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I don’t like class defined skill points. I’ve always found it annoying that clerics, fighters and sorcerers are just expected to fail at everything except the one skill they lean afford to be good at. Personally I prefer games where the bookish wizard is the one that struggles to survive in the wilderness and the less magically endowed characters help them out.

With this I’n mind I’ve created a home brew skill point system that ‘hopefully’ balances out the skill point allocation but still allows for deep customization.

Ive used it in my 4-5 player games and thought it really helped boosted player satisfaction around the table.

I’m fully aware no one may read this, or use it, but if you do, let me know how it went.

Everyone gets 2 general skill points per level
On top of this
- At 13,17,20,23 etc attribute points get +1 skill point to distribute into a skill fromthat area per level
- Con points are general
- general points can be allocated into any skill
- Minus 3 in a category means ranks in those skills cost 2 skill points (7 int means all knowledge skill points cost 2 skill points)
- You can chose to spend 2 attribute specific skill points for one general. (In example, I could trade my 1 strength skill point and 1int skill point for 1 general)

Humans get +1 general skill point per level

New General feat - specialist choose one attribute except constitution. Get +1 skill ranks in that attribute per level.

Fighter lvl 1
S 20 +3 skill
D 16 +1 skill
Con 12
Wis 10
Int 13. +1 skill
Cha 8
* new system: 7 skill points per level
(3 in strength, 1 in dex, 1 int, rest can be allocated freely.)
* Old system: 3 skill points

Rogue 10th lvl
Str 8
Dex 24 +4
Con 12
Int 14 +1
Wis 10
Cha 14 +1
* Old: 8 +int (10)
* New: 2 free, 4 dex, 1 int, 1 cha, (8)

Every character ends up with about 6-10 skills per level - you can still still have a massive hulking barbarian who specializes in perform dance.

You have enough skills to specialize in a few areas and still function in a few others and you’re not gonna have high int rogues be invalidate 80% of your other pc’s out of combat.


Hello everyone,

i'm trying to make a zen archer kineticist multiclass character, but im having some trouble working out if I can use flurry of blows with a conductive weapon and use energize weapon at the same time. there is also a small section of the energize weapon form infusion I need clarification on.

i'm pretty sure I can use a conductive weapon and flurry of blows, adding the blast damage to one attack in the chain. first small question, would I be able to add overflow damage to this attack?

now, Energize weapon is a form infusion that states I can chose a manufactured weapon in my hand and I imbue it as part of an attack action, charge action, or full-attack action. as flurry of blows is like a full attack action does that mean I can use energize weapon on it and if so would I get the extra 1d6 damage on every iterative attack?

the energize weapon also mentions the blue flame blast doubles the additional damage done by energize weapon. energize weapon usually does 1d6 , then 2d6 at 7 and 3d6 at 13. would that mean blue flame blast would do 2d6, 4d6, 6d6?

finally... if I use a conductive weapon, can I use energize weapon do a flurry and conduct a blast on the first attack?

At Level 11, 4 zen 7 kineticist. I think id be flurrying, with no modifiers, for +9/+9/+9/+6 at 4*(1d8 + 2d6 (4d6)) with potentially another 4d6 from the conductive, does that sound right?

if you like the concept of a elemental Zen archer i'll send the full build. its not really finalized yet however as the kineticist rule set has had me put a haze of confusion for the last few days.