Free class skills for clerics based on deity.

Dark Jezter

First Post
Lately, I've been kicking around the idea of giving Forgotten Realms clerics access to certain skills as class skills based on which deity they follow. In some cases, certain clerics will recieve bonuses to existing skills if there are no suitable skills for their list of class skills. Here are a few I've worked up so far...

Azuth: Clerics gain Use Magic Device as a class skill.
Bane: Clerics gain Intimidate as a class skill.
Chuntea: Clerics get a +2 bonus on Profession (Farmer) checks.
Cyric: Clerics gain Bluff as a class skill. If Tricky domain already grants this skill, clerics instead get a +2 bonus on bluff checks.
Eilistraee: Clerics gain Perform (Dance) and Perform (Sing) as class skills.
Gond: Clerics gain a +2 bonus on all Craft checks. This stacks with the bonus granted by taking the Craft domain.
Helm: Clerics gain Spot as a class skill.
Ilmater: Clerics gain +2 bonus on Concentration checks made to cast a spell while taking damage.
Kelemvor: Clerics gain a +2 bonus on Knowledge (Religion) checks made to identify undead.
Lathander: Clerics gain Climb and Swim as class skills (since athletics are part of Lathander's portfolio).
Lolth: Clerics gain Move Silently as a class skill.
Mask: Clerics gain Slight of Hand as a class skill.
Mielikki: Clerics gain Survival as a class skill. If this skill is granted by the Travel domain, cleric instead recieves +2 to survival checks.
Mystra: Same as Azuth.
Oghma: Clerics gains +2 bonus to all Knowledge checks.
Selune: Clerics gain +2 bonus on Survival checks to avoid getting lost.
Shar: Clerics gain Knowledge (Dungeoneering) as a class skill, since the Underdark is part of Shar's portfolio.
Shaundakul: Clerics gain Knowledge (Geography) as a class skill.
Silvanus: Clerics gain Knowledge (Nature) as a class skill. If this skill is already granted by the Plant domain, clerics instead gain +2 bonus on Knowledge (Nature) checks.
Sune: +2 bonus on the following: Craft (Calligraphy), Craft (Painting), Craft (Sculpture). Perform (Dance) becomes a class skill.
Talos: Clerics gain +2 bonus on Survival checks made to predict the weather.
Tempus: Clerics gain a +2 bonus on Concentration checks made when casting on the defensive.
Tyr: Clerics gain a +2 bonus on Sense Motive checks.
Uthgar: Clerics gain Knowlege (Local, The North) as a class skill.
Waukeen: Clerics gain Appraise as a class skill.

Thoughts? Opinions?
 
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If you do this, you know the SL krewe are going so steal this for themselves. (Especially since they could take this weak ass panethon of gods! :p :) ) *kidding*
 



I did something similar, but instead of giving cleric bonuses, I just gave them access to a knowledge skill associated with their deity.

Examples:

Azuth: Knowledge (Arcana)
Chautea: Knowledge (Nature)
Gond: Knowledge (Engineering)
Grumbar: Knowledge (Geology)
Ilbrandul: Knowledge (Dungeoneering)
Kelemvor: Knowledge (Undead)
Mystra: Knowledge (Arcana)
Oghma: Knowledge (Literature) or (History)
Red Knight: Knowledge (Nobility/Royalty) or (Politics)
Shar: Knowledge (Dungeoneering)
Tempus: Knowledge (War)
Tyr: Knowledge (Law)

If a character already has the skill as a class skill, I’ll give them a +1 bonus to skill checks under certain circumstances.

For some Deities, knowledge skills just don’t fit quite right & another skill (such as craft or profession) would fit better. However, clerics already have craft & profession skills as class skills already. If listed both above & below, it’s a choice the player needs to make upon character creation.

Examples:

Eilistraee: Perform (Dance) or (Song)
Gond: +2 bonus to all craft skills when in a workshop
Oghma: +2 bonus to any skill check that involves writing
Tyr: +2 bonus to any Charisma checks while dealing with laws
 

I like it. I try to use modified version of clerics when I can because I really don't like the overall power and the fighting cleric archetype.

Giving them apropriate skills is a good start.
Then you can drop armor feats or a bit of hp or BAB or fort saves, to give them
more apropriate powers, alternate uses of turn undead, ...


The next step is controlling a bit the spell list.
If you use the common house rule that limits the number of known spells for a cleric to the number of spells available in the PHB, and allows swapping PHB's spells with spells from other sources, you 'll get very flavorfull and different clerics.


You can give some "new known spells" from time to time, as a class feature or a reward.

It might seem a tremendous task, but if done one a case by case basis, with the player's suggestions, it works quite well IME. The only problem is when you have to do that for NPCs or lots of Deities.


Chacal
 

I think giving them an additional class skill based on religion is a great idea. Adding additional bonuses is a bad idea. I love clerics but they definatly do not need any boost in power.
 

This was actually done in Green Ronin's "Book of the Righteous" with the holy warriors. I've had no complaints with their choices and in your chase I think it makes perfect sense too. :)

FYI: I have not play tested the BotR fulling though.
 
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