Knowledge (Logic)

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Description

Ability Score Used: Intelligence
Armor Check Penalty Applies? No

You are educated in the uses of the mind, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Logic) allows you to make checks to reveal information on puzzles, riddles, conundrums, and deduction. Logic can also be used to attempt to predict the behavior of a mindless creature.

Characters who have the bailiwick skill Reason from their character class (or some other source) gain ranks in Knowledge (Logic) automatically, at a rate of one rank per rank placed in Reason. 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 logic and deduction, such as solving riddles and puzzles, or putting several clues together to draw a conclusion.
Action Required:

Free action

DC of Check:

Answering a question on a logic 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.

Modifiers to Check
  • Thorough Study: You can spend a full minute contemplating the nature of the riddle or puzzle, in order to reduce the target DC by -5.
  • Write It Down, Talk It Out: You can spend a full hour contemplating the nature of a riddle or puzzle, in order to reduce the target DC by -10.
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.

Bogey Lore: Aether

You can use this skill to identify aether bogeys (NPC vehicles), and potentially even recall detailed information regarding their special powers or vulnerabilities. Bogeys of other types than these require different knowledge skills to identify.
Action Required:
  • During combat: a free action during your turn; or:
  • Outside of combat: A full minute of studying the bogey
DC of Check:
  • Basic Lore: double the bogey's CR
  • Complete Lore: 15 + double the bogey's CR
Modifiers to Check

Some bogeys have different target DC's. Refer to the bogey's fleet list entry for details. These altered DC's are typically because the bogey 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
  • Basic Lore: You remember a little bit of useful information about that bogey. GM's should either read, or allow the character to read, the introductory text of the bogey's fleet list entry.
  • Complete Lore: You know quite a lot about the bogey in question, and GM's should allow that player to look over the bogey's fleet list entry in its entirety.
Consequences of Failure

You don't know enough about the bogey 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

Predict Behavior of Mindless Creature

You can use Knowledge (Logic) to attempt to deduce the behavior of a mindless creature, such as constructs, vermin, oozes, and some undead. Such creatures frequently follow a fairly restricted "program" in response to common stimuli (like being attacked).
Action Required:

Free action

DC of Check:

5 + double the CR of the target mindless creature

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

You can predict how the mindless creature will react to most circumstances. You gain access to the information in the "Combat Tactics" section of the creature's bestiary entry. GM's should either read this to you, or allow you to read it yourself.

Some stimuli or events may be so unusual that a mindless creature will behave outside of its normal programming. In such cases, Knowledge (Logic) may not give you full information on this behavior.

Consequences of Failure

You are unable to determine how the mindless creature will react to even the most obvious inputs.

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 logic 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
  • Hasty Conclusions: You can attempt to contemplate answers as a standard action, instead of a full-round action, but the DC is increased by +5. You can attempt to contemplate answers as a move action, but the DC is increased by +10.
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