Neverwinter Nights 2:Cleric 16/Warpriest 4
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General Build Notes
This is a melee cleric build. Warpriest requires a weapon focus, combat casting, and a lot of cross-class skill points, but you can't afford to multiclass further, so you need a decent starting weapon proficiency to focus in. Using Able Learner to cut back your skill point requirements, you end up very short on feats, and one fewer 8th and 9th spells.
Going Fighter 2/Warpriest 2 fixes the feat problem, but you lose an additional 5th, 7th, and 9th level spell.
Not a recommended build.
Race Selection
Gold Dwarf. Humans get an extra skill point per level, but have to spend their extra feat on martial weapons if they want to pick up something better than a morningstar. Elves get both bows and longswords, but their search ability is wasted, and constitution potential is lower. Drow get an extra few ability points to play with, but level slowly, and their magic resistance becomes redundant with a spell later on. Dwarves get the dwarven waraxe, even better than a longsword, but are stuck with crossbows or slings for ranged attacks, though that may not be as limiting as it sounds; my experience has been that clerics need ranged attacks only very rarely anyway.
Ability Selection
All but Drow
- Str: 14 (You need this as high as possible for heavy armor)
- Dex: 12 (One point of dex bonus is all that full plate allows anyway)
- Con: 12
- Int: 14
- Wis: 15 (Mandatory if you want to cast 9th level spells on time.)
- Cha: 12
Alternate: take Int 12 and Con 14, or Dex 10 and Con 14.
Skill Selection
- Concentration
- Diplomacy
- Heal
- Lore
- Spellcraft
- Spot (5 points)
Unfortunately, you can't take all of these. For the single player campaign, Lore can be the first to be dropped.
Feat Selection
- L1: Luck of Heroes
- L1 (Human Bonus): Martial Weapons
- L1 (Earth Domain): Toughness
- L3: Able Learner
- L6: Craft Magic Arms and Armor (for Holy Weapons at L7)
- L9: Weapon Focus (Battleaxe, Longsword, Dwarven Waraxe)
- L12: Extend Spell
- L15: Persistent Spell
- L18: Practiced Spellcaster
Domain Selection
- Earth (for Toughness, Stoneskin, Energy Immunity)
- Time (for Haste at L3)
- Air (for Call Lightning/Chain Lightning)
The only really mandatory selection here is Earth, which is too good to pass up. Time is excellent for party play, letting you fill the third level spell slots with Haste.
Overall, the need to take Able Learner and Practiced Spellcaster in exchange for 8 extra HP and an additional attack per round at -15 to hit is probably not a good trade. A pure cleric can pick up Blind Fighting in that L18 spot instead, and while you can exchange two warpriest levels for two fighter levels to fix the feat issues, this costs an additional 5th, 7th, and 9th level spell -- and one of the 5th level spell slots could have been used for an extended Divine Power to give you the BAB and extra attack of a full fighter anyway.
Not a recommended build.

