| CaptainCortez |
In regards to Intelligence scores, how does your Intelligence effect your skill ranks per level?
For example, if you were to go by RAW (Rules as Written), it would suggest that for a Fighter you get 2 Ranks + Int modifier.
Now this is where my argument comes in.
I was talking to one of my DM's this evening, and said to him that if you go by the rules as they're written, it suggests no matter what your Intelligence score is, you still get 2 ranks per level, sheerly for being a fighter. You just wouldn't get any additional ranks due to having a lower intelligence.
Now, he said if you go by the gameplay mechanics, logic would suggest that if you have an 8 Int, you actually only get one of those skill ranks, which also makes sense.
So, because it's driving me mad, I've come to you guys just to sort this out once and for all.
Any written proof of either theory would be great, so thanks in advance. :)
| Joana |
From the very first chapter of the core rulebook:
You apply your character's Intelligence modifier to:
The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
The number of skill points gained each level, though your character always gets at least 1 skill point per level.
Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
(My bold.) So you do apply negative modifiers to skill ranks but always get at least one per level no matter how dumb your character is.
Mok
|
Yeah, one of the tricks for human fighters is to dump your Int all the way down to 7, which yields a -2 penalty. But because you get a minimum of 1 per level no matter what then you add that one, plus the 1 for being human... and if you want, use the favored class bonus for a total of 3 skill points for the level. You're equivalent to borderline retarded, but still squeezing out enough skill points to spread around to crucial skills.
| CaptainCortez |
Ah right, thanks guys.
I was thinking that you got 2 for the class, and your Modifier only added to it (so a minus in Int would mean you added 0 to the Class Skill ranks), regardless of the gameplay mechanics.
I've only reduced my Int down to an 8 anyway (so my Fighter is only slightly less intelligent than the average person), so I can still use my Knowledge of Dungeoneering and Engineering skills, just with a -1 penalty.
I'm a Human Fighter so will only be getting two skill ranks per level (like you meatrace, I value HP over skills), but I could alternate between skills as I level up, so I guess he'd just be a good all rounder.
Both of his knowledges are on a 3 for level 1, Intimidate is also on a 3, Sense Motive (due to a trait giving it to me as a class skill with a +1 trait bonus) is on 6, and Survival is on 5. Plus his perception is on +2, which means by level 18 I could have put everything up 6 times, meaning I'll most likely only get a +9 in the majority of things, but maybe that's still ok.
My stats are:
Str: 18 (+2 for Class)
Dex: 14
Con: 14
Int: 8
Wis: 12
Cha: 10
Even still, I'm thinking 6 skills to focus in with only 2 ranks per level is possibly too much.
Anyway, I'm just gonna say his Int score is at an 8 because he took too many blows to the head in the Gladiatorial arena. :p
Shar Tahl
|
With the lower int, you may want to focus on getting a single point in the class skills you think you will get the most use out of. Putting a point in Swim and Climb is always a solid option, since your ACP will make those tricky at times. Knowledges are good to drop a point in so you can make checks above DC 10.
| CaptainCortez |
With the lower int, you may want to focus on getting a single point in the class skills you think you will get the most use out of. Putting a point in Swim and Climb is always a solid option, since your ACP will make those tricky at times. Knowledges are good to drop a point in so you can make checks above DC 10.
Ah, do I not really need many points in Knowledge checks then? Will a 5 suffice in most cases?
I wasn't going to bother with Swim and Climb as although they may come in handy, my main focus will be to eventually purchase +5 Mithral Chainmail, although Mithral Half-Plate is also an option, so I'm not expecting to be any good at physical checks. :p
For once, I want my fighter to be good at mental checks, tracking things, reading people/creatures and intimidating foe.
I'll probably buy rope and a grappling hook for starting out mind.
Theconiel
|
Shar Tahl wrote:With the lower int, you may want to focus on getting a single point in the class skills you think you will get the most use out of. Putting a point in Swim and Climb is always a solid option, since your ACP will make those tricky at times. Knowledges are good to drop a point in so you can make checks above DC 10.
Ah, do I not really need many points in Knowledge checks then? Will a 5 suffice in most cases?
I wasn't going to bother with Swim and Climb as although they may come in handy, my main focus will be to eventually purchase +5 Mithral Chainmail, although Mithral Half-Plate is also an option, so I'm not expecting to be any good at physical checks. :p
For once, I want my fighter to be good at mental checks, tracking things, reading people/creatures and intimidating foe.
I'll probably buy rope and a grappling hook for starting out mind.
What WIS (Survival and Perception) and CHA (Intimidate) scores do you have?
| CaptainCortez |
What WIS (Survival and Perception) and CHA (Intimidate) scores do you have?
Well, seeing as I forgot I gave him a +1 instead of a +2 Bonus on Wis, he's actually only got a 12 for Wis.
10 for Charisma.
8 for Intelligence.
14 Con.
14 Dex.
18 Str.
So his Survival is 4, perception is 1 (not a class skill) and Intimidate is 3 for being a Class Skill with 10 Cha.