Pathfinder: Difference between revisions

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# Master +6
# Master +6
# Legendary +8
# Legendary +8
== Attributes ==
* '''Strength (STR)''' - melee damage, carry weight
** Strength measures your character’s physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.
* '''Dexterity (DEX)''' - AC, Reflex saving throws
** Dexterity measures your character’s agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.
* '''Constitution (CON)''' - HP, Fortitude saving throws
** Constitution measures your character’s overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws.
* '''Intelligence (INT)''' - skills
** Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.
* '''Wisdom (WIS)''' - Perception, Will saving throws
** Wisdom measures your character’s common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.
* '''Chrisma (CHA)''' - influence
** Charisma measures your character’s personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others.
--
* Fortitude (FORT) -- Based on Constitution
* Reflex (REFL) -- Based on Dexterity
* Will (WILL) -- Based on Wisdom
--
* Perception (PER) -- Based on Wisdom
--
* Hit Points (HP) -- Based on Constition
== Skills ==
By Skill:
* STR
** Athletics (STR)
* DEX
** Acrobatics (DEX)
** Stealth (DEX)
** Thievery (DEX)
* CON
** (NONE)
* INT
** Arcana (INT)
** Crafting (INT)
** Occultism (INT)
** Society (INT)
* WIS
** Medicine (WIS)
** Nature (WIS)
** Religion (WIS)
** Survival (WIS)
* CHA
** Deception (CHA)
** Intimidation (CHR)
** Performance (CHR)
By Name:
* Acrobatics (DEX) - Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.
* Arcana (INT) - Arcana measures how much you know about arcane magic and creatures. Even if you’re untrained, you can Recall Knowledge.
* Athletics (STR) - Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
* Crafting (INT) - You can use this skill to create and repair items. Even if you’re untrained, you can Recall Knowledge.
* Deception (CHA) - You can trick and mislead others using disguises, lies, and other forms of subterfuge.
* Intimidation (CHR) - You bend others to your will using threats.
* Medicine (WIS) - You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
* Nature (WIS) - You know about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall Knowledge.
* Occultism (INT) - You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to Recall Knowledge.
* Performance (CHR) - You are skilled at a form of performance, using your talents to impress a crowd or make a living.
* Religion (WIS) - The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.
* Society (INT) - You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements.
* Stealth (DEX) - You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
* Survival (WIS) - You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you’re untrained, you can still use Survival to Subsist.
* Thievery (DEX) - You are trained in a particular set of skills favored by thieves and miscreants.


== Pathfinder 2e vs DnD 5e ==
== Pathfinder 2e vs DnD 5e ==

Latest revision as of 03:26, 2 October 2026

Subpages

Paizo

https://paizo.com/pathfinder

Pathfinder Society

http://PathfinderSociety.club
https://paizo.com/pathfinderSociety

Intro Adventure - Sandstone Secret

https://paizo.com/products/btq01zne?Pathfinder-Society-Quest-1-The-Sandstone-Secret

Pathfinder Reference Document - PRD

http://paizo.com/prd
   -->
https://aonprd.com/

Proficiency Bonus

Level + 2 (per level of expertise)

eg. Level 4 character with Trained (+2) in Survival would have a +6 Proficiency bonus.

  1. Untrained +0
  2. Trained +2
  3. Expert +4
  4. Master +6
  5. Legendary +8

Attributes

  • Strength (STR) - melee damage, carry weight
    • Strength measures your character’s physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.
  • Dexterity (DEX) - AC, Reflex saving throws
    • Dexterity measures your character’s agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.
  • Constitution (CON) - HP, Fortitude saving throws
    • Constitution measures your character’s overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws.
  • Intelligence (INT) - skills
    • Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.
  • Wisdom (WIS) - Perception, Will saving throws
    • Wisdom measures your character’s common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.
  • Chrisma (CHA) - influence
    • Charisma measures your character’s personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others.

--

  • Fortitude (FORT) -- Based on Constitution
  • Reflex (REFL) -- Based on Dexterity
  • Will (WILL) -- Based on Wisdom

--

  • Perception (PER) -- Based on Wisdom

--

  • Hit Points (HP) -- Based on Constition

Skills

By Skill:

  • STR
    • Athletics (STR)
  • DEX
    • Acrobatics (DEX)
    • Stealth (DEX)
    • Thievery (DEX)
  • CON
    • (NONE)
  • INT
    • Arcana (INT)
    • Crafting (INT)
    • Occultism (INT)
    • Society (INT)
  • WIS
    • Medicine (WIS)
    • Nature (WIS)
    • Religion (WIS)
    • Survival (WIS)
  • CHA
    • Deception (CHA)
    • Intimidation (CHR)
    • Performance (CHR)


By Name:

  • Acrobatics (DEX) - Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.
  • Arcana (INT) - Arcana measures how much you know about arcane magic and creatures. Even if you’re untrained, you can Recall Knowledge.
  • Athletics (STR) - Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
  • Crafting (INT) - You can use this skill to create and repair items. Even if you’re untrained, you can Recall Knowledge.
  • Deception (CHA) - You can trick and mislead others using disguises, lies, and other forms of subterfuge.
  • Intimidation (CHR) - You bend others to your will using threats.
  • Medicine (WIS) - You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge.
  • Nature (WIS) - You know about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall Knowledge.
  • Occultism (INT) - You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to Recall Knowledge.
  • Performance (CHR) - You are skilled at a form of performance, using your talents to impress a crowd or make a living.
  • Religion (WIS) - The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.
  • Society (INT) - You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements.
  • Stealth (DEX) - You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
  • Survival (WIS) - You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you’re untrained, you can still use Survival to Subsist.
  • Thievery (DEX) - You are trained in a particular set of skills favored by thieves and miscreants.

Pathfinder 2e vs DnD 5e

See Pathfinder/Pathfinder vs DnD

keywords