Advice on a Craft skill for a Cleric...


Advice


I just realized clerics start with a craft as a class skill, and not being trained only I'll have a couple of free points in it. (is that points, or ranks? Does that mean the same thing or are ranks what you actually spend on the skill and points are the total + to the Die roll?)

In any case... if you have opinions about craft skills, please share them with me. I already have scribe scroll as a feat.

thanks in advance for posting!

-V

Grand Lodge

Vicon wrote:

I just realized clerics start with a craft as a class skill, and not being trained only I'll have a couple of free points in it. (is that points, or ranks? Does that mean the same thing or are ranks what you actually spend on the skill and points are the total + to the Die roll?)

In any case... if you have opinions about craft skills, please share them with me. I already have scribe scroll as a feat.

thanks in advance for posting!

-V

Yes, ranks refer to what you actually spend on the skill. The total bonus refers to your total + - this includes your ranks, your ability modifier, class skill bonus, equipment, magic, and anything else that might be affecting that skill.

Craft is an overall awkward skill and one that really depends on your GMs rulings to be effective. You should work with your GM and other players to learn how Craft works in your game and decide if it is right for you.


What Exocrat says, only worthwile when you GM makes it worthwile.
What are your other skills?


Cleric don't need skills. Thats why you have party members and spells. The only skill you should worry about it sense motive. Sorry big guy, with only two skill points, skills aren't your thing.

Grand Lodge

...But if you want a craft skill for fluff resons, think what fits your deity. Torag's clergy might have bowcrafting or smithing, Erastil's would have bowcraft, Cayden's would have brewing, etc.


That's why you have to check with your GM. If it's gonna bring a extra role play element it is good to take.


Unless you are starting at level 1 (where you can claim to have made some of your starting equipment for reduced cost) or it's shipmaking (Skulls&Shackles), Craft is a terrible skill unless you need it for requirements. As a Wizard, your Int bonus alone will generally get you enough for Fabricate, especially if you can use Masterwork Tools (RAW nothing stops you, as your maximum listed check is 20 while +7 is the normal for a level 9 Wizard.

If you were in 3.5 playing in Eberron, a few more would be useful with Warforged around and magic item requirements can't be bypassed easily, but you aren't.


We always have our diety's church/temple GIVE us our starting equipment. Since you technically are a pawn for them it makes sense. Much like the US ARMY has a basic issue.

Either way it would really depend on the craft skill you chose wouldn't it.

Since INT is the cleric dump stat, your probably only getting two skill points. Are you really going to dump one of them in a craft slot? Since craft is a class skill your basically getting 3 for free.

I just se better uses for that other point. Knowledge Religion??

Either way we're arguing over 1 skill point; it's your character, is one point going to make that much of a difference?


With my +2 int modifier and taking a skill point per level as a human + cleric as favorite class I get 6 skill points per level. I know clerics are skill poor, but I'm trying to make it work for Heal, Sense Motive, Spellcraft, with the rest salted in for knowledges (preferably religion, arcane, and planes)

The main reason I ask is because I have Craft as a class skill, it's usable untrained so I get a couple of points in it free from attributes, so why not have it if it's free?

All my other skills are class skills, expect perception which I think I'll be paying into later because everyone says Perception is important, and my Wisdom is very high.

I probably never would put ranks in craft, but if I get a couple free, I should pick a craft and take them.

Thanks for the advice, I'll talk to my GM.

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