Skill point allocation.


Homebrew and House Rules


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.


There aren't that many Str skills - just climb and swim. What does your Str 20 fighter do with their 3rd strength skill point if they actually do want both climb and swim? Can they save it for next level?

Do rogues get compensated for losing their 8 base skill points at all? (or the 6 base skill point classes similarly)

Would belts of giant strength and similar items have skill points included the way headbands of Int do now?


avr wrote:

There aren't that many Str skills - just climb and swim. What does your Str 20 fighter do with their 3rd strength skill point if they actually do want both climb and swim? Can they save it for next level?

Do rogues get compensated for losing their 8 base skill points at all? (or the 6 base skill point classes similarly)

Would belts of giant strength and similar items have skill points included the way headbands of Int do now?

Skill points roll over so they can save what ever they want - if you wanted to make fighters skills go a bit further, you could let players invest strength into skills such as ride or intimidate.

I personally don’t boost up the other classes who lose out; except the rogue who may lose 1-2 points the other classes all get a boost, just some more than others. I run a bit fast and loose with the sneak attack rules so the rogues can keep up with damage. If you do play Raw I can see they may feel a little less useful, however I’m how a rogue is always the first in a room, so I suggest rogues don’t come to table aiming to be the person who just does the skills.

I allow belts and headbands to grant extra skill points - it can get a bit silly at level 20 but I’ve not had a problem pre 12.

One last thing I forgot - you can also apply this to companions so they’re a bit more useful out of combat. In this case I don’t give the 2 general points, they just get the ability dependent skill points.


this system rewards high ability scores and ignores Class design (where classes got skills rather than abilities). That defies the current Class design parameters, being what they are. Creating New Class Advice
I'd question the reward points [3(*2 cost), 13(+1), 17(+2), 20(+3), 23(+4), ...] as they seem arbitrary on the surface. How did you decide on those numbers? Is there a progression? usually ability scores run from 6 to 19 or 20 at first level.
I'd agree that 2 specialty points could become 1 general point, that seems reasonable.

This somewhat reminds me of Gestalt Characters.

Remember what applies to people generally applies to monsters.

For a 25 point buy you'd see;
A) Str 18, Dex 14, Con 15, Int 8, Wis 10, Cha 8
B) Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 8
C) Str 10, Dex 14, Con 10, Int 16, Wis 16, Cha 10
D) Str 9, Dex 10, Con 7, Int 18, Wis 19, Cha 6

what are the skill points for those sets at 1st, 6th, & 11th level?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Skill point allocation. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules