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Archives of Nethys
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Pathfinder 1
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Pathfinder 2
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Starfinder
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Archives of Nethys
Pathfinder 1E
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Pathfinder 2E
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Starfinder
General Skills
Acrobatics
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Arcana
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Athletics
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Crafting
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Deception
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Diplomacy
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Intimidation
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Lore
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Medicine
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Nature
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Occultism
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Performance
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Religion
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Society
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Stealth
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Survival
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Thievery
Skills
Source
Core Rulebook pg. 233
While your character’s ability scores represent their raw talent and potential, skills represent their training and experience at performing certain tasks. Each skill is keyed to one of your character’s ability scores and used for an array of related actions. Your character’s expertise in a skill comes from several sources, including their background and class.
Click here for the full rules on Skills
.
Decipher Writing
[Trained]
Source
Core Rulebook pg. 234
When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. Arcana is typically used for writing about magic or science, Occultism for esoteric texts about mysteries and philosophy, Religion for scripture, and Society for coded messages or archaic documents.
Decipher Writing
Concentrate
Exploration
Secret
Source
Core Rulebook pg. 234
You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical Success
You understand the true meaning of the text.
Success
You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Failure
You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical Failure
You believe you understand the text on that page, but you have in fact misconstrued its message.
Sample Decipher Writing Tasks
Trained
entry-level philosophy treatise
Expert
complex code, such as a cipher
Master
spymaster’s code or advanced research notes
Legendary
esoteric planar text written in metaphor by an ancient celestial
Earn Income
[Trained]
Source
Core Rulebook pg. 235
You can use a skill—typically Crafting, Lore, or Performance—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won’t come up in every campaign.
In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pick pockets. If you’re using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.
Earn Income
Downtime
Source
Core Rulebook pg. 236
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Table 4-2: Income Earned
Task Level
Failed
Trained
Expert
Master
Legendary
0
1 cp
5 cp
5 cp
5 cp
5 cp
1
2 cp
2 sp
2 sp
2 sp
2 sp
2
4 cp
3 sp
3 sp
3 sp
3 sp
3
8 cp
5 sp
5 sp
5 sp
5 sp
4
1 sp
7 sp
8 sp
8 sp
8 sp
5
2 sp
9 sp
1 gp
1 gp
1 gp
6
3 sp
1 gp, 5 sp
2 gp
2 gp
2 gp
7
4 sp
2 gp
2 gp, 5 sp
2 gp, 5 sp
2 gp, 5 sp
8
5 sp
2 gp, 5 sp
3 gp
3 gp
3 gp
9
6 sp
3 gp
4 gp
4 gp
4 gp
10
7 sp
4 gp
5 gp
6 gp
6 gp
11
8 sp
5 gp
6 gp
8 gp
8 gp
12
9 sp
6 gp
8 gp
10 gp
10 gp
13
1 gp
7 gp
10 gp
15 gp
15 gp
14
1 gp, 5 sp
8 gp
15 gp
20 gp
20 gp
15
2 gp
10 gp
20 gp
28 gp
28 gp
16
2 gp, 5 sp
13 gp
25 gp
36 gp
40 gp
17
3 gp
15 gp
30 gp
45 gp
55 gp
18
4 gp
20 gp
45 gp
70 gp
90 gp
19
6 gp
30 gp
60 gp
100 gp
130 gp
20
8 gp
40 gp
75 gp
150 gp
200 gp
20 (critical success)
—
50 gp
90 gp
175 gp
300 gp
Critical Success
You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success
You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure
You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure
You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Sample Earn Income Tasks
These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
Trained
bartend, do legal research
Expert
curate drink selection, present minor court cases
Master
run a large brewery, present important court cases
Legendary
run an international brewing franchise, present a case in Hell’s courts
Crafting Goods for the Market [
Crafting
]
Source
Core Rulebook pg. 237
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.
Practicing a Trade [
Lore
]
Source
Core Rulebook pg. 237
You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.
Staging a Performance [
Performance
]
Source
Core Rulebook pg. 238
You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.
Identify Magic
[Trained]
Source
Core Rulebook pg. 238
Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is.
Identify Magic
Concentrate
Source
Core Rulebook pg. 238
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.
Critical Success
You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success
For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
Failure
You fail to identify the magic and can’t try again for 1 day.
Critical Failure
You misidentify the magic as something else of the GM’s choice.
Learn a Spell
[Trained]
Source
Core Rulebook pg. 238
If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. Table 4–3: Learning a Spell lists the Price of the materials needed to Learn a Spell of each level.
Table 4-3: Learning a Spell
Spell Level
Price
Typical DC
1st or cantrip
2 gp
15
2nd
6 gp
18
3rd
16 gp
20
4th
36 gp
23
5th
70 gp
26
6th
140 gp
28
7th
300 gp
31
8th
650 gp
34
9th
1,500 gp
36
10th
7,000 gp
41
Learn a Spell
Concentrate
Exploration
Source
Core Rulebook pg. 238
Requirements
You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
Have materials with the Price indicated in Table 4–3.
Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.
If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
Critical Success
You expend half the materials and learn the spell.
Success
You expend the materials and learn the spell.
Failure
You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
Critical Failure
As failure, plus you expend half the materials.
Recall Knowledge
[Untrained]
Source
Core Rulebook pg. 238
To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
Recall Knowledge
Concentrate
Secret
Source
Core Rulebook pg. 239
To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
Arcana
: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
Crafting
: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
Lore
: The subject of the Lore skill’s subcategory.
Medicine
: Diseases, poisons, wounds, and forensics.
Nature
: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
Occultism
: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
Religion
: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
Society
: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill’s normal physical ability score.
Critical Success
You recall the knowledge accurately and gain additional information or context.
Success
You recall the knowledge accurately or gain a useful clue about your current situation.
Critical Failure
You recall incorrect information or gain an erroneous or misleading clue.
Sample Recall Knowledge Tasks
These examples use Society or Religion.
Untrained
name of a ruler, key noble, or major deity
Trained
line of succession for a major noble family, core doctrines of a major deity
Expert
genealogy of a minor noble, teachings of an ancient priest
Master
hierarchy of a genie noble court, major extraplanar temples of a deity
Legendary
existence of a long-lost noble heir, secret doctrines of a religion
Subsist
[Untrained]
Source
Core Rulebook pg. 238
If you need to provide food and shelter, you can use the Subsist downtime activity. This typically uses Society if you’re in a settlement or Survival if you’re in the wild.
Subsist
Downtime
Source
Core Rulebook pg. 240
You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294. The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical Success
You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success
You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure
You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
Critical Failure
You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
Sample Subsist Tasks
Untrained
lush forest with calm weather or large city with plentiful resources
Trained
typical hillside or village
Expert
typical mountains or insular hamlet
Master
typical desert or city under siege
Legendary
barren wasteland or city of undead