Starfinder Skills Reference
Starfinder Skills Reference
0
SKILL Usage Duration Circumstance/Description DC/Modifier/Check Notes
1d20 + skill ranks + 3 + ability
Use a Trained class skill score modifier + other
modifiers1
Make a Skill Check Depends on Skill 1d20 + skill ranks + ability score
Use a Trained skill
modifier + other modifiers1
1d20 + ability score modifier +
Use an Untrained skill
other modifiers1
Same as Normal
Take 10 Treat the check as though you had rolled a 10 when you are undistracted and not in immediate danger 10 + Skill bonus Normally you cannot take 10 during combat.
Usage
Taking 20 implies that you have attempted and failed a task many times while trying
Take 20 20x as long Treat the check as though you had rolled a 20 when you are undistracted and not in immediate danger 20 + Skill bonus to get it right
DM may decide only a certain number of creatures can Aid Another for a given check.
Aid Another Same as Skill Give another creature +2 bonus to their same skill check before the end of their next turn. 10 You cannot take 10 or 20 to Aid Another
General Identify very common creature(space goblin) 5 + 1-1/2 × creature’s CR For every 5 points by which the result of your check exceeds the DC, you recall another
piece of useful information. You can attempt untrained skill checks to identify a
creature if the DC is 10 or less.
Identify Creature Free Identify average creature (most monsters) 10 + 1-1/2 × creature’s CR Life Science: Aberration, Animal, Humanoid, Monstrous Humanoid, Ooze, Plant, Vermin
Answer really easy questions 5 You can attempt untrained skill checks to recall knowledge if the DC is 10 or less.
Recall Knowledge Free Answer average questions 15 Culture, Life Science, Mysticism, Physical Science, and Profession can be used to Recall
Answer very difficult questions 20 to 30 Knowledge
Pass a simple secret message to an ally without other understanding the true meaning. 15 An overhearing creature can make opposed Sense Motive to determine the meaning of
Pass Secret Message Part/Banter your message
Pass a complex message 20
Access Unsecured System Standard Access functions of a public computer with no countermeasures or firewall 10 Can take 20 while untrained
Document contradicts knowledge or orders DC -2
Type of document is well known to examiner DC -2
Make a Computers check when creating the forged document, which
Create Forgery 1d4 min Type of document is unknown to examiner DC +2 becomes the DC for anyone examining the document. The DC is then
Examiner only casually reviews document DC +2 modified by any of these circumstances.
10 + Opponent Intimidate Bonus On success, target gives you information, takes actions that will not
harm it, or grants limited assistance, but under duress.
Bully 1 Min Converse with a creature to intimidate it into doing what you want Change lasts 1d6x10 minutes.
Intimidate Creature becomes unfriendly after. Fail by 5+, the creature becomes
15 + 1-1/2 Opponent CR
(Cha) unfriendly or hostile.
Use a Medical Lab to restore 1 HP per level of CR to a creature 20 Can be used twice every 24 hours
Treat Disease 10 Minutes Use a Medkit or Med Lab to give a creature +4 bonus to its saving throw against a disease. Treated disease DC Check can be made every time a save is made agianst the disease.
Check can be made every time a save is made against the drug or
Treat Drugs or Poison Standard Use a Medkit or Med Lab to give a creature +4 bonus to it's saving throw vs a drug or poison. Treated drug or poison DC
poison.
Craft Magic Item Varies If you have enough ranks in Mysticism, you can create magic items Varies See CRB #235 for the crafting rules.
Mysticism
(Wis) (Trained)
1 Round Disable a simple device (Jam a door) 10
1d4 Rounds Disable a tricky device (Sabotage a simple propulsion system) 15
Functions as Disable Device of Engineering.
Disable Magic Device 2d4 Rounds Disable a difficult device (Disarm or reset a sentry turret or similar trap) 20
DC is determined by the magical device or trap
2d4 Rounds Disable a complex device (Disarm an explosive or a security system from a control panel) 25
Mysticism 2d4 rounds Disable an armor upgrade, powered armor, or a weapon 15 + 1-1/2 x Item Level
(Wis) (Trained) Identify Spell No Action Identify a spell you observe being cast. 10 + 5x Spell Level Cannot take 10 or 20.
