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Cleric Domain Abilities

While the variety of additional spells and abilities a cleric can obtain through domains is nice, I feel that they don't fully define the cleric in NWN as much as they should. Could the domain abilities perhaps be edited, such as other spells, to better fit the pace of NWN compared to PnP.

For example, a cleric with the strength domain currently gets the strength bonus of 2+1 per 3 cleric levels I believe, for 5 rounds + charisma modifier. With the percentage of combat seen in NWN compared to PnP this duration is extremely short, often not lasting through a single fight. Maybe this could be changed to +2 strength per 5 cleric levels, with a duration matching an hour per cleric level or such.

The Domains that give bonus turning abilities (outsiders, elementals) could maybe add a +1 AB or small damage bonus / 3 or 5 cleric levels to those creatures as well.

Elemental domains - (Fire, Air, Water, Earth) - Perhaps a small resistance to damage types , or a certain resistance amount / rest. Followers of Kossuth able to resist 10 fire damage / 5 cleric levels before they feel the effects of it.

Already a long suggestion post pending the ability to even modify these, sorry ;)

Thoughts?

Personally, I feel that this is a step in the direction of the omnipresent "making the strongest class even more awesome" issue that rears its ugly head whenever clerical changes is the topic of discussion. The strength change pretty much acts as a permanent +4 strength boost once you hit the higher levels, as long as you're clever about when to use it, instead of a temporary strength kick for a single fight, as it is now. The +ab/damage to domain type creatures would in practise give clerics the Favoured Enemy feat, making rangers even -more- useless, class advantage-wise. Finally, permanent elemental resistance is also really strong, especially if its 10/5 levels, making clerics practically invulnerable to that element without having to lift a finger at higher levels (think fireball in the face for 3 damage).

A nifty suggestion, but in the end, I simply think it would be too overpowered, buffing the already, hands-down, best class, mechanics-wise to something even more godly. I'm no pro on class balance, though, so feel free to prove me wrong.

Only ideas or options, not really specific suggestions. But for example, the strength buff would be similar to bulls strength (maybe make it similar instead of a set amount), the elemental resistance was intented to come off as a 10 resistance / 5 levels, but once 10 damage is done it's gone until the cleric rests, not a permenant 10/- fire resist, if it were permenant maybe a 2/- resistance or something.

Sure, clerics can be powerful, but nearly any class can be, and in a lengthy situation where rest isn't an option, the clerics 'weakness' becomes openly visable. In a short scripted quest of course they are very powerful, so is any casting class, and I don't think that is how balance should be based in my opinion :).

Clerics are the most powerful class, hands down.

I noticed today that my stoneskin spells weren't lasting 1hr/level, like they should. Is there a reason for this?

Is there place where I can look up spell-changes for EfU?

MadCaddies: Clickie.

Cheers mate :lol:

Awwwww Stoneskin is turn/level :(

I don't think that the domains are going to be made any stronger, due to balance issues. I concur wholeheartedly that they should be more flavorful, however. I am taking steps to address this.

For example, a small change that went in recently (v583) is that clerics with the Earth domain will now rebuke/command Earth Elementals rather than turning/destroying them, while they will turn/destroy other types of elementals. Same for clerics with the Fire domain and Fire Elementals, etc.

Arkov I don't think that the domains are going to be made any stronger, due to balance issues. I concur wholeheartedly that they should be more flavorful, however. I am taking steps to address this.

For example, a small change that went in recently (v583) is that clerics with the Earth domain will now rebuke/command Earth Elementals rather than turning/destroying them, while they will turn/destroy other types of elementals. Same for clerics with the Fire domain and Fire Elementals, etc.

Thats cool, I suppose in the first suggestion I should not have used the more powerful domains as examples, but some of the domains are rather lacking and the examples you gave spice them up a bit which is cool.