Knowledge: Difference between revisions
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| [[Knowledge (Dungeoneering)|Dungeoneering]] || Aberrations, oozes | | [[Knowledge (Dungeoneering)|Dungeoneering]] || Aberrations, oozes | ||
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| [[Knowledge (Local)|Local]] || Humanoids | | [[Knowledge (Local)|Local]] || Humanoids, proteans | ||
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| [[Knowledge (Nature)|Nature]] || Animals, fey, giants, monstrous humanoids, plants, vermin | | [[Knowledge (Nature)|Nature]] || Animals, fey, giants, monstrous humanoids, plants, vermin |
Revision as of 16:04, 15 November 2015
Knowledge (Int; Trained Only)
You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. You could have several Knowledge skills, each with its own ranks.
Some of the knowledge skills are linked to a particular bailiwick skill. In these cases, ranks in the bailiwick skill grant an equal number of free ranks in the associated knowledge skill. Note that a character can never have more ranks in a skill than their character level.
The table below describes all knowledge skills in Epic Path. Some GM's may elect to invent additional knowledge skills specific to their campaign world. While this is fine and can add some interesting color to a campaign, GM's are advised to limit it to one or two new skills only, since increasing the total number of available skills can create issues with certain classes (particularly the bard).
Table: Knowledge Skills
Skill | Associated Bailiwick | Description |
---|---|---|
Knowledge (Arcana) | Spellcraft | The study of ancient mysteries, magic traditions, arcane symbols, constructs, dragons and magical beasts |
Knowledge (Deep History) | - | The study of pre-histories of the ancient world and civilizations long past. |
Knowledge (Dungeoneering) | - | The study of spelunking, caves, dungeons, aberrations and oozes. |
Knowledge (Engineering) | Warcraft | The study of buildings, aqueducts, bridges, fortifications and sieges. |
Knowledge (Geography) | - | The study of lands, terrain, climate, people and astronomy. |
Knowledge (History) | - | The study of wars, colonies, migrations, founding of cities and cultural origins. |
Knowledge (Local) | Spycraft | The study of legends, personalities, inhabitants, laws, customs, traditions and humanoids. |
Knowledge (Logic) | Reason | The study of deduction, induction, puzzles, riddles and conundrums. |
Knowledge (Nature) | Naturalism | The study of the natural world, animals, seasons and cycles, weather and the fey. |
Knowledge (Nobility) | - | The study of lineages, heraldry, personalities, royalty and etiquette. |
Knowledge (Planes) | - | The study of the Inner and Outer Planes, the Astral and Ethereal Planes, outsiders and planar magic. |
Knowledge (Religion) | Divinity | The study of gods and goddesses, ecclesiastic tradition, holy symbols and the undead. |
Monster Lore Checks
Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. In general, the DC of such a check is double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should either read, or allow the character to read, the introductory text of the monster's bestiary entry. If a player instead beats a DC of 15 + double the monster's CR, their character knows quite a lot about the monster in question, and GM's should allow that player to look over the monster's bestiary entry in its entirety.
Note that Warcraft can also be used to identify information about a monster's CR, in addition to its offensive, defensive and tactics sections. In addition, Reason may be used to determine the 'programming' of a mindless creature.
Knowledge Skill | Creature Type |
---|---|
Arcana | Constructs, dragons, magical beasts |
Dungeoneering | Aberrations, oozes |
Local | Humanoids, proteans |
Nature | Animals, fey, giants, monstrous humanoids, plants, vermin |
Planes | Outsiders |
Religion | Undead |