Chapter 4: Skills
A character's acumen in skills can come from all sorts of training, from piloting starships to researching a topic on an infosphere to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes benefit more from improving certain skills—such as the envoy's focus on their leadership skill—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.
A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Athletics and you took the solarian class, which also grants training in Athletics. Each time after the first that you'd become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill.
Key Attribute
Skill Actions
Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a soldier untrained in Occultism could identify an extraplanar or eldritch being with a lucky roll using Occultism to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to summon and control such a creature is beyond the scope of the soldier's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank.
Skill | Key Attribute | Untrained Actions | Trained Actions |
---|---|---|---|
Acrobatics | Dexterity | Balance [one-action] Tumble Through [one-action] | Maneuver in Flight [one-action] SqueezeE |
Arcana | Intelligence | Recall KnowledgeG [one-action] | Borrow an Arcane SpellEDecipher WritingE, G Identify MagicE, G Learn a SpellE, G |
Athletics | Strength | Climb [one-action] Force Open [one-action] Grapple [one-action] High Jump [two-actions] Long Jump [two-actions] Reposition [one-action] Shove [one-action] Swim [one-action] Trip [one-action] | Disarm [one-action] |
Computers | Intelligence | Access InfosphereE Recall KnowledgeG [one-action] Operate DeviceE | Decipher WritingE, G Disable a Device [two-actions] HackE |
Crafting | Intelligence | Recall KnowledgeG [one-action] RepairE | CraftD Earn IncomeD, G |
Deception | Charisma | Create a Diversion [one-action] ImpersonateE Lie | Feint [one-action] |
Diplomacy | Charisma | Gather InformationE Make an ImpressionE Request [one-action] | - |
Intimidation | Charisma | CoerceE Demoralize [one-action] | - |
Lore | Intelligence | Recall KnowledgeG [one-action] | Earn IncomeD, G |
Medicine | Wisdom | Administer First Aid [two-actions] Recall KnowledgeG [one-action] | Treat DiseaseD Treat Poison [one-action] Treat WoundsE |
Nature | Wisdom | Command an Animal [one-action] Recall KnowledgeG [one-action] | Identify MagicE, G Learn a SpellE, G |
Occultism | Intelligence | Recall KnowledgeG [one-action] | Decipher WritingE, G Identify MagicE, G Learn a SpellE, G |
Performance | Charisma | Perform [one-action] Recall KnowledgeG [one-action] | Earn IncomeD, G |
Piloting | Dexterity | Recall KnowledgeG [one-action] | Drive [one-action] to [three-actions] NavigateE Plot CourseE Run Over [three-actions] Stop [one-action] Stunt [one-action] Take Control [one-action] |
Religion | Wisdom | Recall KnowledgeG [one-action] | Decipher WritingE, G Identify MagicE, G Learn a SpellE, G |
Society | Intelligence | Recall KnowledgeG [one-action] SubsistD, G | Create ForgeryD Decipher WritingE, G |
Stealth | Dexterity | Conceal an Object [one-action] Hide [one-action] Sneak [one-action] | - |
Survival | Wisdom | Sense DirectionE SubsistD, G | Cover TracksE TrackE |
Thievery | Dexterity | Palm an Object [one-action] Steal [one-action] | Disable a Device [two-actions] Pick a Lock [two-actions] |
D This skill action is used during downtime. E This skill action is used during exploration. G This is a general skill action, with a description appearing on the listed page number instead of in the skill's entry. |
Skill Checks and DCs
Skill modifier = skill's key attribute modifier + proficiency bonus + other bonuses + penalties
When noting the modifier on your character sheet, you should write down only the numbers that always apply—typically just your attribute modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should include those in your calculation, too.
The GM sets the DC of a skill check, using the guidelines in Starfinder GM Core. The DCs you're most likely to encounter frequently are the five simple skill DCs below, which are presented here to give you a sense of what number you'll need to roll to succeed at most tasks.
When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action.
See Checks for more information about modifiers, bonuses, and penalties.
Armor and Skills
Secret Checks
Exploration and Downtime Activities
Task Difficulty | Simple DC |
---|---|
Untrained | 10 |
Trained | 15 |
Expert | 20 |
Master | 30 |
Legendary | 40 |
General Skill Actions
General Skill Action | Proficiency |
---|---|
Decipher Writing | Trained |
Earn Income | Trained |
Identify Magic | Trained |
Learn a Spell | Trained |
Recall Knowledge [one-action] | Untrained |
Subsist | Untrained |
Skills
A brief description of the skill is followed by a list of actions anyone can use, and then the actions you can perform only if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key attribute modifier.
Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.