source: Pathfinder Core Rulebook (Second Edition)

Found 1515 matches

Connections
Level 2 Skill General

Prerequisites: expert in Society, Courtly Graces

You have social connections you can leverage to trade favors or
meet important people. When you’re in an area with connections
(typically a settlement where you’ve spent downtime building
connections, or possibly another area in the same nation), you
can attempt a Society check to arrange a meeting with an
important political figure or ask for a favor in exchange for a
later favor of your contact’s choice. The GM decides the DC
based on the difficulty of the favor and the figure’s prominence.

Continual Recovery
Level 2 Skill General

Prerequisites: expert in Medicine

You zealously monitor a patient’s progress to administer
treatment faster. When you Treat Wounds, your patient
becomes immune for only 10 minutes instead of 1 hour. This
applies only to your Treat Wounds activities, not any other the
patient receives.

Courtly Graces
Level 1 Skill General

Prerequisites: trained in Society

You were raised among the nobility or have learned proper
etiquette and bearing, allowing you to present yourself as a
noble and play games of influence and politics. You can use
Society to Make an Impression on a noble, as well as with
Impersonate to pretend to be a noble if you aren’t one. If you
want to impersonate a specific noble, you still need to use
Deception to Impersonate normally, and to Lie when necessary.

Craft Anything
Level 15 Skill General

Prerequisites: legendary in Crafting

You can find ways to craft just about anything, despite
restrictions. As long as you have the appropriate Crafting skill
feat (such as Magical Crafting for magic items) and meet the
item’s level and proficiency requirement, you ignore just about
any other requirement, such as being of a specific ancestry or
providing spells. The only exceptions are requirements that add
to the item’s cost, including castings of spells that themselves
have a cost, and requirements of special items such as the
philosopher’s stone that have exclusive means of access and
Crafting. The GM decides whether you can ignore a requirement.

Diehard
Level 1 General

It takes more to kill you than most. You die from the dying
condition at dying 5, rather than dying 4.

Divine Guidance
Level 15 Skill General

Prerequisites: legendary in Religion

You’re so immersed in divine scripture that you find meaning
and guidance in your texts in any situation. Spend 10 minutes
Deciphering Writing on religious scriptures of your deity
or philosophy while thinking about a particular problem or
conundrum you face, and then attempt a Religion check (DC
determined by the GM). If you succeed, you unearth a relevant
passage, parable, or aphorism that can help you move forward
or change your thinking to help solve your conundrum. For
example, the GM might provide you with a cryptic poem or hint
that can guide you to the next step of solving your problem.

Dubious Knowledge
Level 1 Skill General

Prerequisites: trained in a skill with the Recall Knowledge action

You’re a treasure trove of information, but not all of it comes
from reputable sources. When you fail a Recall Knowledge
check using any skill, you learn a bit of true knowledge and
a bit of erroneous knowledge, but you don’t have any way to
differentiate which is which.

Experienced Professional
Level 1 Skill General

Prerequisites: trained in Lore

You carefully safeguard your professional endeavors to prevent
disaster. When you use Lore to Earn Income, if you roll a critical
failure, you instead get a failure. If you’re an expert in Lore, you
gain twice as much income from a failed check to Earn Income,
unless it was originally a critical failure.

Experienced Smuggler
Level 1 Skill General

Prerequisites: trained in Stealth

You often smuggle things past the authorities. When the GM
rolls your Stealth check to see if a passive observer notices a
small item you have concealed, the GM uses the number rolled
or 10—whichever is higher—as the result of your die roll, adding it
to your Stealth modifier to determine your Stealth check result.
If you’re a master in Stealth, the GM uses the number rolled or
15, and if you’re legendary in Stealth, you automatically succeed
at hiding a small concealed item from passive observers. This
provides no benefits when a creature attempts a Perception
check while actively searching you for hidden items. Due to
your smuggling skill, you’re more likely to find more lucrative
smuggling jobs when using Underworld Lore to Earn Income.