memnus: Person with robe, staff, and satchel (Spingear "Fleck" Spindlefingers)
Brian ([personal profile] memnus) wrote2006-01-22 12:25 pm

d20 rules details: Skill

Reference: Multiclass Characters (SRD)

This seems to imply that once a skill is a class skill for a character, the player can sink points into that skill at any level, regardless of the class taken. In other words, a player aiming for wizard could make a first-level rogue (conveniently getting a few more weapons, a little sneak attack, and a Reflex save bonus) then proceed to level exclusively in wizard, but have actual useful places to put all those skill points. The example in the 3.5 PhB (page 59, second column, top paragraph, for those following along at home) seems to agree with this.

Thoughts? While it's certainly a lot less bookkeeping than 3.0's version, the potential for abues is obvious, as noted; taking a first level of Bard or Rogue becomes a distinct advantage for any character with a high INT or otherwise plentiful skill points.

The next puzzle: What's the fewest number of SRD classes one could take (excluding psionic classes, please) to get ALL skills as class skills? I'm seeing Bard/Ranger/Rogue; any other combinations?

EDIT: Supplemental question: familiars and Polymorph, hit points thereof. Fleck (57 hp, 11 HD) turns his familiar (28 hp (half master's total), 10 CON) into a hydra (20 CON). Does the familiar gain 55 hit points for the CON gain? What if Fleck polymorphs himself instead, gaining 33 hit points; does the familiar gain 17 even if not included in the spell? Should the familiar's hit points be calculated without the master's CON bonus, and given its own independently?

References: Familiars, Polymorph

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[identity profile] squirrelloid.livejournal.com 2006-01-24 07:23 am (UTC)(link)
Yes, this post is right.

He's also right in that losing a level of spellcasting is never worth it unless you get something amazing. (I would argue Fatespinner 5 is sufficiently amazing, i think it might be the only thing i'd argue for).

I prefer to play without in/out of class skills, because i think theyre silly. Thats actually how i read it in 3e too, and really think that interpretation is superior for sense reasons (also, some of the class skill lists have obvious holes, like Fighters not having bluff or sense motive despite combat uses, and not having spot or listen, which really everyone should have). Note 3.5 removes exclusive skills entirely, they don't exist anymore (a change i agree with).

To get all the skills with in-class max ranks, rogue + expert is probably sufficient, and expert is totally SRD (DMG, NPC class. Perfectly cromulent, heck, i've taken it).