Skills 2e
๐ฒ Pathfinder 2e Skills Reference
17 Standard Skills + Lore โ For The Boarwood Covenant
PF2e Standard Skills
| Skill | Ability | Common Uses |
|---|---|---|
| Acrobatics | Dexterity | Balance, Tumble Through, Squeeze, Maneuver in Flight |
| Arcana | Intelligence | Arcane magic, dragons, constructs, magical traditions |
| Athletics | Strength | Climb, Grapple, Jump, Shove, Swim, Trip, Disarm |
| Crafting | Intelligence | Craft items, Repair, Earn Income |
| Deception | Charisma | Feint, Lie, Create a Diversion, Impersonate |
| Diplomacy | Charisma | Make an Impression, Gather Information, Request |
| Intimidation | Charisma | Demoralize, Coerce |
| Medicine | Wisdom | Treat Wounds, Treat Disease, Battle Medicine, First Aid |
| Nature | Wisdom | Recall Knowledge (animals, fey, plants), Command an Animal |
| Occultism | Intelligence | Occult magic, aberrations, esoteric lore |
| Performance | Charisma | Perform music, acting, storytelling |
| Religion | Wisdom | Divine magic, deities, undead, fiends, celestials |
| Society | Intelligence | History, law, cultures, humanoids, governments |
| Stealth | Dexterity | Hide, Sneak |
| Survival | Wisdom | Track, Subsist, Sense Direction |
| Thievery | Dexterity | Pick Locks, Disable Devices, Palm an Object, Pickpocket |
๐ Recall Knowledge Skills
Arcana โ constructs, dragons, arcane magic, magical traditions
Nature โ animals, beasts, fey, plants, natural environments
Occultism โ aberrations, occult magic, esoteric subjects
Religion โ celestials, fiends, undead, divine magic
Society โ humanoids, governments, history, laws, cultures
Nature โ animals, beasts, fey, plants, natural environments
Occultism โ aberrations, occult magic, esoteric subjects
Religion โ celestials, fiends, undead, divine magic
Society โ humanoids, governments, history, laws, cultures
PF2e Lore Skills
Lore is unique because it represents specialized knowledge. A character can have any number of Lore skills, making the total number of possible skills effectively unlimited.
| Lore Skill | Examples of Knowledge |
|---|---|
| Academia Lore | Universities, scholars, academic traditions |
| Architecture Lore | Buildings, fortifications, construction |
| Engineering Lore | Construction, machines, siege equipment |
| Farming Lore | Agriculture, crops, livestock |
| Fishing Lore | Fishing, waterways, aquatic life |
| Forest Lore | Woodland regions, forestry, hunting |
| Gambling Lore | Games of chance, odds, cheating |
| Heraldry Lore | Noble houses, coats of arms, lineages |
| Mercantile Lore | Trade, commerce, markets |
| Military Lore | Armies, tactics, military history |
| Nobility Lore | Aristocrats, court etiquette, genealogy |
| Sailing Lore | Ships, navigation, sea travel |
| Underworld Lore | Criminal organizations, thieves' guilds |
| Warfare Lore | Battles, strategy, famous campaigns |
| Region Lore | Specific countries, cities, or regions (e.g., Taldor Lore, Galt Lore) |
| Creature Lore | Dragons, undead, demons, fey, etc. |
| Profession Lore | Brewer, Baker, Miner, Carpenter, etc. |
PF2e Ability Distribution
๐ช Strength
Athletics
๐ Dexterity
Acrobatics ยท Stealth ยท Thievery
๐ก๏ธ Constitution
(No skills use Constitution)
๐ง Intelligence
Arcana ยท Crafting ยท Occultism ยท Society ยท Lore
๐ฟ Wisdom
Medicine ยท Nature ยท Religion ยท Survival
๐ฃ๏ธ Charisma
Deception ยท Diplomacy ยท Intimidation ยท Performance
๐ Total Skills: 16 standard skills + Lore (unlimited specialization) = 17 skill categories.
Campaign Relevant Skills for The Boarwood Covenant
These skills will see frequent use in Act 1 and throughout the campaign:
| Skill | Act 1 Applications |
|---|---|
| Diplomacy | Mediating between Thornford's factions, negotiating with the Red Raven, appeasing the Silver-Tusked Guardian |
| Nature | Identifying the oath-stones' symbols, navigating the Boarwood, commanding animals, identifying fey |
| Religion | Identifying Arodenite legal script, recognizing the Masked Priest of Norgorber, dealing with the Gray Gardeners |
| Survival | Tracking the Gray Gardeners, finding the Cinderroot Shrine, navigating the Deep Boarwood |
| Society | Understanding Edme politics, identifying the Gray Gardeners' hierarchy, recognizing Hosetter's writings |
| Medicine | Identifying Gray Gardener execution magic, treating wounded NPCs, healing the Silver-Tusked Guardian |
| Intimidation | Coercing information from the woodcutters, intimidating the Red Raven, demoralizing Gray Gardeners |
| Stealth | Rescuing the dryad from the Gray Gardeners' forward base, avoiding patrols |
| Thievery | Disabling traps at the Cinderroot Shrine, picking locks at the Torvin Academy Outpost |
| Lore (Galt/Edme) | Understanding the Red Revolution, Hosetter's legacy, and the Gray Gardeners' true purpose |
| Lore (Forest) | Navigating the Boarwood, identifying plants and spirits, understanding the covenant's root-magic |
Prepared for The Boarwood Covenant โ Act 1: The Forest That Judges
PF2e reference ยฉ Paizo Inc. โ Presented for campaign use.