Knowledge (Nature)
Description
Ability Score Used: Intelligence Armor Check Penalty Applies? No
You are educated in aspects of the wilderness, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Nature) allows you to make checks to reveal information on animals, fey, monstrous humanoids, plants, seasons and cycles, weather and vermin.
Characters who have the bailiwick skill Naturalism from their character class (or some other source) gain ranks in Knowledge (Nature) automatically, at a rate of one rank per rank placed in Naturalism. A character can never have more ranks in a skill than his character level.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
General Knowledge
You know the answers to questions pertaining to the natural world, such as animals, plants, seasons and cycles, and inclement weather, atmospheric and natural environmental hazards. Knowledge (Nature) grants character the ability to identify or relate information about such topics, but does not grant any ability to endure or survive in the wilderness (that requires Survival). Survival tells a character which plants or berries are edible and which will make you sick, while Knowledge (Nature) tells a character where such plants grow best, other uses for the plants or berries (besides stuffing them in your mouth), which animals like to eat them, etc. Where Survival is the practical application of wilderness skills, Knowledge (Nature) is a deep understanding of why the plants, animals, weather, and terrains interact the way that they do. Knowledge (Nature) is also closely related to Profession (Alchemist), and Profession (Herbalist), though those skills are aimed at profiting from herb lore, rather than granting any deeper understanding. | |||||||||
Action Required: |
Free action | ||||||||
DC of Check: |
Answering a question on a nature-related topic has an Easy DC for the CR of the topic for really easy questions, an Average DC against the CR of the topic for basic questions, a Challenging DC against the CR of the topic for really tough questions, or a Hard DC against the CR of the topic for really tough questions on narrow or specific topics. Some examples of basic tasks include:
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Modifiers to Check |
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Take 10? / Take 20? |
No | ||||||||
Allows Assists? |
Yes (up to 5 allies) | ||||||||
Results of Success |
You are familiar with the topic, and have useful information relating to it. The GM will tell you what you know. If you exceed the target DC by a significant amount (typically, reaching a higher difficulty threshold than what was required for the check), the GM may provide additional information to you than would be revealed by a merely successful roll. | ||||||||
Consequences of Failure |
You don't know enough about the topic to provide any useful insight. | ||||||||
Retry Allowed? |
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. | ||||||||
Provokes AOO? |
No. |
Monster Lore: Animals, Fey, Monstrous Humanoids, Plants, Vermin
You can use this skill to identify animals, fey, monstrous humanoids, plants, or vermin, and potentially even recall detailed information regarding their special powers or vulnerabilities. Creatures of other types than these require different knowledge skills to identify. | |
Action Required: |
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DC of Check: |
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Modifiers to Check |
Some monsters have different target DC's. Refer to the monster's bestiary entry for details. These altered DC's are typically because the monster in question is so well known that the check is easier, or so rare that few have ever heard of them. |
Take 10? / Take 20? |
If you are not in combat (or in immediate danger of combat), you can take 10, but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies) |
Results of Success |
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Consequences of Failure |
You don't know enough about the creature to provide any useful information. |
Retry Allowed? |
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. |
Provokes AOO? |
No |
Contemplate Answers (Epic)
You can take some time to reflect on what you do know in order to draw conclusions about what you don't know. You can contemplate the foundational knowledge of nature that you possess, and apply it to a particular question or puzzle you were previously unable to answer. By exerting your will and taking a moment to really think things through, you might discover an answer you never knew you had.
Contemplate answers allows you to make a second attempt at a general knowledge check, at the cost of taking a bit longer to consider the problem. This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Full-round action |
DC of Check: |
Unchanged from general knowledge: an Easy DC for the CR of the topic for really easy questions, an Average DC against the CR of the topic for basic questions, a Challenging DC against the CR of the topic for really tough questions, or a Hard DC against the CR of the topic for really tough questions on narrow or specific topics. |
Modifiers to Check |
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Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies) |
Results of Success |
You are able to piece together an answer from the scraps of knowledge you do possess. |
Consequences of Failure |
Despite really trying, you still just don't know. |
Retry Allowed? |
No |
Provokes AOO? |
No |