Interpret, debate, and apply religious teachings and traditions. Useful for diplomacy, gaining favor, mediating disputes, or influencing faith-based communities.
Roll 1d100 + Religion vs. DR 100
Success: You correctly interpret faith-based doctrine, gain modest support, or navigate a religious situation
Strong Success (20+): You secure a favor, resolve a theological dispute, or strengthen trust with religious figures
Critical Success (40+): You inspire deep spiritual reflection or devotion, or manipulate religious sentiment for political gain
In Combat: Followers of your faith gain inspiration providing +5 to all d100 rolls next round. This increase by +5 per 15 success rate.
Failure: You offend a leader, misquote sacred text, or spark suspicion among believers
–10 DR — You’re recognized as a practitioner of the faith
–10 DR — Using known religious references, doctrine, or text (you must have researched)
+10 DR to +30 DR — Acting outside the norms of the religion
+20 DR — Working across religious or cultural boundaries/not part of the religion
+25 DR to +50 DR — Attempting to sway a fanatic against their beliefs
You request access to a temple vault by referencing a rarely used liturgical exception (-10 DR). The GM sets DR to 110 due to you not being part of the religion (+20 DR).
During interfaith talks between rival sects, you quote a shared parable to unify their positions. The GM sets DR to 120 for cross-faith mediation.
Religion is both a bridge and a weapon. It allows characters to mediate spiritual disputes, inspire allies, gain favors, or leverage belief systems for political ends. The skill blends academic understanding with emotional and cultural sensitivity, allowing you to guide, debate, or redirect religious sentiment.
You can navigate known religious traditions with ease, quote scripture, perform rituals, or gain support from devout individuals. However, the greater the ask—such as swaying a zealot or invoking divine privilege—the harder the task. Religious fanatics, obscure doctrines, and unfamiliar practices all increase DR.
Sequencing with dancing, singing, story telling, illusions etc. for a potentially better effect.
If sequenced as seen above skills, spells and modules that can help see through illusions etc.
Sense Motive — Detects false sincerity or misused doctrine