Clerics, and where to spend their skillpoints

krunchyfrogg

Explorer
I'm going to start a new Cleric character shortly, and the only thing left for me to do with him is assign skillpoints.

Clerics are sorely lacking in skills, and I'd like a little help from you people on this matter.

Important stuff:

3.0 edition. 12 INT, Elf race. Starting at 5th level. I'm playing an archer-type, so I don't think I need Concentration so much. I'm aiming towards the Divine Disciple (Requires 8 ranks in in Know(Religion) and 5 ranks in Diplomacy), and I took Travel as one of my domains (making Wilderness Lore a class skill).

Any and all help is appreciated, thank you very much.
 
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Were you playing 3.5 knowledge religion and knowledge nobility might be useful...

I've always felt all elves should take a rank or two on wilderness lore, even asa cross class.

You don't want the human ranger walking up to you and saying.. "Ya see this thing here? We call it a TREE!"

River
 


The Harvester said:
You have 3 SP to spend.

I find Concentration and Spellcraft very useful (even for an archer) and perhaps some points in diplomacy or KN (religion)

Darn, I knew I forgot something in the original post. I'm starting at 5th level.

I'm going to go and edit the initial post now.
 

You don't want the human ranger walking up to you and saying.. "Ya see this thing here? We call it a TREE!"

ROFL.

anyway...

You're starting at 5th and probably want to enter Divine Disciple at 8th (since you'll fulfill the 4th level spell req at 7th). The skill reqs there aren't that bad, since they're lower than the spell req. You don't even need to max out K(rel).

So 5th:
K(rel) 5 pts
Diplomacy 5 pts
WildLore 5 pts
Heal 5pts
Craft(bowyer) 4pts

Would be my suggestion. If you're going to be an archer, there no reason not to be able to make your own bow and arrows.

John
 

I just finished making an elven cleric (see the other character thread for details).

looking at it, you see what you have. you have a cleric, who doesn't get all the skill points in the world. and you have a guy who doesn't get alot of skills period.

so being a skill monkey is out, especially with the whole 12 int deal.

but that's half of the argument.

the other half of what you got is an elf. and what does the elf have going for him? no special armor class vs. different races. no inate spells. no extra feat. the thing that the elf has is skill bonuses.

the hard part is getting them to work out. elves get a +2 to three different things, listen, spot and search.

listen and spot are pretty important for any adventurer. (how often is your character always near the monk, ranger or rogue? sometimes he's gotta make those spot and listen checks himself, you know.) so it's kinda handy to have bonuses to those skills, unfortunately they are cross class skills.

the bonus to search is also good . . . but not as immediately.

what else does an elf, in Role play world, have going for him? he's supposed to know about nature, trees and all that junk. taking a rank or two in wilderness lore isn't going to hurt. (you'll be able to feed yourself in the forest and not have to worry about buying rations) k: nature is also fun to have, but it's really diluting your character.

@ 5th level, with the requirements you'd looking at i did this.

K: religion (8 ranks)
diplomacy (5 ranks)
heal (3 ranks)
concentration (2 ranks)
wilderness lore (1 rank)
K: arcana (1 rank)

those are all class skills for you, IIRC. i got you the skill pre-req's you needed. i have you an OK heal, because well, when someone is bleeding in the middle of no where and everyone's used up their spells it's your job to make sure gangreen doesn't happen. concentration because at some point you're going to need it (casting a spell with baddies around you). wilderness lore one rank, + the high score in wis as a cleric should keep you alive for a while. and K:arcana because, well, a cleric should know more than just mythology, but also rituals and so forth , right?

this leaves you with 4 skill points to play with.

and this is where you can just say screw you, amrynn.

i decided to go with two cross class skills.

spot (1 rank) (cc)
listen (1 rank) (cc)

eating up 4 skill points for 2 in return isn't that great. then again, both of them are wisdom skills, remember, and you're a cleric, so you'll have better than average wisdom your entire career. plus you are an elf, so you get a +2 to both of them. so really for the cost of 4 skill points you get 1 rank spot, 1 rank listen (so that's only two so far), but you also get +2 extra ranks in both of them.

for the cost of 4 you get 6. and it's in your primary stat.

not bad.

your an elf, and have good senses.


it's better than taking some of the more flashy dex based skills in some respect for most elven clerics, but you say you are an archer, so you'll also have a high dex, so it makes little difference, save for the fact that as an elf, you don't get the +2 bonus in dex based stats . . . it's in listen, search and spot.


have fun with it.
 

5 ranks of Prof: herbalist will get you a synergy bonus on heal. May not sound like much, but remember that you can use your heal skill to increase the rate at which characters regain hit points.

And I wouldn't nix Concentration entirely. Even as an archer staying out of melee, you can be shot while casting. And your cure spells are touch, which may require you to move through threatened areas in order to heal comrades.

--Axe
 

I would definitely put at least 2 pts. in Spot and 2 pts. in Listen. While it sucks that these are cross-class skills, you can never have enough ranks in these. Do it!

Also, DON'T waste 5 ranks in prof(herbalist) to get a lame +2 synergy bonus to your heal. Just put those points in Heal!
 
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Take a bunch of Spellcraft. At some point you're going to want to use targeted Dispel, and you'd better be able to identify the spell you want to target.

In 3e you'll also need to start thinking about Scry. You'll need it pretty soon.

PS
 

Stay focused, and be good at what you're suppsed to do.

MAX out Concentration, Know(Religion), Spellcraft

Other skills to invest in but not necessary to max out: Diplomacy, Know(Arcana)

Don't bother with Heal. By 5th level, you've got access to enough magical healing that you really won't be needing the skill.

Spot and Listen are great to have, but too costly for a cleric with few skill points. Your high Wisdom bonus will keep you half-decent at these two skills anyway. Same goes for Heal and Wilderness Lore. Only take Wilderness Lore for flavor reasons if you feel you must, even if it is a class skill.

Cheers,

- War Golem (currently playing an aasimar paladin/cleric/sacred exorcist of Mystra)
 

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