Introduction
Skills are Pathfinder 2e's problem-solving engine. They cover movement, knowledge, medicine, social leverage, stealth, hazards, crafting, survival, downtime, investigation, and many of the best ways to make combat less fair for the enemy.
The mistake is treating skills as the stuff that happens between the "real" game. PF2e does not work that way. A Trip that costs a boss actions, a Recall Knowledge check that finds a bad save, a Treat Wounds rotation that preserves spell slots, or a Gather Information scene that avoids an ambush can matter as much as another damage button.

Skills At A Glance
| Skill | Key Attribute | Best Jobs |
|---|---|---|
| Acrobatics ● | Dexterity | Balance, Tumble Through, Squeeze, Maneuver in Flight, escape routes, mobility characters, and tight-map combat. |
| Arcana ● | Intelligence | Arcane Recall Knowledge, Identify Magic, Learn a Spell, Decipher Writing, magic items, constructs, dragons, and arcane theory. |
| Athletics ● | Strength | Trip, Grapple, Shove, Reposition, Disarm, Climb, Swim, Jump, Force Open, and battlefield control. |
| Crafting ● | Intelligence | Craft, Repair, Identify Alchemy, item knowledge, shield maintenance, formulas, Earn Income, and gear-heavy parties. |
| Deception ● | Charisma | Lie, Feint, Create a Diversion, Impersonate, disguise work, ambush setup, and social misdirection. |
| Diplomacy ● | Charisma | Make an Impression, Request, Gather Information, negotiation, access, allies, and settlement play. |
| Intimidation ● | Charisma | Demoralize, Coerce, frightened pressure, enemy math reduction, and martial support. |
| Lore ● | Intelligence | Narrow Recall Knowledge, background expertise, Earn Income, region knowledge, and campaign-specific clues. |
| Medicine ● | Wisdom | Treat Wounds, Battle Medicine, Administer First Aid, Treat Disease, Treat Poison, recovery, and party endurance. |
| Nature ● | Wisdom | Primal Recall Knowledge, Identify Magic, Learn a Spell, Command an Animal, wilderness signs, and natural creatures. |
| Occultism ● | Intelligence | Occult Recall Knowledge, Identify Magic, Learn a Spell, Decipher Writing, mindscapes, cryptids, spirits, and strange lore. |
| Performance ● | Charisma | Perform, Earn Income, public attention, Bard identity, Swashbuckler style, and staged social encounters. |
| Religion ● | Wisdom | Divine Recall Knowledge, Identify Magic, Learn a Spell, Decipher Writing, deities, sanctification, undead, and faith institutions. |
| Society ● | Intelligence | Recall Knowledge about people, culture, law, history, politics, Create Forgery, Decipher Writing, and urban Subsist. |
| Stealth ● | Dexterity | Avoid Notice, Hide, Sneak, Conceal an Object, scouting, ambushes, infiltration, and hidden movement. |
| Survival ● | Wisdom | Track, Subsist, Sense Direction, Cover Tracks, weather pressure, route finding, and wilderness campaigns. |
| Thievery ● | Dexterity | Pick a Lock, Disable a Device, Steal, Palm an Object, traps, infiltration, and fine manipulation. |
| Best Skill Feats ● | Varies | The best skill feat choices by role, level band, party need, and campaign style. |
Hot take: Athletics, Medicine, and Intimidation are the easiest skills to underestimate because they look simple. They are not simple. They are repeatable leverage.
Skill Check Basics
A skill check uses the skill's key attribute modifier, proficiency bonus, item bonus if any, circumstance and status bonuses, and penalties. Player Core uses five proficiency ranks: untrained, trained, expert, master, and legendary. Some skill actions can be used untrained, while others require training.
| Concept | Table Meaning |
|---|---|
| Untrained ● | You can try many basic tasks, but trained-only actions and higher DCs can shut you out. |
| Trained ● | The real entry point for many skill actions, skill feats, and reliable party coverage. |
| Expert ● | The first serious specialist tier. Great for signature skills and skill-feat chains. |
| Master ● | High-confidence character identity. The party expects you to solve this category. |
| Legendary ● | Campaign-defining expertise. Legendary skills should open doors ordinary people cannot even see. |
Use proficiency ranks, checks and DCs, skill check DCs, and actions and activities when a skill roll touches core procedure.
Best Skills By Party Need
| Party Need | Strong Skill Coverage |
|---|---|
| Out-Of-Combat Healing ● | Medicine, plus class healing, consumables, or archetype support. |
| Combat Control ● | Athletics, Intimidation, Deception, and Acrobatics. |
| Monster Identification ● | Arcana, Nature, Occultism, Religion, Society, and relevant Lore. |
| Dungeon Hazards ● | Thievery, Crafting, Athletics, Perception, and magic skills. |
| Social Access ● | Diplomacy, Deception, Intimidation, Performance, Society, and Lore. |
| Wilderness Travel ● | Survival, Nature, Athletics, Medicine, and Stealth. |
| Item Economy ● | Crafting, Lore, Society, and Performance for Earn Income contexts. |
| Infiltration ● | Stealth, Thievery, Deception, Acrobatics, and Society. |
The strongest party does not have four characters all trying to be the same expert. It has coverage. Somebody patches wounds, somebody reads the monster, somebody opens the door, somebody talks to the guard, and somebody keeps the group from getting lost in a forest for three sessions of premium confusion.
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Skill Feat Strategy
Skill feats are general feats with the skill trait. They either improve what a skill already does or add new actions. The best ones make a skill more reliable, faster, broader, or more useful under pressure.
| Skill Feat Goal | Good Examples Of Value |
|---|---|
| Faster Recovery ● | Medicine feats that improve Treat Wounds cadence or let healing matter in combat. |
| Better Action Economy ● | Feats that turn a useful skill into a cleaner combat or exploration action. |
| Reliable Specialist Output ● | Feats that improve a signature skill enough that the party can build around it. |
| Social Scene Expansion ● | Feats that make Diplomacy, Deception, Intimidation, Performance, Society, or Lore matter in more scenes. |
| Narrow Flavor With No Table Use ● | Fun if the campaign supports it, forgettable if the GM never calls for that situation. |
Start with best skill feats, then check the individual skill guide before spending a feat. The right feat in the wrong campaign is still the wrong feat.
Combat Skills
Skills are part of combat math, not just roleplay flavor.
| Combat Job | Skills That Do It |
|---|---|
| Make Enemies Easier To Hit ● | Athletics for Trip or Grapple, Deception for Feint, Stealth for hidden positioning. |
| Reduce Enemy Output ● | Intimidation for Demoralize, Athletics for movement denial, and Medicine for keeping allies upright. |
| Control Position ● | Athletics, Acrobatics, Stealth, and movement-heavy class features. |
| Find Weaknesses ● | Arcana, Nature, Occultism, Religion, Society, and Lore. |
Use conditions in combat, flanking and positioning, movement actions, reactions, and combat tactics with these skills.
Social And Exploration Skills
Social and exploration scenes need procedure. GM Core supports social encounters, influence, exploration activities, investigations, travel pressure, and consequences. Skills should not be a one-roll vending machine.
| Scene Type | Best Skill Mix |
|---|---|
| Court Or Council ● | Diplomacy, Society, Deception, Intimidation, Performance, Lore, and Religion if faith matters. |
| Investigation ● | Society, Lore, Perception, Medicine, Crafting, magic skills, Deception, and Diplomacy. |
| Wilderness Route ● | Survival, Nature, Athletics, Medicine, Stealth, and relevant Lore. |
| Dungeon Crawl ● | Thievery, Crafting, Athletics, Acrobatics, Stealth, Medicine, and knowledge skills. |
| Downtime Economy ● | Crafting, Lore, Performance, Society, and settlement-appropriate skills. |
Use social encounters, initiative and exploration, environment, hazards, subsystems, and adventure hooks to make noncombat skills carry real stakes.
