Clerics and skills

Cedric

First Post
I just recently began the prospect of creating a new Elven Cleric. This cleric will only have an int of 11.

I'm actually having a hard time coming to terms with the fact that my cleric will have 8 skill points to start out with and 2 skill points per level thereafter.

As it is...keeping in mind that I would like to focus on Archery, therefor would like ranks in Craft: Bowmaking...

Would it make sense to split my 2 skill points per level alternately into Craft: Bowmaking, Concentration, Knowledge: Religion and Spellcrafting?

Should I dump one of those skills? Just looking for some advice.

Cedric
 

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IMHO, Spellcraft isn't all that useful for a Cleric, Knowledge (religion) has only a limited amout of use in a non-epic game. I'd say split between the four with an emphasis on Craft (bowmaking) and Concentration.
 

Honestly, I'd dump the Craft (Bowmaking). The skill doesn't in any way add to your ability to use the weapon. In addition, the skill generally takes weeks to use - weeks you aren't spending out adventuring. So, all in all, you probably won't be using it much unless your DM is a sadist and frequently sunders weapons.
 

Is Craft: Bowmaking the skill you'd use to make arrows? Or did I miss the correct skill. I left my books at home and honestly the SRD is tough to wade through for this kind of information.

Cedric
 

Yeah, it is.
The Craft skill description mentions using Craft (bowmaking) to make straight arrow shafts. I'm not sure if Craft (bowmaking) can be used for making arrow heads.
 

Making the heads themselves requires another skill (working with metal, stone, or bone, typically). If you've gotten a sack of arrowheads, and materials for shafts and fletching, you can make arrows.

But, a straight cleric is not going to have the skills required to find the materials in the wild. So, you have to buy them in town and carry them around. It isn't much of a savings in money, and it's not a saving in convenience.
 

If your arrows break after firing, there's a good chance that the heads survive -- so I could see this skill as useful. Coupled with a Ranger or Druid who could find the raw materials, it becomes very useful.

-- Nifft
 

The problem is when the skills get so segmented and exact, the whole skill system falls apart. There just are not enough skill points for PCs to branch out into non essential "flavor" skills. I like to add flavor skills, but unless you are a rogue, and soon, with 3.5, a bard, then your skill points are too precious, especially when so many important game skills are cross class.
 

Nifft said:
If your arrows break after firing, there's a good chance that the heads survive -- so I could see this skill as useful.

Yes, in general any skill is useful in the right circumstances. Whether a skill is useful or not needs to be handled on a case by case basis.

In this case, the character needs materials and time. Is he likely to have them, or have an easy time getting them? Compare then, the value of the skill points to the cost of simply buying more arrows...
 

I was thinking if we go on a long adventure...it would be really nice to be able to make my own arrows.

Also, my GM is still working on his pantheon, so I haven't taken domains yet. If he has it available for an appropriate deity, I might take the travel domain.

Giving me access to wilderness lore as a class skill (not that I have many skill points).

I might talk to my GM though, to see how he handles making arrows. I would probably allow it with just the bowmaking skill.

Is there anywhere it says differently?

Cedric
 

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