Knowledge Skills
General Skills Rules:
- If you are not threatened or distracted you can take 10 on a roll.
- Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
- “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
- “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
- Retries: None
- Untrained: you can make an INT check to answer Easy questions concerning a knowledge.
- Requires: Free action
- Answer Question: requires a free action.
- Answer Easy question DC:10
- Answer Basic Question DC:15
- Answer Tough Question DC:20-30
- Identify creature type- appropriate knowledge DC:5+HD
- Learn about identified creature DC +10+HD
- Identify weapon style- martial lore DC: 15
- Identify martial maneuver, martial lore DC:10+LV
- Operate Siege Engine Simple-martial lore DC:8
- Operate Siege Engine Regular-martial lore DC:12
- Operate Siege Engine Complex-martial lore DC:15
- Operate Siege Engine Magical-martial lore DC:20
- Identify spell, power, maneuver DC:10+LV
- Identify Martial Arts style- Mysticism DC:10
- Identify a spell, power, or maneuver when your classes do not give you these abilities DC:+10
- Identify a spell that is divine if you cast arcane or arcane if you cast divine DC:+5
- Identify cleric spell if you use druidic magic, or a druid spell if you use cleric spells DC:+2
- Identify something on your class list DC:-2
- Identify something you can currently ready, cast, manifest, or use DC:-4
- Identify Arcane Magics, Spells, Effects: DC:- Knowledge Arcana (this was previously handled by spellcraft). DC = 10 + Level of the Spell. Success indicates you know the name of the spell, the type of affect (divine, arcane, psionic etc), the level, and a general description. Success by 5 or more allows you to read the entry.
- Identify Divine Magics, Spells and Effects- Knowledge Religion: (this was previously handled by spellcraft) This includes the vestiges of the binder. DC = 10 + Level of the Spell. Success indicates you know the name of the spell, the type of affect (divine, arcane, psionic etc), the level, and a general description. Success by 5 or more allows you to read the entry.
- Identify Druidic Magic, Spells and Effects- Knowledge Nature: (this was previously handled by spellcraft) This includes the vestiges of the binder. DC = 10 + Level of the Spell. Success indicates you know the name of the spell, the type of affect (divine, arcane, psionic etc), the level, and a general description. Success by 5 or more allows you to read the entry.
- Identify Psionic Powers & Effects and Martial Arts- Knowledge Mysticism: This includes truenames as used by truenamers. Identify martial arts style: DC 10 and you learn name, its cultural origin, general philosophy, and its novice ability. For each 5 you beat the DC you know an additional feat in the style’s chain. For powers and soulmelds, DC = 10 + Level of the Spell. Success indicates you know the name of the spell, the type of affect (divine, arcane, psionic etc), the level, and a general description. Success by 5 or more allows you to read the entry.
- Identify Weapon Style of Maneuver- Knowledge Martial Lore: make Knowledge Martial Lore check, DC 15 to determine weapon style, DC 10 + maneuver level to determine the maneuver, making the check tells you the name, the level, a general description, and the school its from. Making the check by more then 5 gives the player the option to read the entry. Learn about Creatures: DC 10 + the monsters base HD (subtract templates, advancement, and class levels) to determine the Type of creature and its approximate power, using the correct knowledge type for the creature. For every 5 points you succeed by you gain additional information in this order
- DC 10 + Base HD: Creature type and approximate power (base CR compared to your level): Equal (+/- 1 CR),Pushover (CR 2-4 or less of level), No threat (CR 5 or less), Tough Opponent (CR 2-4 over level),Overpowering (CR 5 or more over level).
- DC +5: Special attacks or abilities that would be widely known: petrifying gaze, burrowing, breath weapon,constriction, wish bestowal, etc.
- DC +10: Damage reduction and Immunities: DR/silver, immune to fire, etc.
- DC +15: Resistances and vulnerabilities: strong resistance to fire, spell resistance, vulnerable to fire,
- DC +20: Rarely used abilities, understanding of alien psychologies and motivations, individuals of the creature type
- Arcana (arcane magic, constructs, dragons, magical beasts, ancient mysteries, arcane symbols, shadow mysteries)
- Architecture and Engineering (buildings, bridges, fortifications, mechanical works and devices,
- Dungeoneering (caves, caverns, aberrations, oozes, spelunking)
- Geography (lands, terrain, climates, peoples, this includes what was under the category of Knowledge local includinglaws, customs, traditions, and humanoid inhabitants of the areas)Geography is split into separate categories:
- Arcadian Empire
- The Jeweled Cities: the Jeweled Cities and their region.
- Middle Kingdoms: from the Savaged Coast in the South, to Timbal in the North, west of the Barrier Peaks.
- The Far North: North of Timbal and West of the Barrier Peaks including Cirdonia.
- The Fallen East: Lands east of the Barrier Peaks.
- The Desert Kingdoms: The Lands of Burning Sands, Senpat Empire and Holdings, and Harad
- The Mystic South: The lands south of the Burning Sands including Ashalan and Shai.
- The Unknown West: includes the Olman Islands and the Edge of the Western Continent and Meckros City, Farshore, Cauldron.
- History (Wars, migrations, events, famous persons and beings, legends and stories).
- Northern Continent:
- Western Continent
- Southern Continent
- Martial Lore (Tactics, military units, weapon styles, martial maneuvers, combat skills, operate siege engine)
- Mysticism (psionics. martial arts)
- Nature (Animals, fey, plants, giants, monstrous humanoids, plants, weather, vermin, druidic Magic)
- Nobility and Royalty (Lineages, leaders, heraldry, personalities, politics, factions
- Northern Continent:
- Southern Continent
- Religion (Divine Magics, Gods, goddess, holy symbols, religious traditions, holy texts, undead, binding vestiges)
- Planes (other planes of existence, outsiders, elementals)
- 5 ranks in arcana gives you +2 on spellcraft,
- 5 ranks in architecture and engineering gets you +2 on search checks to find secret doors,
- 5 ranks in geography gives you +2 on survival checks to avoid hazards or getting lost,
- 5 ranks in history gives +2 on bardic knowledge checks,
- 5 ranks in the appropriate knowledge geography gives you +2 on gather information checks,
- 5 ranks in nature gives you +2 on survival checks in natural environments,
- 5 ranks in nobility and royalty gives +2 on diplomacy checks,
- 5 ranks in religion gives +2 on turn checks against undead,
- 5 ranks in planes gives +2 on survival checks on other planes,
- 5 ranks in dungeoneering gives +2 on survival checks underground,
- 5 ranks in survival gives +2 on nature checks.
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