cleric skill and feats [Archive] - Wizards Community

Post/Author/DateTimePost
wackyears

01-03-08, 03:01 PM
What skills and feats should i get for my level 7 cleric?
JamesMaissen

01-03-08, 11:12 PM
What skills and feats should i get for my level 7 cleric?

Depends on what you want to do with him. Cleric is almost as generic as you can get. Feats are where you specialize them to fit into where you want to take the character.

-James
wackyears

01-04-08, 02:45 AM
yeah i got some help from some other posts i have been looking at they told me the skills i mainly need are concentration, knowledge of religion, knowledge of arcana, and spellcraft. thanks
draco1119

01-04-08, 05:57 AM
yeah i got some help from some other posts i have been looking at they told me the skills i mainly need are concentration, knowledge of religion, knowledge of arcana, and spellcraft. thanks
And Heal. Don't forget Heal...
gullas

01-04-08, 06:35 AM
you should also take a look at the divine feats from CD and some of the turning feats from phb II.

some of 'em feats are really good :)
runestar

01-04-08, 09:40 AM
Considering the paltry amount of skill points they get, and that int is typically a dump stat (or at least, not one that they will focus on primarily), I would say you are pretty much done with concentration, knowledge: religion and spellcraft. :P
dman11235

01-04-08, 11:08 AM
Okay, now give us some information and we can help you. We aren't in your mind, we can't read it. You have to TELL use what you want to do.

I can say that concentration is the one skill you need to have maxed. And spelcraft and knowledge (religion) is a good one to have, and heal is a good one to have 5 ranks in as a prerequisite for stuffs.

Divine feats are nice, but so are about a bajillion others. And there are a bajillion divine feats to start with.
SavedSaint

01-04-08, 05:13 PM
Heal is okay, but most of the time a lvl 0 cure spell will stop the bleeding.
Sense motive, is a good skill since most people i know very seldom ever use it. Its good for telling wheather or not someone is lieing.
Know Arcana is good for telling anything about magic monsters, and magical writings,
Spell craft is good to use once you cast detect magic.
Bloodsoul

01-04-08, 08:39 PM
^ I still can't figure out why clerics don't get Sense Motive as a class skill.
morbain

01-04-08, 10:05 PM
Augment Healing- +2 per spell lvl additional healing on your spells. Complete Divine
Divine Metamagic- Spend turning attempts to empower, maxamize, enlarge, ect. your spells on the fly. Complete Divine
Exta Turning- goes great with divine metamagic
Sacred Healing PHBII and CD, each book has different take on it.


Cure critical wounds 4d8(24 + lv7 + 8:D augment healing :)
x1.5 divine metamagic empower "3 turn attempts" = 58 or 70 if you rolled all 8's. Fighters will love you.
morbain

01-04-08, 10:09 PM
Augment Healing- +2 per spell lvl additional healing on your spells. Complete Divine
Divine Metamagic- Spend turning attempts to empower, maxamize, enlarge, ect. your spells on the fly. Complete Divine
Exta Turning- goes great with divine metamagic
Sacred Healing PHBII and CD, each book has different take on it.


Cure critical wounds 4d8 (24) + lvl7 + 8:D augment healing :)
x1.5 divine metamagic empower "3 turn attempts" = 58 or 70 if you rolled all 8's. Fighters will love you.
morbain

01-04-08, 10:11 PM
sorry about double post:weep:
draco1119

01-05-08, 06:42 AM
Reach Spell is also a handy feat to have. +2 spell levels to turn a Touch spell in to a spell with a range of 30 feet.
PurinaDragonChow

01-16-08, 12:58 PM
Aside from the synergy bonus on turning checks, what do you get, mechanically speaking, from knowledge (religion)?

I realize a priest who doesn't know anything about religion would be a crappy one - I just don't see what you use the skill for, other than recognizing evil clerics or what have you.
JamesMaissen

01-16-08, 03:31 PM
Aside from the synergy bonus on turning checks, what do you get, mechanically speaking, from knowledge (religion)?


In combat uses: Identifying Undead creatures. Recognizing holy symbols of enemy clerics.

Out of combat uses: knowledge is power.

-James
serae

01-17-08, 11:52 AM
I'm currently playing a cleric that suffers from Taint! Lich Eyes to be exact. And I am having a ball with it that I don't want to rid her of it. Which means my Lawful Good cleric has been growing more and more neutral and eventually evil. Not to mention blind in the daylight.

So I use Doom, Blindness/Deafness, Cause Fear, Command, Sound Burst, and Inflict Moderate Wounds pretty often, with a heal spell or two on reserve (I'm a ****** healer, but hey, I like playing this way). This works for my character.

My feats are Quicken Spell and Self-Sufficient.

I didn't think this character would live as long as she has. Basically she threatens the hell out of everyone and more than once has incapacitated her own party members due to daylight blindness thanks to Lich Eyes.

But if you are going the white clad goody I'd load up on Cure (whatever), Inflict (whatever), Mend, Delay poison and such. Just for basics. I'm not an expert but there's my two cents.