Once per 24hr. Identify allows you second check with +10. Can take
Identify Magic Item Cast Detect Magic Identify the properties and command words of a magic item. 15 + 1-1/2 x Item Level 20 to attempt another check in same 24-hour period if you can
perform research
Repair a magic or hybrid piece of equipment, restoring HP equal to your Mysticism check result. 15 + 1-1/2 x Item Level
Repair Item 1 Hour Repair a magic or hybrid piece of equipment without an item level, restoring HP equal to your Mysticism Use Engineering(Repair Item) 1/2 DC for item you crafted. Fail by 10, item takes 1d4 damage.
check result. Complexity DCs
Notice No Action Act in a surprise round, spot something important, or see hidden creatures See Search below Cannot take 20.
Move Look forsomething in particular, such as a hidden creature or object or traps or hazards GM determines, see below
1 Minute Search an up to 20'x20' area for hidden or not immediately noticeable things. GM determines, see below
- Hear the sound of battle 0
- Detect a strong smell 0
- Hear the details of a conversation 0
- Notice a creature in plain sight 0
- Determine whether food is spoiled 5
- Hear the sound of a Small or Medium creature walking 10
Search - Hear the details of a whispered conversation 15 If you are not in combat, you may take 20 on a Search check.
- Find a typical unmarked cargo hatch 15
Perception - Hear the sound of an automatic door opening 20
(Wis) - Find a typical secret compartment 20
- Hear a pistol being drawn 20
- Sense a creature burrowing 5 feet below you 25
- Notice someone picking your pocket Opposed by Sleight of Hand
- Notice a creature using Stealth Opposed by Stealth
- Find a hidden trap Varies by trap
Move Recognize a creature that has changed it's appearance. Opposed by Disguise
GM may allow this as No Action if youre being particularly alert.
- Intimately familiar with subject DC –10 Divination Magic and Scanners do not see through mundane
Pierce Disguise - Close friends with subject DC –8 disguises.
If creature is impersonating an individual you know, GM may grant
- Friends or associates with subject DC –6
you a bonus to your perception check.
- Recognizes subject on sight DC –4
Physical Science Craft Drug Poison, or Medicinal Varies If you have enough ranks in Physical Science, you can create drugs, poisons, and medicinals Varies See CRB #235 for crafting rules.
(Int) (Trained)
Pilot a Vehicle Varies Safely race at full speed, pull off maneuvers, engage in vehicular combat, and maneuver in a chase. Varies See CRB #278 for vehicle piloting rules
Pilot a Starship Varies Maneuver, attempt stunts, and otherwise fly the starship. Varies See CRB #324 for starship piloting rules
Piloting Plot a course to a system that is frequently visited or home base 10
(Dex) Fail by less than 10: Realize you screwed up, may retry
Navigate 10 Minutes Plot a course to a system that is seldom visited 15 Fail by more than 10: Unaware calculations are wrong, trip takes 1d6
days longer, ending gain glitching condition.
Plot a course to a system that is unfamiliar 25
Profession
(Cha, Int, Wis) Earn a Living 1 Week Earn money practicing your profesion Earn 2x Result Credits
(Trained)
Part/Banter Determine whether it is deceiving you during combat.
Detect Deception Opposed Bluff Success: Realize you're bieng deceived.
Move Determine whether it is deceiving you outside of combat. Fail: Believe that you're not being deceived.
