Characters are defined by their “Traits,” attributes and skills ranked by die types. A d6 is average for humans, while higher die types reflect much greater ability.
Attributes are primarily passive or innate abilities used for resisting effects like fear or supernatural attacks. Skills are used to actively do things or affect others.
Exceptions occur, but these are the foundational differences between the two concepts.
Attributes don’t directly affect skill rolls. Savage Pathfinder treats learned knowledge and training as the most relevant and direct factors. A high attribute allows one to increase a skill faster and opens up options to Edges that greatly differentiate two characters with the same skill.
Every character starts with a d4 in each of five attributes and has 5 points with which to improve them.
Agility is a measure of a character’s nimbleness, dexterity, and general coordination.
Smarts measures raw intelligence, mental acuity, and how fast a heroine thinks on her feet. It’s used to resist certain types of mental and social attacks.
Spirit is self-confidence, backbone, and willpower. It’s used to resist social and supernatural attacks as well as fear.
Strength is physical power and fitness. It’s also used as the basis of a warrior’s damage in hand-to-hand combat, and to determine how much he can wear or carry.
Vigor represents an individual’s endurance, resistance to disease, poison, or toxins, and how much physical damage heroes can take before they can’t go on. It is most often used to resist Fatigue effects, and as the basis for the derived stat of Toughness.
Attributes are used to:
Determine how fast skills increase during Advancement.
Limit access to Edges, including Class Edges.
Derive secondary statistics such as Toughness or melee damage.
Resisting powers or social attacks such as Taunt or Intimidation; Evade area effect attacks.
Heroes have 12 points to buy skills during character creation. A skill that’s below the linked attribute (noted in parentheses beside the skill name) is cheaper to increase than one that’s at or above it.
Core skills are marked in red, and start at d4 for player characters.
Characters can attempt skills they don’t have but it’s more difficult. See Unskilled Attempts.
Academics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
Alchemy is an arcane skill for the Alchemist Class Edge.
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the Brute Edge to link this skill to Strength instead of Agility.
Battle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in Mass Battles.
Characters with this skill can handle most any common waterborne boat or ship. They also know how to handle common tasks associated with their vessel such as tying knots, rigging sails, or following currents.
Characters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
Although rare on Golarion, Driving allows a hero to control any powered ground vehicle. Self-powered transports use Athletics, while beast-drawn conveyances use Riding.
Driving rolls are typically only needed in dangerous or stressful conditions, such as chases or when navigating dangerous roads or attempting to race through crowded city streets.
Clerics and druids use Faith as the arcane skill required for their Arcane Backgrounds.
Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
Gambling is common in taverns, roadside inns, the barracks of most armies, or below decks of ships at sea.
To simulate an hour of gambling without having to roll for every single toss of the dice or hand of cards, have everyone agree on the stakes, such as 10 gold coins. Everyone in the game then makes a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. If there’s an odd man left in the middle, he breaks even.
Example: A rogue rolls highest with a 10 and the bard rolls lowest with a 4. The difference is 6, so the bard pays 6 × the stake of 10 gp, or 60 gp.
Cheating: A character who cheats adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If a cheater rolls a Critical Failure, however, he's caught. The consequences depend on the circumstances and who noticed, but are usually unpleasant!
Healing has multiple uses, from treating Wounds to diagnosing diseases and analyzing certain kinds of forensic evidence.
Healing can also be used to analyze evidence that relates to anatomical trauma, including cause of death and approximate time, a general angle of attack, and similar matters. Success provides basic information and a raise increases the details uncovered.
Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
Intimidation is an opposed roll resisted by the opponent’s Spirit. In combat, this is a Test. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A raise might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
In or out of combat, a Critical Failure on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See Networking to see how to crack some heads for favors or information.
Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
Success conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
A raise grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
Occult reflects knowledge and experience of magical and supernatural events, processes, items, and creatures.
It can be used to decipher glyphs, recall information about Golarion's monsters, recall cures for supernatural maladies like lycanthropy or vampirism, and so on.
Finding information in a library, a wizard’s lair, or in an old dusty tome uses the Academics skill. If the investigator’s Occult skill is higher, she may use that instead.
Some esoteric information will be familiar to people with certain skills. If the situation warrants (and with the GM's permission), you may substitute Faith or Spellcasting in place of Occult.
A good entertainer can lift spirits, rally a crowd to action, or simply earn a few coins from the locals. Specifics depend on the situation, setting, and how well the character is known in the area.
Performance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate. It is also the arcane skill used by bards.
Raising Funds: The amount of money a character can raise by performing is extremely subjective, but as a general rule a successful performance earns 50 gp × the character's Rank (Novice 1, Seasoned 2, 3 for Veteran, 4 for Heroic, and 5 for Legendary). A raise doubles the amount earned.
If the performer has built up a solid reputation in the area or the venue is particularly large, the GM should increase the base gp value appropriately.
Deception: Performance can be used instead of Persuasion if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation
Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
When used to Support allies it’s an unopposed roll. If the target is resistant, it’s an opposed roll vs. the target’s Spirit. The GM should modify the roll as appropriate based on roleplaying, any pertinent Edges or Hindrances that affect the conversation, and the circumstances.
Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the Reaction Table when having no preconceived notions.
Success improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.
Failure means the target won’t change his mind this encounter or until the situation changes in some important way. A Critical Failure also reduces the target’s attitude two levels.
Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See Networking.
Reactions: The GM can use the table below to roll or choose a character or group’s initial attitude.
Although rare on Golarion, Piloting allows a character to maneuver any kind of airship.
A being with the innate ability to fly (having wings, for example) uses Athletics instead.
Repair is the ability to take apart and/or fix mechanical gadgets, vehicles, weapons, and other simple devices. It also covers the use of demolitions and explosives.
How long a Repair roll takes is up to the GM and the complexity of the task. Success means the item is functional. A raise on the Repair roll halves the time required.
Tools: Characters suffer a minor penalty (-1 to -2) to their roll if they don’t have access to basic tools, or a major penalty (-3 to -4) if the device requires specialized equipment.
Riding allows a hero to mount, control, and ride any beast or beast-drawn vehicle. This includes horses, camels, dragons, wagons, chariots, and the like. See Mounted Combat.
Those with this skill have studied various disciplines from architecture to natural sciences to engineering and other “hard” sciences.
A successful roll reveals basic information about a topic, and a raise grants more details.
Shooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use Athletics).
Sorcerers and wizards use Spellcasting as their arcane skill when casting spells.
Stealth is the ability to hide and move quietly. A simple success on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
Once foes are alerted and active, Stealth is opposed by Notice (a group roll if there are many foes).
The GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see Scale). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the Illumination penalty (-4). Don’t apply the same modifier to both rolls, however. If Stealth is at -2 for the leaves, don’t give Notice a +2 for them as well.
Attacking from Stealth: Sneaking up close enough to make a melee attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
If successful, the attacker is considered on Hold and the victim is Vulnerable to her (but not others) until the attacker’s turn ends (not the defender’s in this case). With a raise, the attacker has The Drop instead.
Before the attacker strikes, the defender and any other beings on his side must check for Surprise. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
Movement: In combat, characters roll Stealth each turn as a free action at the end of their move or any action the GM thinks might draw attention.
Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
Survival allows a character to find food, water, or shelter in hostile environments It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
A successful Survival roll provides enough food and water for one person for one day; or five people with a raise.
More detailed information on Hunger and Thirst can be found under Hazards.
Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half Pace and cannot run while tracking a foe.
The Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a -4 penalty.
Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.
Taunt is an opposed roll resisted by the opponent’s Smarts. In combat, this is a Test.
Out of combat, success means the defender backs down, slinks away, or starts a fight. A raise might leave the victim cowed for the remainder of the encounter, cause them to storm out in tears, or even make a reckless attack.
A Critical Failure on the Taunt means the target is immune to this character’s Taunts for the remainder of the encounter.
Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps, and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
If used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, success opens or disables the device, and a raise does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
Sleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is opposed by Notice.
The Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a -4 penalty, while hiding a dagger in bulky winter clothing might grant a +2 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A Critical Failure typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
Rather than a long list of specific bonuses and penalties to skill rolls such as Stealth, Survival, Thievery, etc, Savage Pathfinder leaves any modifiers to the GM.
This approach allows her to look at the entire situation and assign a bonus or penalty as the situation requires, usually from +4 to -4. She can consider all the factors more generally, especially those that overlap, like dual penalties for rain or darkness that both limit visibility and therefore shouldn’t stack, and assign an overall modifier without having to consult a table in the middle of a tense scene.
As a general guideline, +/–1 is a very minor modifier and +/–2 is a typical advantageous or disadvantageous circumstance. A modifier of -3/–4 means the task is very difficult, and extremely unlikely to do well (a raise result), while +3 /+4 all but guarantees success and makes a raise very likely.
2D6 Initial Reaction
2 Hostile: The target is openly hostile. He may attack if possible, or otherwise betray, report on, or hinder the party at the first opportunity. He doesn’t help without an overwhelming reward or threat of some kind.
3 Unfriendly: The character isn’t interested in helping unless he has little choice and/or is offered a substantial payment or reward.
4–5 Uncooperative: The target isn’t interested in getting involved unless there’s a significant advantage to himself.
6–8 Neutral: The character has no particular attitude toward the group. He expects fair payment for any sort of favor or information.
9–10 Cooperative: The character is generally sympathetic. He helps if he can for a small fee, favor, or kindness.
11 Friendly: The individual goes out of his way for the hero. He likely does simple tasks for very little, and is willing to do more dangerous tasks for fair pay or other favors.
12 Helpful: The target is anxious to help the hero and probably does so for little or no reward.
Pathfinders must frequently train, control, ride, or otherwise attempt to get creatures of animal intelligence to do their bidding. Rather than create a new skill that might conflict with others, use Intimidation or Persuasion, depending on approach and demeanor.
With success, the animal attempts to follow the instructions to the best of its ability. It's still just an animal though, so complex tasks are usually beyond its abilities to comprehend.
Unlike influencing sentient creatures, a hero need not worry about speaking the same language as the animal. If he is able to speak to the animal, however, he adds +2 to the roll.