| Post/Author/DateTime | Post |
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| pacone07-02-04, 03:06 AM | I'm creating a cleric, and I beg your advise: First of all, a quick question: My character has 10 Str, but I plan to wear heavy armor, shall I rise it so I won't be encumbered all the time? And now, a not-so-quick question: What professions and/or crafts would suit a cleric adventurer? I think it would be useful to have some kind of trade, even more if you have high wisdom, but I don't know wich profession would suit a cleric... Hint: I'm a cleric adventurer, but not of the "Heavy armored kickass divine spellcaster" type, I have high Wis, Int and Cha and low Str and Dex. any help would be appreciated Edit: Stats: Str 10 Dex 10 Con 14 Int 14 Wis 16 Cha 14 |
| Trydan07-02-04, 03:19 AM | Originally posted by pacone First of all, a quick question: My character has 10 Str, but I plan to wear heavy armor, shall I rise it so I won't be encumbered all the time? That's really a question for the Character Optimisation board. What professions and/or crafts would suit a cleric adventurer? I think it would be useful to have some kind of trade, even more if you have high wisdom, but I don't know wich profession would suit a cleric... Consider the background of the character. What sort of temple did he come from? For example. If he was from a monastry (traditional euro-mediaeval, not far-east ninja), then he may be a scribe or herbalist. Look at things such as bookbinding, caligraphy, herbalism (you could back some of these up with alchemy). Of course, make sure that it matches your background/training. Oh, and the choice of deity would also affect your selections. |
| pacone07-02-04, 03:28 AM | The thing is I don't quite understand how professions work. Let's say he is a priest of Helm, raised by scholars at a Temple of Helm when their parents died long ago (for example). If he chooses to be a herbalist, how would that help him when playing? Are there any other benefits aside getting a certain amount of money when working? Perhaps something like Knowledge (Nature) as a class skill? |
| Trydan07-02-04, 03:51 AM | This comes down to playing style. In a min/maxed-game, with everyone trying to win, then you should probably be taking Tumble or Knowledge (Arcana) in order to optimise your character. However, if you are playing in a game where everyone is trying to tell a good story, then the addition of these skills can help accentuate the "character of the character". Yes, you can use Profession (Herbalist) to earn some money. Perhaps the mage in the group is taking 10 weeks to craft a Wondrous Item. The others in the group earn their keep during that time and the cleric turns to herbalism. However, it can go a lot further than that. Here are (just a few) examples: Tell your DM (regularly!) that your character is on the lookout for rare and interesting specimens. Every day, as you adventure, your DM may give you a skill-check to see if you find any (DC determined by the area in which you are adventuring). These herbs could later be sold for money, or used in tinctures or elixirs. Tell your DM that you wish to highlight this skill. Then the DM could incorporate it into the plot. (E.g. Around the murdered body are three curious leaves...) You may be able to use it as a synergy with Heal to improve your heal-checks Combine it with Alchemy to improve your ability to concoct poisons from plants. Use it to identify certain plants (based on your knowledge of them from your herbal studies) Use the skill to make nourishing beverages (either to stave off hunger, or simply to role-play: "tea, anyone?") You could also incorporate the skill to produce pipe-tobacco or other smokable (sp?) substances from plants. These could be lucrative trade/commodity goods Use it as a means to prevent (rather than cure) diseases. Every day, you could make infusions to give to your fellow party members. With cooperation from the DM, you could have those that refuse get ill. It could become a plot device, where your knowledge in the skill, helps expose a fraudster in the village, who purports (sp?) to be a herbalist, but is in fact an evil necromancer It could be used to help create other plant-based items. Such as ink, glue, resin, twine or cloth (e.g. from nettles, it is possible to make twine/cloth). Use it to create innovative traps. This is bordering on druid-style play, but that's okay. You don't have to be a druid to be an expert in botany. Use it to write a book on Herbology. Sell the book to the library. Plant a garden. If your group has a permanent base, use the spare land to create a herb-garden or arboretum (sp?) Use it to assist you in crafting a boquet of flowers or other floral arrangement. You may just need to impress a queen, priestess, sorceress or lover. Use it to glean information about the season or climate of a new region that you are exploring. (Hmm... Edelweiss... it must snow here in winter. Our caravan had better get a move on, it is already November!) Use it to determine odd things about areas of ground. (Hey, Poppy-flowers are growing on this grave. It must have been recently turned... not inconsistent with out theory that the zombies came from here two weeks back!) Use it for role-playing quirks or quotes. ("Life is like a Hickory pod...") etc. etc. Just use your imagination... |
| pacone07-02-04, 04:10 AM | Oooooh :bow: This is far more than I expected! Thank you! |