Skill Question and Suggestion.


General Discussion (Prerelease)


I like the way in general that Pathfinder has changed the skill system in regards to class/crossclass skills, it seems more elegant.

My question is how this skill system interacts with a familiar. Does the familiar benefit from the +3 bonus for the skills that are class skills of their master, or do they lose out in comparison to the 3.5e counterparts in regards to skill bonuses. My thought is that skills that are considered class skill for the master should be considered class skills for the familiar.

My suggestion is this. One thing I immediately noticed on making my first Pathfinder character is that the new skill system was a little faster when making a first level character, but due to not having the extra bundle of skill points I felt that I didn't have the chance to represent a more well rounded character background that I could with 3.5e if I felt like it. My suggestion would be to add more skill points to starting charcters, but not at leveling. I.e. A first level sorcerer might have 4+int skill points but at each level would only gain 2+int skill points. I think this might better represent a lifetime of learning up to that point, and then allow them to focus on the skills the find most useful as they level.


I'm in favour of giving out 2-4 skill points for background abilities at 1st-level only, to be placed in things like Profession: Merchant or Craft: Blacksmith. I would swat any rogue/ranger who claimed Stealth and Perception as his/her "background" :)


I'm not sure it would matter even if allowed all of the skills simply because they would only be able to upkeep so many of them leveling.


Well only classes that have a real issue now is the one with 2 skills per level[save the wizard] and bumping them up to 4 is a much easier fix then extra skills at first level, as it will only confuse folks.


I just read the book an I like everything about skills, the only thing I would personaly add are some sort of backgrounds, heritages or maybe even regions. Something that would allow you to select a few more class skills.

Perhaps you want to play a fighter that comes from a noble house, you should be able to have a knowledge history, knowledge nobility and even perform dance. This would allow for many interesting character combinations and backgrounds.

And the fighter should definitly have more skill points. I understand that wizards and clerics aren't going to be very skilled in life, because all they do is study and prey but the fighter is a free man who survives day by day with his knowledge of weapons and skills.


David Nadj wrote:
And the fighter should definitly have more skill points. I understand that wizards and clerics aren't going to be very skilled in life, because all they do is study and prey but the fighter is a free man who survives day by day with his knowledge of weapons and skills.

That has to be irony. Someone is not going to be very skilled in life, because all they do is study? Ever heard of Knowledge skills?

Scarab Sages

David Nadj wrote:

...

And the fighter should definitly have more skill points. I understand that wizards and clerics aren't going to be very skilled in life, because all they do is study and pray but the fighter is a free man who survives day by day with his knowledge of weapons and skills.

Fixed. don't know why that bothered me enough to fix it. And the unintended humour of the image of clerics who prey on things all their lives but aren't skilled at anything? classic!

Sovereign Court

It has always bothered me a bit that it requires intelligence for the athletic fighter to be able to 'know' a lot of physical skills like Ride, Jump, Swim, Climb, Tumble etc.

I thought about maybe tying skill points to the applicable ability bonus, so that, for example, if your strength bonus was two, you get two points to put into Strength-based skills. This probably gives too many skill points and isn't backwards compatible, so I don't have a good solution.


You're right, of course that wizards and clerics are very knowledgeable people. What I actualy wanted to imply is that I think that fighters just have more spare time in life to learn skills like jump, climb, handle animal and most skills that are not knowledges.


The Old man wrote:

It has always bothered me a bit that it requires intelligence for the athletic fighter to be able to 'know' a lot of physical skills like Ride, Jump, Swim, Climb, Tumble etc.

I thought about maybe tying skill points to the applicable ability bonus, so that, for example, if your strength bonus was two, you get two points to put into Strength-based skills. This probably gives too many skill points and isn't backwards compatible, so I don't have a good solution.

This is a really interesting idea, my biggest worry would be about adding too much complexity when it comes to character generation. But there is the seed of something brilliant here I think.


I was wondering if anyone had considered using the 4th edition style skills or Trained/Untrained with a flat rate and removing skill points. I've seen too many players play very vast and loose with the skill points and the set rate and set leveling enhancements (as well as the lower seperation between skill checks) make for easier gming.

In short, at 20th level you have Rogue Steve, he has 23 ranks in perception and with his modifiers and feats he has somewhere near a +34 modifier. Bob the Fighter has a +6. An epic difficulty check gives Steve a Yawn and Bob has no chance of spotting it, matter of fact the 3rd level torch bearer with Bob has a better chance due to his skill selections than our epic fighter.

Now, if we use the 4th trained skills (handful of things I liked in that edition, small handful) Steve has around a +20 modifier (+10 for level, + 5 for trained, +5 for other)where as Bob has a +12 (+10 for level, +2 for attribute) Steve is still the hands on favorite, but Bob now at least has some small chance to find his target... (and before it comes up, untrained skills would have limitations, Bob for example couldn't pick locks because that would require a trained skill, though he might search for non-magical traps rather ineptly)

Just a though.


Any thoughts on the question reguarding familiar and skills. I realize it's minor, but it's good to have those sort of things clearly resolved in terms of the bigger picture of a rules set.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
J. Cayne wrote:
Any thoughts on the question reguarding familiar and skills. I realize it's minor, but it's good to have those sort of things clearly resolved in terms of the bigger picture of a rules set.

There's actually quite a bit I wish they'd specify, at least in a FAQ. It seems like familiars should also get feats and skills.

Based on the MM, the familiars class skills are the skills that they start with. But we really do need to know if the wizard's class skills transfer because that's a significant change if they don't.

Additionally, what are the rules on your familiar making skill checks (especially knowledge checks). Do they get to make them. When a check goes out to everybody, do familiars get to make them too? My DM doesn't seem to think it says this anywhere so perhaps it should be explicit.


oneevilbob wrote:
I was wondering if anyone had considered using the 4th edition style skills or Trained/Untrained with a flat rate and removing skill points.

The first PF Alpha had a system like this. It was quickly shot down.

It's one of the major things I don't like about 4e - a lot less customisability.

The Old man wrote:


I thought about maybe tying skill points to the applicable ability bonus, so that, for example, if your strength bonus was two, you get two points to put into Strength-based skills. This probably gives too many skill points and isn't backwards compatible, so I don't have a good solution.

I had that idea several times, but every time it quickly becomes clear that it would be a huge change that wouldn't be worth the effort, so I discard it.

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