Sense Motive Part.Banter Learn information relayed as a secret message during combat. Success: Learn the info in the secret message
(Wis) Discern Secret Message Opposed Bluff Fail: Cannot determine info in the secret message
Move Learn information relayed as a secret message outside of combat. Fail by 5+: Infer false information
Sense Mental Effect 1 Minute Determine if a creature within 30' is affected by any mental effect 25 GM can raise or lower DC depending on nature of mental effect
Entertain Varies Entertain an audience, as Profession(Earn A Living) Earn 2x Result Credits
Searcher gains +4 if searching your body. Especially small objects
Sleight of Hand Hide Object Standard Hide a small object on your body. Opposed Perception
give +4 to check. Retreive object as Standard
(Dex) (ACP) Palm Object Standard Palm and hide an object no larger than a memory stick or communicator Opposed Perception Use Bluff to create a diversion to gain +10 to check. Can't take 20
(Trained) Standard Steal an object from another creature 20 GM can modify DC depending on mitigating factors
Pick Pocket
Part/Standard Steal that object without being seen Opposed Perception Use the Sleight of Hand check from the attempt as the DC
Move Hide from other creatures Opposed Perception Creatures you are hidden from are flat-footed for the purpose of
Part/Move Hide while moving at half your speed or less Opposed Perception your first attack from hiding.
- Move more than half your speed while hiding Check -10
Hide
Stealth - Hide after Bluff(Creating a Diversion) Check -10 Hard to hide when you've just attracted everyone's attention.
(Dex) (ACP) - Hide while invisible and remaining immobile Check +40 This also gives total concealment against creatures that can normally
- Hide while invisible but no remaining immobile Check +20 pinpoint your location via other senses
Pop out of cover or concealment to attack a creature at least 10' away from whom you are already
Sniping Part/Move Opposed Perception +20 Good luck. But hey, why not?
hidden, and then hide again immediately.
+2 Fortitude save against severe weather while moving up to 1/2 of your overland speed or +4 if you Grant this bonus to 1 other creature for every 1 point you exceed the
Endure Severe Weather Daily 15
remain stationary and seek shelter. DC. Cannot take 20
Follow tracks you have found for 1 mile or until they become too difficult to follow. See Below
Follow tracks on Very soft ground (fresh snow, thick dust, wet mud) 5
Full Action Follow tracks on Soft ground (soft earth, drying mud) 10 -5 If you move at full speed, -20 if you move double your speed.
Follow tracks on Firm ground (fields, woods, thick rugs, dirty or dusty floors) 15
Follow tracks on Hard ground (bare rock, most flooring) 20
Follow Tracks
- Multiple creatures in group being tracked DC –1 per three creatures
- Time since tracks were made DC +1 per 24 hours
- Moonlight DC +3
- Overcast or moonless night DC +6
- Tracked group moves at half speed and hides trail DC +5
Domesticated Animals typically begin Indifferent.
Handle Animal Move Improve the attitude of an animal with an Int score of 1 or 2. Functions as Diplomacy(Change Attitude) See Diplomacy (Change Attitude)
Survival Wild Animals typically begin Unfriendly.
(Wis) Provide for an additional creature for every 2 your check exceeds 10.
Live Off the Land Daily Move up to half your overland speed without needing supplies 10
Cannot take 20.
Orienteering Hourly Avoid getting lost. 15
Predict Weather 1 Minute Predict weather up to 24 hours in advance + 1 day for every 5 you exceed the DC. 15
Rear a Wild Animel Months - Years Raise a wild animal from infancy so as to domesticate it. 15 + 1-1/2 × CR of animal Trained only. Rear up to 3 animals at once. Treat you as Friendly
Part/Action Control mount in battle 20
Swift Hang alongside mount, granting you Cover. 15 You cannot attack or cast spells while doing so.
Swift Fast mount or dismount 20 Fail: Gotta use a move action
Swift Fight with a combat-trained mount, allowing the mount to use its attacks as well. 10 Fail: Only one of you gets to attack.
Ride a Creature Part/Move Guide with knees, keeping both hands free. 5
Part/Move Guide your mount to leap over an obstacle. 15 Mount must still succeed Athletics for jump in question.
Reaction Reduce damage taken from falling off mount by 1d6 15
Part/Move Deal 1d3 damage to your mount, increase it's speed by 5 for that move. 15 Cannot spur a fatigued mount.
Reaction Avoid being dismounted from your mount. 5