Skill Points Feat?


Homebrew and House Rules


I'm looking at my Archivist Bard, 6+Int mod (3) skill points per level, and realizing that there just aren't enough points to get all the monster-identification Knowledge skills plus everything else he needs.

Is there, anywhere in 3.5/Pathfinder, a feat that would just grant more skill points to be spent as desired? If not, should there be or are there game balance reasons against it?

In building such a feat, how many points would be appropriate from a feat slot? Would a feat that increases your points per level be too much?


I'm thinking something along the lines:

Able Learner [Feat]
General
Benefit: You've always had the knack for knowledge, and therefore you gain +1 skill point per level. This feat stacks with racial abilities, such as Skilled.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

http://www.d20srd.org/srd/psionic/psionicFeats.htm#openMinded

Open Minded, located in the 3.5 Expanded Psionics Handbook, and added to the 3.5 SRD. Gives you 5 skill points to spend as you please.


Hm. I have to say I'm liking Ryuugan's better, especially if it could be taken multiple times.


Evil Midnight Lurker wrote:
Hm. I have to say I'm liking Ryuugan's better, especially if it could be taken multiple times.

What, you don't want special mind powers to grant you those skill points? What kind of man am I marrying?

INT 13 requirement for Ryuugan's feat, I would think.


Let's see, you went human, right? Put your favored class bonus in skills. This gives you 11 skills per level. Monsters are identified with arcana, dungeoneering, local, nature, planes and religion, or 6 skills. Since archvist loses versatile performance, you aren't going to get to double up by putting ranks in perform skills, but you've still got 5 skills to split between UMD, bluff/diplomacy, perception, spellcraft and one other.

Also, grabbing a headband of vast intelligence effectively boosts your skill points, though only in a predetermined skill. If you have a lenient GM, a high magic campaign setting or spent the feat for craft wondrous item, you can choose the associated skill(s).

What skills were you wanting, exactly?


Actually I went gnome -- I'm not a total min-maxer, there's silliness to be had as well. Took various gnome options to be a super-linguist as well. Current skills are disable device, history/geography/nature/local/arcana, linguistics, perform (oratory), spellcraft. Before I realized I was critically short on points I'd decided to use the gnome bard option of one extra performance round per level, but that should probably be thrown back into a skill point. Using 25-point buy, had 16 int and 16 (+2 for gnome) cha.

We're going into Serpent's Skull, and I'm playing a gnome scholar who's obsessed with everything about the Mwangi Expanse but especially its languages and finally decided to just sail down there and see it himself. He's completely overlooked the fact that he has no actual experience or training in jungle survival.

What I'd like to be able to add: dungeoneering, planes, bluff and/or diplomacy, UMD. I could dump planes from that list, even -- those last two knowledges are the least relevant to his interests, and there are other uses for performance. But it'd still be nice to have more skills. :)


Oh, I agree, it's always nice to have bonus skills. One thing to keep in mind is that you needn't really max all of your knowledge skills. I'm playing a similar character in my game, though he's a dwarf.

You don't need more than a +19 in engineering, geography, history or nobility, so 12 ranks (assuming your INT doesn't increase, which it should). Linguistics, with the 2-for-1 language bonus, can cap out at something like 14 because, if I am remembering correctly, which I am probably not, there are only 28 distinct languages in Golarion, the rest being dialects or ancient languages which can be deciphered by your +21 to linguistics checks.

You list wanting 14 skills per level, which should be within your grasp around level 12, assuming standard WBL.

Put stat boost into INT at 8 and 12, as each additional bonus gives you your level in floating skill points that can be added however you like. I'd finish out with INT boosts at 16 and 20, personally.
As soon as you can afford it, upgrade your headband to give you another bonus to your intelligence. You can do this at expense of your CHA if you focus on buff and no-save spells (which is probably best for a bard anyway). Some of your abilities still depend on a good CHA, so don't let it slack too much.
Pick up those tomes or wishes for the inherent boosts when you can.

Able Learner, if I remember correctly, had to be taken at level 1, as it was a heritage feat or some-such. For the same feat investment, you can get Craft Wondrous Item and use your good spellcraft skill to craft your gear at half cost.

I have been falling in love with bards as of late, and this and the Detective archetype are by and large my favorites. I really hope you are enjoying your gnome!


I suppose since there is a toughness feat a feat to increase skill points isn't completely out off place.

Otherwise I agree that you do not have to max your skill point or have all the skills available, specialized characters tend to have more dept to them then a guy that just knows it all and can do it all.

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