Skills 2e
🎲 Pathfinder 2e Skills Reference
17 Standard Skills + Lore — 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 |
📚 Recall Knowledge Skills
Arcana — constructs, dragons, arcane magic, magical traditions
Nature — animals, beasts, fey, plants, natural environments
Occultism — aberrations, occult magic, esoteric subjects
Religion — celestials, fiends, undead, divine magic
Society — humanoids, governments, history, laws, cultures
Nature — animals, beasts, fey, plants, natural environments
Occultism — aberrations, occult magic, esoteric subjects
Religion — celestials, fiends, undead, divine magic
Society — 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
💪 Strength
Athletics
🏃 Dexterity
Acrobatics · Stealth · Thievery
🛡️ Constitution
(No skills use Constitution)
🧠 Intelligence
Arcana · Crafting · Occultism · Society · Lore
🌿 Wisdom
Medicine · Nature · Religion · Survival
🗣️ Charisma
Deception · Diplomacy · Intimidation · Performance
📌 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 — Act 1: The Forest That Judges
PF2e reference © Paizo Inc. — Presented for campaign use.