Pathfinder knowledge skills and domain

Pathfinder knowledge skills and domain
Pathfinder knowledge skills and domain

Pathfinder knowledge skills and domain

Knowledge Domain is one of the divine domains in Pathfinder Kingmaker. You are a sage of legends and a scholar. In addition, you treat all Knowledge skills as class skills. Domains in Pathfinder are broadly interpreted as divine concepts worthy of devotion, the source of all divine magic. Each deity is associated with one or more domains, and each domain has one or more associated or specialized subdomains. Lets know more about Pathfinder knowledge skill and domain.

Pathfinder Knowledge domain Table

Level School Spell Name Spell source
1 Divination True Strike Alchemist 1 / Inquisitor 1 / Magus 1 / Wizard 1
2 Transmutation Fox’s Cunning Alchemist 2 / Wizard 2
3 Divination See Invisibility, Communal Wizard 3
4 Necromancy Death Ward Alchemist 4 / Cleric 4 / Druid 5 / Inquisitor 4 / Paladin 4
5 Divination True Seeing Alchemist 6 / Cleric 5 / Druid 7 / Inquisitor 5 / Wizard 6
6 Transmutation Fox’s Cunning, Mass Wizard 6
7 Enchantment Power Word Blind Wizard 7
8 Enchantment Power Word Stun Wizard 8
9 Enchantment Power Word Kill Wizard 9

Void Form: You may become semi-tangible as a standard action. While in this form, you are resistant to critical hits and gain a +1 deflection bonus to AC. The bonus rises by one at the 8th level and every four levels after that. You can use this power several rounds per day equal to your cleric level.

Teaching Moment: At the 8th level, as a swift action, you can grant all associates within 30 feet unique insights. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at the 8th level and one additional time per day for every four cleric levels beyond the 8th.

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Is knowledge domain good 5e?

Obtaining a handful of extra skill proficiencies, plus the ability to read minds and magically influence people performs the 5e Knowledge Domain as an attractive option for a cleric in an intrigue-heavy (or otherwise roleplay-focused and character-driven) campaign. 

Knowledge Domain Features

A divine domain is a series of abilities innately tied to an aspect of a god’s divinity. A god may possess many domains within its expansive power. Still, a mortal being can only ever receive the powers of a single one. Clerics who receive the power of the Knowledge Domain are intellectual people who wish to learn, perhaps as a means to an end or to acquire Knowledge of Knowledge’s own sake. These clerics gain several features that demonstrate their worldliness and their aptitude for acquiring new Knowledge.

The cleric gains access to five subclass features at the 1st, 2nd, 6th, 8th, and 17th levels. You might read all of the Knowledge Domain features in the Player’s Handbook. In summary, your subclass features allow you to:

  1. Gain proficiency in several academic subjects, and double your proficiency bonus when making Intelligence checks with any of those skills.
  2. Always have a specific selection of domain spells prepared for yourself.
  3. Then Channel your god’s divine power to gain temporary proficiency with a skill or tool or read a creature’s mind and magically influence it.
  4. Better to Improve the destructive power of your cantrips.
  5. See into the past.

Pathfinder Knowledge Skill 

You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge encompasses several different specialties. Below are listed specific fields of study.

  1. Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
  2. Dungeoneering (aberrations, caverns, oozes, spelunking)
  3. Engineering (buildings, aqueducts, bridges, fortifications)
  4. Geography (lands, terrain, climate, people)
  5. History (wars, colonies, migrations, founding of cities)
  6. Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
  7. Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
  8. Nobility (lineages, heraldry, personalities, royalty)
  9. Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
  10. Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
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 Answering a question within your field of study has a

  • DC of 10 (for straightforward questions)
  • 15 (for basic questions)
  • 20 to 30 (for really tough questions)

You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals ten + the monster’s CR. For common monsters, such as goblins, the DC of this check equals five + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR, or more. A successful check allows you to remember a bit of helpful information about that monster. You recall another piece of valuable information for every 5 points by which your check result exceeds the DC. Many of the Knowledge skills have specific uses, as noted in Table: Knowledge Skill DCs.

Pathfinder Knowledge Skill Table

Knowledge Skill Task DC
Arcana Identify auras while using detect magic 15 + spell level
Arcana Identify a spell effect that is in place 20 + spell level
Arcana Identify materials manufactured by magic 20 + spell level
Arcana Identify a spell that just targeted you 25 + spell level
Arcana Identify the spells cast using a specific material component 20
Dungeoneering Identify underground hazard 15 + hazard’s CR
Dungeoneering Identify mineral, stone, or metal 10
Dungeoneering Determine slope 15
Dungeoneering Determine depth underground 20
Engineering Identify dangerous construction 10
Engineering Determine a structure’s style or age 15
Engineering Determine a structure’s weakness 20
Geography Identify a creature’s ethnicity or accent 10
Geography Recognize regional terrain features 15
Geography Know location of nearest community or noteworthy site 20
History Know recent or historically significant event 10
History Determine approximate date of a specific event 15
History Know obscure or ancient historical event 20
Local Know local laws, rulers, and popular locations 10
Local Know a common rumor or local tradition 15
Local Know hidden organizations, rulers, and locations 20
Nature Identify natural hazard 15 + hazard’s CR
Nature Identify a common plant or animal 10
Nature Identify unnatural weather phenomenon 15
Nature Determine artificial nature of feature 20
Nobility Know current rulers and their symbols 10
Nobility Know proper etiquette 15
Nobility Know line of succession 20
Planes Know the names of the planes 10
Planes Recognize current plane 15
Planes Identify a creature’s planar origin 20
Religion Recognize a common deity’s symbol or clergy 10
Religion Know common mythology and tenets 15
Religion Recognize an obscure deity’s symbol or clergy 20
Varies Identify a monster’s abilities and weaknesses 10 + monster’s CR
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