Trained Skills at Level 1


Skills, Feats, Equipment & Spells


I noticed a weird discrepancy in the number of trained skills classes get.

  • Alchemist - 2 + Int
  • Barbarian - 3 + Int
  • Bard - 7 + Int
  • Cleric - 5 + Int + Domain skill
  • Druid - 4 + Int + Order skill
  • Fighter - 3 + Int
  • Monk - 3 + Int
  • Paladin - 4 + Int
  • Ranger - 6 + Int
  • Rogue - 10 + Int
  • Sorcerer - 5 + Int + 4 bloodline skills
  • Wizard - 2 + Int

This seems really strange, and largely arbitrary! It makes sense that the rogue, ranger and bard get a lot of base skills, but why does the sorcerer get so many? I get that the alchemist and wizard will have high Int anyway, but why does that force them to play skill catch-up behind every other class? Why does the paladin have more skills than others rmartials, and why do the cleric and druid have a lot more too?

Is there something I’m missing here? Mosty I just don’t get why the Int classes are “punished” with low base skill points, and why the cleric, druid, and especially sorcerer have so many more than equivalent classes.


Pathfinder Starfinder Society Subscriber

Making the Sorcerer bloodline skills trained in addition to being signature skills has to be a mistake. This is the only place where there is a statement that signature skills are automatically trained.


David knott 242 wrote:

Making the Sorcerer bloodline skills trained in addition to being signature skills has to be a mistake. This is the only place where there is a statement that signature skills are automatically trained.

My first reaction was along the line of "Sorcerers are supposed to pick ONE of bloodline skills, right?"


I agree - my main concern came up when the druid and cleric had more skills than the barbarian and the fighter. Why in heavens do full casters get more skills than martials?


David knott 242 wrote:

Making the Sorcerer bloodline skills trained in addition to being signature skills has to be a mistake. This is the only place where there is a statement that signature skills are automatically trained.

I must have missed it, where is that statement? All I saw was signature skills being added according to bloodline, but you get 5+Int to train as you see fit.

EDIT: Never mind, found it.

Quote:

Bloodline Signature Skills: You are trained in the listed

skills and add them to your signature skills.

I agree that must be a mistake, what would you even do with your other trainings?


Quote:
I agree that must be a mistake, what would you even do with your other trainings?

Anything. The beginning of the class section breezily tells you matching trained and signature is a good idea, but doesn't explain. It isn't really necessary, except that you'll want 2 signature skills at expert by 5th level (so you can proceed to train them to master, starting at 7th level). Because of the way skill increases work, it's hard to have more than 2 (except rogues), so you're skill increases at 11th and 13th should be focused on taking a third skill to expert, then mastery.

At 15th, 17th and 19th you can then take those three signature skills to legendary.

The way the math of skill increases works out, you want to have three signature skills trained at level 1, that way you can end up with three master skills, which then get trained to legendary.

So unfortunately barbarians, fighters and monks actually are obliged to train their signature skills, or fall off the progression.

But frankly those three classes have far too few trained and signature skills. The default should be four or five, with a couple of higher exceptions.


I fumbled through my first sorcerer creation and assumed I was supposed to make the bloodline skills list overlap with the 5+IntMod general allocation. Then, I read it again and interpreted it as 'in addition to the 5+Int'.

On one hand, being forced to be trained in 4 skills is way too constraining. On the other hand, there is no reason for a sorcerer to have 9+IntMod skills.
So, I will assume both are wrong.

Here is a clue from the sorcerer paragraph:

Sorcerer Bloodline Summary wrote:


This choice determines the type of spells you cast, the spell list from which you choose your spells, additional spells you learn, and additional signature skills you gain.

So, my current thought is that the sorcerer bloodline skill list is only meant to set the Signature Skills for the sorcerer, which makes the suggestion to train in those skills also make sense.


Ooh, the sidebar says signature skills are Crafting + those granted by bloodline. For skills, it doesn't refer to extra ones granted by bloodline.

In either case, I am building with 9+IntMod until something official says otherwise since there is text that expressly allows it (and maybe 9+ skills is the intent after all).


justaworm wrote:
In either case, I am building with 9+IntMod until something official says otherwise since there is text that expressly allows it (and maybe 9+ skills is the intent after all).

They clarified this in the Paizo Twitch stream, around the 55m 35s mark, when Jason Bulmahn explained that Sorcerers only get 5 + INT trained skills at 1st level, as the others are added to their list of signature skills. This will be official in <12 hours, when Paizo release their Monday blog with the first playtest errata.


I see a flaw to the skill point system. It assigns a level of learning based on class, which is not realistic to the setting. I've used a house rule alternative that works very well:

All classes get 6 base points plus their primary stat bonus in skills with that stat.
This has eliminated the constant whine about skill points.

Another idea would be to leave the point the same and give the classes trained in all skills with theire primary stat.

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