Rystil Arden said:
KO's solution is better for most levels, but it is actually worse for level 1 because it allows cross-class skills to make hitting 10 even easier (since 1 GP is what you are getting for your primary at level 1). What I'd do is give 1/4 ranks for primary, optionally 1/8 ranks for secondary (if you have a second area above 8 ranks or for level 1), +1 for every skill at least at 5 ranks. This is actually less restrictive than KO's solution in most cases, since you don't need to keep the tertiary skills at half max ranks, and it helps fix degeneracy at edge cases.
Just to clarify... you're saying 1/4 Primary + 1/8 Secondary +1 Synergy? BEcause... that's pretty bad.
For reference...
2 Skills Maxed
L1: 1.5 (4 in 2 knowledges, 1+.5)
L5: 4 (8 in 2 knowledges, 2+1+1)
L9: 5.5 (12 in 2 knowledges, 3+1.5+1)
2 Skills Maxed, 1 extra skill track
L1: 1.5 (4 in 3 knowledges, 1+.5)
L5: 5 (8 in 2 knoweldges, 5 in another, 3 extra; 2+1+2)
L9: 8.5 (12 in 2 knowledges, 5 in 2 others, 2 extra; 3+1.5+3)
2 Skills Maxed, 2 extra skill tracks
L1: 1.5 (4 in 4 knowledges, 1+.5)
L5: 7 (8 in 2 knowledges, 5 in 3 others, 1 extra; 2+1+4)
L9: 9.5 (12 in 2 knowledges, 5 in 4 others, 4 extra; 3+1.5+5
Conceivable Maximum (10 knowledges)
L1: 1.5 (4 in 10 knowledges, 1+.5)
L5: 12 (8 in 10 knowledges, 2+1+9)
L9: 13.5(12 in 10 knowledges, 3+1.5+9)
Remember again, that a level one craftsman with max ranks in one craft skill, makes about 4 Gp, and increases decently with level... ESPECIALLY if he's using the huge load of CP he gets for making and selling masterwork items, an option NOT open to the Sage. That beats the hell out of everything BUT the conceivable maximum... and even that could easily be surpassed by an enterprising craftsman.