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Skills represent a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill.

Pathfinder: Kingmaker uses a modified version of the Consolidated Skills Optional Rules from the pen-and-paper Pathfinder game.

Each skill has an associated ability score. The associated ability score modifier is added to all skill checks.

Each time a character gains a new level in a class, they gain a number of new skill points based on that class, plus 1/2 of their Intelligence modifier. For example, an Intelligence of 12 (a +1 bonus) would grant 1 extra skill rank at 1st and 3rd level but not 2nd or 4th level. An Intelligence of 14 (a +2 bonus) would grant 1 extra skill rank every level. An Intelligence of 7 (-2 modifier, the lowest possible for most starting characters) would grant one fewer skill rank every level.

Humans and Half-Orcs get one extra skill rank at every level.

Class Skills[]

Each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.

Sorcerers gain an additional class skill from their bloodline. Kineticists gain one or two additional class skills from their elemental focus.

Skills[]

Name Effect Is a class skill for* Expertise (+1/2 class level)** Class/Race +2 bonus Feat bonus ***
Athletics (Str) Climbing, swimming, overcoming obstacles with brute strength. Barbarian, Bard, Druid, Fighter, Inquisitor, Magus, Monk, Ranger, Rogue, Slayer
Arcane Trickster, Eldritch Knight, Stalwart Defender

Bloodlines: Abyssal, Elemental

Earth or Water Kineticist (Feat)
Strength Domain (Cleric/Inquisitor)
Halfling, Plumekith Aasimar Endurance +2
Mobility (Dex) Acrobatics and movement Barbarian, Bard, Inquisitor, Kineticist, Monk, Rogue, Slayer
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist
Halfling, Musetouched/Plumekith Aasimar, Motherless/Shackleborn Tiefling Stealthy +2/+4
Stealth (Dex) Hiding from people, camp camouflage Bard, Inquisitor, Kineticist, Monk, Ranger, Rogue, Slayer
Arcane Trickster

Trickery Domain (Cleric)

Serpentine Bloodline

Uncertain Tiefling Stealthy +2/+4
Trickery (Dex) Stealing, disarming traps, picking locks Alchemist, Bard, Inquisitor, Rogue
Arcane Trickster

Trickery Domain (Cleric)

Slayer (feat)

Archaeologist Grimspawn/Pitborn Tiefling Deceitful +2/+4

Deft Hands+2/+4

Knowledge (Arcana) (Int) Information about magic Alchemist, Bard, Cleric, Druid, Inquisitor, Magus, Paladin, Ranger, Sorcerer, Wizard
Arcane Trickster, Dragon Disciple, Eldritch Knight, Mystic Theurge
Bard (Bard, Archaeologist, Flame Dancer) Elf, Emberkin Aasimar, Faultspawn Tiefling

Sage Sorcerer

Knowledge (World) (Int) Information about the world, cooking Alchemist, Bard, Cleric, Druid, Fighter, Inquisitor, Magus, Monk, Paladin, Ranger, Rogue, Slayer, Wizard
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Eldritch Knight

Bloodlines: Arcane (choice), Infernal

Bard (Bard, Archaeologist, Flame Dancer),

Earth Kineticist (Feat)

Gnome, Faultspawn/Spitespawn Tiefling
Lore (Nature) (Wis) Knowledge of nature, surviving in the wild, hunting, basic healing Alchemist, Barbarian, Bard, Druid, Fighter, Inquisitor, Paladin, Ranger, Slayer, Wizard
Arcane Trickster, Dragon Disciple

Animal or Knowledge Domain (Cleric)

Bloodline: Arcane (choice), Fey

All Bard archetypes
Air, Fire or Water Kineticist (Feat)
Idyllkin Aasimar, Motherless Tiefling

Druid

Lore (Religion) (Wis) Knowledge of religions and deities Bard, Cleric, Inquisitor, Monk, Paladin, Wizard
Arcane Trickster, Dragon Disciple, Mystic Theurge

Bloodlines: Arcane (choice), Celestial, Undead

Bard (Bard, Archaeologist, Flame Dancer) Angelkin/Emberkin Aasimar, Foulspawn Tiefling

Empyreal Sorcerer

Perception (Wis) Taking notice of details, keeping watch at camp Alchemist, Barbarian, Bard, Druid, Inquisitor, Kineticist, Monk, Ranger, Rogue, Slayer
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist, Eldritch Knight, Mystic Theurge, Stalwart Defender

Draconic bloodline

Archaeologist, Inquisitor (Inquisitor, Sacred Huntsmaster, Monster Tactician)
Rogue, Eldritch Scoundrel
All Slayer archetypes (Feat)
Elf, Dwarf, Gnome, Halfling, Half-Elf, Half-Orc

Uncertain/Idyllkin/Lawbringer Aasimar

Beastbrood/Hellspawn/Pitborn Tiefling

Alertness +2/+4

Persuasive+2/+4

Canny Observer +4 (Rogue/Bard/Slayer only)

Persuasion (Cha) Socially manipulating others Barbarian, Bard, Cleric, Fighter, Feyspeaker, Inquisitor, Kineticist, Magus, Monk, Paladin, Ranger, Rogue, Slayer, Sorcerer
Aldori Swordlord, Arcane Trickster, Dragon Disciple, Duelist
Intimidate: Inquisitor, Sacred Huntsmaster, Monster Tactician
Diplomacy: Tactical Leader
Intimidate: Half-Orc, Foulspawn/Shackleborn Tiefling

Diplomacy: Uncertain Aasimar, Hellspawn/Spitespawn Tiefling

Bluff: Beastbrood/Grimspawn/Uncertain Tiefling

All: Lawbringer/Musetouched Aasimar, Hungerseed Tiefling

Deceitful +2/+4

Persuasive+2/+4

Use Magic Device (Cha) Making a magical device work Alchemist, Bard, Inquisitor, Kineticist, Magus, Rogue, Sorcerer Scroll Savant Angelkin Aasimar Deft Hands+2/+4

*Bards and Inquisitors have all skills as class skills.

**These classes can add half of their level to their mastery in the respective skill. For most, it's a guaranteed feature, but Kineticist and Slayer can (and need to) learn a special feat to get that bonus. Also Good Domain grants the one who has it an ability to give a target a sacred bonus on skill checks equal to the cleric's level for 1 round.

*** Most of these feats give a +2 bonus which increases to +4 if you place 10 ranks in the skill.

Al level 10, all Bard archetypes get a +1 bonus to all skills.

Wizard Enchantment Specialist gets a +2 (gradually rising to +6) enhancement bonus to Persuasion. This probably doesn't stack with Persuasion enhancement bonuses from items.

At 3rd level, Rangers get a +2 (gradually rising to +8) bonus on Lore (Nature), Perception, and Stealth when in a favored terrain.

Skill Points per Level[]

Class Archetype SP per level
Alchemist Any 3
Barbarian Any 3
Bard Any 4
Cleric Cleric and Crusader 2
Herald Caller and Ecclesitheurge 3
Druid Most 3
Feyspeaker 4
Fighter Any 2
Inquisitor Any 4
Kineticist Any 2
Magus Any 2
Monk Any 3
Paladin Any 2
Ranger Any 4
Rogue Most 5
Eldritch Scoundrel 3
Slayer Any 3
Sorcerer Any 2
Wizard Any 2
Arcane Trickster Prestige 3
Stalwart Defender Prestige 2
Eldritch Knight Prestige 2
Dragon Disciple Prestige 2
Mystic Theurge Prestige 2
Duelist Prestige 3
Aldori Swordlord Prestige 2

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