I am playing in a campaign as a wild reaper, which is a druid variant. One of the wild reaper disadvantages compared to a normal druid is that I only get 2 + Int bonus skill points per level, and I only get a +1 int bonus, so I'm trying to figure out which skills I need to prioritize. I think I should max concentration, but I'm not sure what else is really important.
Can I get away with not investing in Spellcraft given that there is an arcane caster in the party? Is there anything critical that I can't get them to do for me?
Also, I am the only person in the party with heal as a class skill – how important is it that I take a lot of ranks in Heal?
Handle Animal, Knowledge: Nature, and Survival also seem like they might be good investments, but is there a point where I should stop investing in them?
Best Answer
The Wild Reaper Skill List
Gaming groups in which I participate are pretty serious about following rules. Players do, in fact, make Handle Animal skill checks to handle and push animal companions, and the skill Spellcraft is used all the time to determine a school of magic using the spell detect magic [div] (PH 219) and to identify a spell already in place, for example. This means the importance I place on some skills will be different from the importance others place on some skills.
Anyway, amusingly, the variant druid wild reaper (Dragon #311 55-7) adds 1 class skill to the druid list (the Intimidate skill) then halves the class's skill points per level. How rude. I assume you're not planning for the character to be a mounted druid, nor are you planning to have the character win via the Intimidate skill. Here, then is an evaluation of the wild reaper's class skills.
Concentration (Con): This gets 4 ranks at level 1 and 1 rank per level. Note: It's possible to skip ranks when the character's bonus to Concentration skill check reaches the highest spell level he can cast + 14, allowing him to cast defensively consistently and fearlessly. This can be as early as level 2.
Handle Animal (Cha): This gets 4 ranks at level 1 and 1 rank per level until the character can consistently and fearlessly make DC 25 Handle Animal skill checks. Note: I disagree with others' assessments of the skill Handle Animal. The character will need to push his animal companion because there are way too many tricks. The druid's animal companion also dies all the time. Whatever tricks the character trains his animal companion to perform (short of the obvious ones) will be the wrong ones, and when the animal companion inevitably dies that time and effort is wasted anyway. Push the animal. A lot.
Skilled City Dweller
If the DM allows the alternative class feature skilled city dweller (Cityscape Web enhancement "Cityscape, Part 1: Urban Class Features" here), your character won't trade away the skill Handle Animal for the skill Gather Information nor the skill Knowledge (nature) for the skill Knowledge (local) but can make the following trades:
Masterwork Tools
Buy them! They're among the best ways to spend 50 gp. A masterwork tool (PH 129, 130-1) (50 gp; 1 lb.) is skill-specific (i.e. buy one for each skill) and grants the user a +2 circumstance bonus that skill's checks.
Sample Skills
Here's a well-rounded, I-m-going-to-contribute-to-the-game list. If you're playing a lighter game, just put the 4 ranks in the Tumble skill instead.