Help creating a First-Time Cleric (Skills)

mooby

First Post
I've got my stats, equipment, ect., but I'm unfamiliar with playing the Cleric Class.

While Rogues are customizable, Bards always max out perform, and Wizards have max ranks in Spellcraft, I'm uncertain of which skills are really important to the cleric class.

Please give me some pointers, from your experience.

Also of note: I only have a 10 INT, and I'm not playing a human, so I've only got 8 SP's to work with. This is why selection is so important to me!
 

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Concentration is v. important, spellcraft as well. Knowledge (Religion) is handy, as is diplomacy if you're going to be a party spokesman. Healing is not that useful since that's what you have Cure Light Wounds spells for! :D
 

Although Healing isn't as important as Concentration and Knowledge (Relgion), it can be the difference between success and disaster when your healing spells have run out and you are watching one of your comrades bleeding to death...:D
 

it may depend on the kind of game you'll be playing...

if it's all bashin' and killin' ( :D ), i'd go with all points in concentration and spellcraft

if there is no 'face man' in the party, diplomacy can be hugely important (especially in an urban setting - as opposed to the all-bashin' and killin')


i'm also currently playing a non-human (elven) cleric with an Int of 10. other than bow-related feats, i'm always looking for feats that give +2 to two skills to buff up my skills (because getting 2 skill points a level bites)
 

Max out concentration at each level. Take enough ranks in heal to get a +5 bonus and then don't take anymore - that way you can take 10 on your heal check outside of combat to stop someone from bleeding to death.

Consider taking a domain that gives you certain skills as class skills - like Trickery, Plant or Travel.

Knowledge religion is also good.
 

d12 said:
Consider taking a domain that gives you certain skills as class skills - like Trickery, Plant or Travel.
no offense d12, but i would recommend against this. there just aren't enough skill points to go around...


[edit - have you picked your domains and feat yet Mooby?]
 
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d12 said:
Max out concentration at each level. Take enough ranks in heal to get a +5 bonus and then don't take anymore - that way you can take 10 on your heal check outside of combat to stop someone from bleeding to death.

Consider taking a domain that gives you certain skills as class skills - like Trickery, Plant or Travel.


Do you have any idea how tough that would be with a 10 INT (Elf)?
 

no offense d12, but i would recommend against this. there just aren't enough skill points to go around...

Oh no offense taken (I LOVE arguing about D&D).

Counter example:

I have a player IMC that is playing a human cleric of Gwaeron Windstrom (God of Rangers). Instead of multiclassing as a ranger, this player took the plant and travel domains, both of which give him wilderness lore and knowledge nature as class skills. He's a human so he gets +1 skill point per level and he has an int of 16 (he chose to have a good int over a good Charisma). So he gets 6 skill points per level which is very respectable. He doesn't have a lot of ranks in knowledge nature or wilderness lore, but he has some and it makes him seem more "Ranger-like." Plus he still has plenty of points to cover things like concentration, spellcraft and others...

Of course if you only get 2 skill points per level then that's different.
 


I could still try to go for the 5 ranks in heal, but it'll severly hamper me for some time!

I'm playing an Elf Cleric, starting at 1st level, under 25 point-buy system for stats.

I'm not going to munchy-archer route, but the bow is still my best option:
STR 13
INT 10
WIS 14
DEX 16
CON 10
CHA 10
 

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