Cleric(8):
STR+1
(STR=18)
Concentration(1), Heal(1), Spellcraft(1),
09:
Cleric(9):
Toughness,
Concentration(1), Heal(1), Spellcraft(1),
10:
Cleric(10):
Concentration(1), Heal(1), Spellcraft(1),

--------------------------------------------
Melee Variant #2 - Rogue Cleric

Sacrifices 1 Cleric level for a Rogue level for 10 Tumble (+1AC) and UMD (Scrolls and items). Drops 1 point of AB but keeps 2 attacks per round. Still gets access to level 5 Cleric spells. Rogue was not taken at 1 due to wanting the skillpoints later. Going Rogue 2 would lose you level 5 spells, so was off the table.

Attributes
STR
16 (18)
DEX
10
CON
14
WIS
16
INT
10
CHA
8

Statistics
Hitpoints
108
Skillpoints
45 (3.5 maxed skills)
Saves (Fort/Will/Reflex)
8/9/5
Saving Throw Bonuses
Spells: +2
BAB
6 (2 base attacks per round)
AB (naked/melee/ranged)
11 (melee), 6 (ranged)
Sneak Attack
1-6 (1d6)
AC (naked/armoured)
12/23
Spell Casting
Cleric(5)
Alignment Changes
0

Skills
Concentration 12(14), Spellcraft 12(12), Tumble 10(10), UMD 11(10)

Level Plan
Human: (Quick to Master)
Level
Class
Attribute
Attribute Result
Feats
Skills
01:
Cleric(1):
Power Attack, Cleave, Domain Travel, Domain Trickery,
Concentration(4), Spellcraft(4), Save(4),
02:
Cleric(2):
Concentration(1), Spellcraft(1), Save(5),
03:
Cleric(3):
Knockdown,
Concentration(1), Spellcraft(1), Save(6),
04:
Cleric(4):
STR+1
(STR=17)
Concentration(1), Spellcraft(1), Save(7),
05:
Cleric(5):
Concentration(1), Spellcraft(1), Save(8),
06:
Cleric(6):
Weapon Focus,
Concentration(1), Spellcraft(1), Save(9),
07:
Cleric(7):
Concentration(1), Spellcraft(1), Save(10),
08:
Cleric(8):
STR+1
(STR=18)
Concentration(1), Spellcraft(1), Save(11),
09:
Cleric(9):
Toughness,
Concentration(1), Spellcraft(1), Save(12),
10:
Rogue(1):
Tumble(10), UMD(11),

--------------------------------------------
Caster Variant #1 - Pure Cleric

Improved Expertise (a MASSIVE +10 AC) requires 13 INT, so this one ups that a bit more than the previous builds.

Attributes
STR
14
DEX
10
CON
14
WIS
16 (18)
INT
14
CHA
8

Statistics
Hitpoints
100
Skillpoints
65 (5 maxed skills)
Saves (Fort/Will/Reflex)
9/11/3
Saving Throw Bonuses
Spells: +3
BAB
7 (2 base attacks per round)
AB (naked/melee/ranged)
9 (melee), 7 (ranged)
Sneak Attack
0-0 (0d6)
AC (naked/armoured)
10/21
Spell Casting
Cleric(5)
Alignment Changes
0

Skills
Concentration 13(15), Heal 13(17), Lore 13(15), Persuade 1(0), Spellcraft 13(15), Spot 6(10)

Level Plan
Human: (Quick to Master)
Level
Class
Attribute
Attribute Result
Feats
Skills
01:
Cleric(1):
Expertise, Improved Expertise, Domain Travel, Domain Trickery,
Concentration(4), Heal(4), Lore(4), Spellcraft(4), Spot(2),
02:
Cleric(2):
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(1),
03:
Cleric(3):
Extend Spell,
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Spot(1),
04:
Cleric(4):
WIS+1
(WIS=17)
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(1),
05:
Cleric(5):
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Spot(1),
06:
Cleric(6):
Empower Spell,
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(1),
07:
Cleric(7):
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Spot(1),
08:
Cleric(8):
WIS+1
(WIS=18)
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(1),
09:
Cleric(9):
Spell Focus: Evocation,
Concentration(1), Heal(1), Lore(1), Spellcraft(1), Spot(1),
10:
Cleric(10):
Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),

