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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.
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
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
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.
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.
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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.
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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.
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Improved Expertise (a MASSIVE +10 AC) requires 13 INT, so this one ups that a bit more than the previous builds.
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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.
As with Empower, yeah that's interchangeable really. A spell focus or perhaps even penetration could replace that.