Knowledge: Difference between revisions

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* '''Usable Untrained?''' No
* '''Usable Untrained?''' No
* '''Armor Check Penalty Applies?''' No
* '''Armor Check Penalty Applies?''' No
==Common Skill Uses==


You are educated in a field of study and can answer both simple and complex questions. Like the Perform and Profession skills, Knowledge actually encompasses a number of different specialties. You could have several Knowledge skills, each with its own ranks.
You are educated in a field of study and can answer both simple and complex questions. Like the Perform and Profession skills, Knowledge actually encompasses a number of different specialties. You could have several Knowledge skills, each with its own ranks.
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==General Knowledge Checks==
===General Knowledge Checks===
All of the knowledge skills have general uses, which are the basic things a trained and scholarly expert on a topic could be expected to know.
All of the knowledge skills have general uses, which are the basic things a trained and scholarly expert on a topic could be expected to know. See the above links for the General Checks for each specific skill.


===Modifiers===
====Modifiers====
* '''Common Knowledge''' DC as listed
* '''Common Knowledge''' DC as listed
* '''Unusual Knowledge''' DC as listed plus 10
* '''Unusual Knowledge''' DC as listed plus 10
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{{:Bogey Lore Checks}}
{{:Bogey Lore Checks}}
==Epic Skill Checks==
Knowledge skills do not tend to have specific Epic uses. The more you know, the more you know!  Having a very high Knowledge roll is its own reward.

Revision as of 16:58, 31 March 2017


  • Ability Score Used: Intelligence
  • Usable Untrained? No
  • Armor Check Penalty Applies? No

Common Skill Uses

You are educated in a field of study and can answer both simple and complex questions. Like the 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 bards).

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) Warfare 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.

General Knowledge Checks

All of the knowledge skills have general uses, which are the basic things a trained and scholarly expert on a topic could be expected to know. See the above links for the General Checks for each specific skill.

Modifiers

  • Common Knowledge DC as listed
  • Unusual Knowledge DC as listed plus 10
  • Deeply Significant or Insightful Knowledge DC as listed plus CR of the area, object or creature of interest, minimum +5.
  • Secret Knowledge of a Specific interest DC as listed plus twice the CR of the area, object or creature of interest, minimum +10

Monster Lore Checks

Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. Lore checks require a full minute of studying the creature and its habitat, when performed outside of combat. In combat, they are a free action, but that action can only be performed during your turn. 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 GMs should allow that player to look over the monster's bestiary entry in its entirety.

Basic Monster Lore: DC = double the monster's CR
Complete Monster Lore: DC = 15 + double the monster's CR

Warfare can also be used to identify information about a monster's CR, in addition to its offensive, defensive and tactics sections.

Reason 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, proteans
Nature Animals, fey, giants, monstrous humanoids, plants, vermin
Planes Elementals, Demons, Devils, Outsiders
Religion Undead

Bogey Lore Checks

If the optional Vehicle Combat rules are being used, player characters can use certain knowledge skills to identify enemy bogeys (NPC-controlled vehicles) and recall details about their special powers or vulnerabilities. As with monster lore checks, the DC of this check is double the bogey's CR. A successful check allows them to 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 entry. If a player instead beats a DC of 15 + double the bogey's CR, their character knows quite a lot about the bogey in question, and GM's should allow that player to look over the bogey's fleet entry in its entirety.

Basic Bogey Lore: DC = double the bogey's CR
Complete Bogey Lore: DC = 15 + double the bogey's CR
Knowledge Skill Bogey Type
Engineering Subaquatic, Subterranean
Geography Ground, Aerial
Logic Aether
Nobility Naval

Epic Skill Checks

Knowledge skills do not tend to have specific Epic uses. The more you know, the more you know! Having a very high Knowledge roll is its own reward.