Knowledge (Religion)
Knowledge (Religion) (Int; Trained Only)
You are educated in theology and religion, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Religion) allows you to make checks to reveal information on gods and goddesses, mythic history, ecclesiastic traditions, holy symbols and the undead.
Check
Answering a question on a Religious topic has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
You can use this skill to identify undead and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should reveal the monster's name, type and alignment, as well as one piece of important information about the monster's special abilities, defenses or vulnerabilities (if any) to the player who succeeded on the check. If a player exceeds this roll by 5 or more, 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.
Task | Skill DC |
---|---|
Recognize a common deity's symbol or clergy | 10 |
Know common mythology and tenets | 15 |
Recognize an obscure deity's symbol or clergy | 20 |
Action
Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).
Try Again
No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.
Special
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.