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Old 03-21-2008, 08:37 PM
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Faust Faust is offline
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Join Date: Jan 2005
Location: Nashville, TN
Posts: 1,268
While I would agree that single class characters plateau a bit earlier than multi-class characters, I don't think clerics are useless at high levels. They are still extremely powerful. Make sure you're using buff spells and the like. If you utilize the cleric's spell list to its fullest, you should have a potent character in Viconia.

You might check out the Divine Remix mod. It reconfigures Divine Magic to be more in line with P&P rules, and assigns a kit to various NPCs. In general, it's a well balanced mod. You might like the Nightcloak of Shar Kit assigned to Vic. I'll list it below:

Quote:
Originally Posted by Divine Remix ReadMe

NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

Shar's mortal enemy is the goddess Selūne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selūne and her followers are common where Shar is strong.

Clerics of Shar are called Nightcloaks. They exist outside the standard church hierarchy. Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will.

Nightcloaks of Shar can only be of Neutral Evil, Lawful Evil, Chaotic Evil, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Chakram - 'Disc of Night' once per day
The Disc of Night is the spiritual weapon of Nightcloaks. The chakram is treated as a returning dart and is wielded as if the caster had grand mastery in the weapon. The chakram is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Immune to all forms of Blindness.
- From level 7 can cast Confusion once per day, as fourth level mage spell of the same name
- From level 9 can cast Feeblemind once per day, as fifth level mage spell of the same name
- From level 11 can cast Invisible Stalker once per day, as sixth level mage spell of the same name
- From level 14 can cast Power Word, Stun once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, combat, divination, guardian, necromantic, protection, and thought
- Minor access to the spheres of creation, elemental and healing
- No access to the spheres of animal, chaos, law, numbers, plant, summoning, sun, war, wards and weather
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