Starting Skills


Homebrew and House Rules


I've noticed a general lack of skill points for a lot of character classes. In my opinion this limits role playing participation, as well as not making sense when you think of your character's lifetime before they became an adventurer.

My proposal: Each new character starts with 10 skill points, to be spent however they desire. Maximum 5 ranks in any skill, and class skills cost 1/2.

This will give skill-capable characters without being overpowering in any one skill.


I have played some 1st level PF characters and understand where you're coming from. However, the problem quickly fades with each character level gained. You can always use Intelligence and your favored class bonus to mitigate the problem. All in all, I support PF's improvement on the skill point system over 3.5 D&D's.


I think it messes with the balance too much. For example, Intimidate build become even more dominating. The game is designed with certain constraints in mind, one of them being that max skill ranks = HD.

Why not just give them one (or two) free Skill Focus feats? That stops any ridiculous stacking of the free +5 you're offering on top of Skill Focus.


I think it does make sense in terms of backstory as skills ranks are supposed to represent exceptional talent at something not just an ability to do it so I would discourage throwing them out so freely.

Rather I would (and do in my games) up the skills per levels of some classes, notably martials.

Also you can give out some background traits or feats that give specific skill bonuses rather than ranks. Id'd recommend capping it at +2 to three different skills if you are feeling generous, I wouldn't go that far myself though.


Also don't start at level one unless the story demands it. I recommend level two or three, many of those low level problems (low HP and skill ranks) quickly fade.


My GM allows you to pick an extra class skill, or get a +1 trait bonus to a skill, if you write an extra story about your character, draw one of the characters, create a map, accomplish a task for your faction or deity, roleplay your character in an interesting way, etc.

That way, if characters have backstory reasons for wanting to be skilled at a certain thing, they can get a bonus for it.

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I've been considering bumping all class skill gains by 2, but removing the Int bonus. It would set Intelligence more in line with Charisma as a stat.

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It kind of takes away from high skill classes. Some classes, like the bard and inquisitor, have fewer class features because they have high skill points per level. You could easily solve the problem by starting characters at a higher level or granting bonus ranks in Profession.


being skilled (having lots of skill points, is the 'thing' some classes are good at. Or at least one of them. Nullifying that decreases the value of certain classes.

If you want low level characters to be more skilled I would just give out a few free skill based traits to each character based on their backstory.

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