Tinker, Tailor, Soldier, Sailor, Diplomat, Gypsy, Sorcerer, Thief
New and Modified Skills
This page lists new skills and any skills that have been modified from the official version in the Pathfinder RPG.
Knowledge (Int, Trained Only)
You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties.
Below are listed two new fields of study common among marine rangers.
- Marine (coral reefs, free diving, marine† creatures, marine† plants, major waterways)
† Marine creatures are those that can typically be found in one of the following environments: aquatic, bog/marsh/swamp, coastline, ocean/sea, and river/lakes
- Navigation (dead reckoning, heading & course, maps & marine charts, passage planning, pilotage)
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DC’s.
Usually none. In most cases, a Knowledge check doesn’t take an action (but see “Untrained,” below).
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.
|Identify a common marine plant or animal||Marine||10|
|Know the type and abundance of marine life in a specific marine environment.||Marine||15|
|Determine current depth below water||Marine||20|
|Determine current latitude using a sextant at noon or night in clear weather||Navigation||10|
|Determine current latitude using a sextant at noon or night in cloudy weather||Navigation||20|
|Pilot a vessel through 100 ft. of restricted waters (i.e. with many known hazards)||Navigation||10 + largest hazard CR + 1 for every additional hazard|
|Identify underwater hazard||Navigation||15 + hazard’s CR|
|Determine depth of water at current location||Navigation||10 for depths up to 50 fathoms (100 yards)
+5 for each additional 25 fathoms of depth
-5 if a sounding line is used (up to a maximum depth of 100 fathoms).
|Creature Type||Field of Study|
|Marine creatures of the following types: aberrations, animals, humanoids (aquatic), magical beasts, oozes, monstrous humanoids, plants, vermin||Marine|