--------------------------------------------
Caster Variant #2 - Rogue Cleric

Attributes
STR
14
DEX
10
CON
14
WIS
16 (18)
INT
14
CHA
8

Statistics
Hitpoints
98
Skillpoints
71 (5.5 maxed skills)
Saves (Fort/Will/Reflex)
8/10/5
Saving Throw Bonuses
Spells: +2
BAB
6 (2 base attacks per round)
AB (naked/melee/ranged)
8 (melee), 6 (ranged)
Sneak Attack
1-6 (1d6)
AC (naked/armoured)
12/23
Spell Casting
Cleric(5)
Alignment Changes
0

Skills
Concentration 12(14), Heal 11(15), Spellcraft 12(14), Spot 13(17), Tumble 10(10), UMD 13(12)

Level Plan
Human: (Quick to Master)
Level
Class
Attribute
Attribute Result
Feats
Skills
01:
Cleric(1):
Expertise, Improved Expertise, Domain Travel, Domain Trickery,
Concentration(4), Heal(4), Spellcraft(4), Save(8),
02:
Cleric(2):
Concentration(1), Heal(1), Spellcraft(1), Save(10),
03:
Cleric(3):
Extend Spell,
Concentration(1), Heal(1), Spellcraft(1), Save(12),
04:
Cleric(4):
WIS+1
(WIS=17)
Concentration(1), Heal(1), Spellcraft(1), Save(14),
05:
Cleric(5):
Concentration(1), Heal(1), Spellcraft(1), Save(16),
06:
Cleric(6):
Empower Spell,
Concentration(1), Heal(1), Spellcraft(1), Save(18),
07:
Cleric(7):
Concentration(1), Heal(1), Spellcraft(1), Save(20),
08:
Cleric(8):
WIS+1
(WIS=18)
Concentration(1), Heal(1), Spellcraft(1), Save(22),
09:
Cleric(9):
Spell Focus: Evocation,
Concentration(1), Spellcraft(1), Save(25),
10:
Rogue(1):
Spot(13), Tumble(10), UMD(13),
Last edited by jimbobslimbob; Jul 13, 2018 @ 1:12am
wendigo211 Jul 13, 2018 @ 3:43am 
Originally posted by jimbobslimbob:
@wendigo211: I notice you taking Tumble to 5 and mentioning taking a Rogue level at 1 to get Tumble AC... neither of which are correct. Tumble adds AC every 10 levels to begin with. Secondly, you couldn't get Tumble to 10 if you took Rogue at level 1 (you would have to take it at 7 at the earliest).

Nope, you're confusing it with NWN2 which lowered the Tumble bonus to a saner +1 every 10 ranks. In NWN it's +1 for every 5 ranks in the skill. You are right about the Rogue though, it would have to be taken at level 7 to get tumble to 10, I forgot NWN doesn't let you increase cross-classed skills to the class skill maximum if they're a class skill for one of your other classes.

Anyway, I wouldn't bother with Empower. With only 5 levels of spells, I don't really see any level 3 or lower Cleric spells worth empowering.
Last edited by wendigo211; Jul 13, 2018 @ 3:53am
jimbobslimbob Jul 13, 2018 @ 4:08am 
Blimey you are correct about the Tumble in ranks of 5. Can't believe I missed that one... must have indeed been thinking of NWN 2.

As with Empower, yeah that's interchangeable really. A spell focus or perhaps even penetration could replace that.
Last edited by jimbobslimbob; Jul 13, 2018 @ 4:11am
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Date Posted: Jul 12, 2018 @ 6:23am
Posts: 11