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I think it might depend on your character concept. Would they care about knowing about the Planes? Local is always useful, dungeoneering depends on the campaign. I'd say just go with what fits for the character. If you do want to go for knowledge Planes, there's probably a trait to make it a class skill as well.

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can you swing a trait for the +4? This year it might be worth investing in.
Knowledge local is kind of useless because most of the rolls can be replicated with diplomacy (which is a niche pathfinder groups are quicker to fill than trap spotter), and humanoids don't often have any cool or interesting things to learn.
Dungeoneering is rarer that it comes up but more important when it does.

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If you want to get Knowledge (planes) as a class skill, there are some traits that allow this.
From the Pathfinder Society Roleplaying Guild Guide, p. 30, Dark Archive members may take the following trait:
Secrets of the Sphinx: Your ancestors paid the proper obeisance to Nethys, who granted their heirs special divinatory gifts. Once per day, you can gain a +2 trait bonus on any single Knowledge check. Additionally, choose one Knowledge skill. This skill is now a class skill for you.
From the Character Traits Web Enhancement, p. 5, you could take
Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

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My Unchained Rogue is a devotee of Pharasma, so I went with Knowledge (religion) to identify undead and performing funerary rites.
If your PC has an interest in the elemental planes, then Knowledge (planes) would certainly be perfect.
I wouldn't hyperfocus your PC for one Season, though. It's best to diversify so you can enjoy any game you sit at.

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There's a zillion different ways to make a rogue.
Ushaka is a former pirate and shaman of Gozreh.
He's got some knowledge in Local, Nature and Religion.
Mechanically he's an unchained rogue.
So choose whatever knowledge makes the most sense for your character concept. Somedays it'll be awesome, other days it won't help. Especially if you have a decent int it might be worth while spreading the points out even.