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==Monster Lore Checks==
==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 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.
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, [[Logic]] may be used to determine the 'programming' of a mindless creature.





Revision as of 14:33, 30 August 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, Logic 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
Nature Animals, fey, giants, monstrous humanoids, plants, vermin
Planes Outsiders
Religion Undead