Class Pressure
This table is not a legal build requirement. It is a quick read on which skills commonly pay rent for each class.
| Class | Skills That Often Matter |
|---|---|
| Alchemist ● | Crafting, Medicine, Nature, Arcana, Occultism, Religion, Thievery, Society. |
| Animist ● | Nature, Religion, Occultism, Medicine, Diplomacy, Lore. |
| Barbarian ● | Athletics, Intimidation, Survival, Acrobatics, Nature. |
| Bard ● | Performance, Occultism, Diplomacy, Deception, Society, Lore. |
| Champion ● | Religion, Diplomacy, Athletics, Medicine, Intimidation. |
| Cleric ● | Religion, Medicine, Diplomacy, Society, Lore. |
| Commander ● | Society, Warfare Lore, Diplomacy, Intimidation, Athletics, Medicine. |
| Druid ● | Nature, Survival, Medicine, Athletics, Stealth. |
| Exemplar ● | Athletics, Intimidation, Religion, Diplomacy, Performance, Lore. |
| Fighter ● | Athletics, Intimidation, Acrobatics, Medicine, Crafting. |
| Guardian ● | Athletics, Intimidation, Medicine, Crafting, Society. |
| Gunslinger ● | Crafting, Acrobatics, Stealth, Deception, Intimidation, Society. |
| Investigator ● | Society, Medicine, Lore, Arcana, Nature, Occultism, Religion, Deception. |
| Inventor ● | Crafting, Arcana, Society, Athletics, Thievery, Lore. |
| Kineticist ● | Nature, Athletics, Acrobatics, Medicine, Survival, Intimidation. |
| Monk ● | Acrobatics, Athletics, Stealth, Medicine, Religion or Nature by concept. |
| Oracle ● | Religion, Occultism, Diplomacy, Medicine, Lore. |
| Psychic ● | Occultism, Society, Diplomacy, Deception, Lore. |
| Ranger ● | Survival, Nature, Stealth, Athletics, Medicine, Thievery. |
| Rogue ● | Stealth, Thievery, Deception, Acrobatics, Society, Medicine, Athletics. |
| Sorcerer ● | Arcana, Nature, Occultism, Religion, Diplomacy, Deception. |
| Swashbuckler ● | Acrobatics, Diplomacy, Intimidation, Performance, Deception, Athletics. |
| Thaumaturge ● | Esoteric Lore, Occultism, Religion, Society, Intimidation, Diplomacy. |
| Witch ● | Occultism, Arcana, Nature, Religion, Crafting, Diplomacy, Lore. |
| Wizard ● | Arcana, Crafting, Society, Lore, Occultism. |
Use the class guides and feat guides to turn these priorities into actual builds.
GM Advice
GM Core's skill guidance is strongest when failure changes the scene instead of stopping it. A failed check can cost time, attract attention, break a tool, reveal partial information, worsen an attitude, trigger a hazard, or force a worse route.
| GM Habit | Why It Helps |
|---|---|
| Pick The DC Type First ● | Simple DCs, level-based DCs, creature DCs, and adjusted DCs answer different questions. |
| Let More Than One Skill Work ● | A locked shrine might involve Thievery, Religion, Crafting, Society, or Athletics depending on approach. |
| Reward Preparation ● | Tools, clues, scouting, Follow the Expert, and good information should matter. |
| Fail Forward ● | The scene moves, but with cost, risk, delay, or new trouble. |
| Call For Secret Checks When Needed ● | Recall Knowledge, Sense Motive, searching, and hidden information often work better when players do not know the die result. |
Common Mistakes
Everyone ignores Medicine. Magical healing helps, but Medicine makes the adventuring day less fragile.
Only one person can talk. Social scenes get better when Society, Lore, Perception, Deception, Intimidation, and Diplomacy all have angles.
Knowledge skills are treated as trivia. Recall Knowledge can reveal defenses, traits, weaknesses, tactics, and story leverage.
Athletics is reduced to climbing. In combat, Athletics is a control skill with teeth.
Lore is picked too broadly or never used. Narrow Lore is good when the campaign actually asks for it.
Skill feats are chosen without scene frequency. A feat that never triggers is a souvenir, not a build choice.
Best Links
Use the PF2e guide hub, rules hub, best skill feats, class guides, feat guides, combat hub, GM guides, session zero, skill check DCs, actions and activities, equipment, and spell guides.
Return to the PF2e guide hub.


