Knowledge (Dungeoneering): Difference between revisions

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Answering a question on a Dungoneering topic has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
Answering a question on a Dungoneering topic has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).


You can use this skill to identify aberrations or oozes and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
You can use this skill to identify aberrations or oozes and 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.





Revision as of 21:21, 20 May 2015


Knowledge (Dungeoneering) (Int; Trained Only)

You are educated in the lore of dungeons, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Dungeoneering) allows you to make checks to reveal information on aberrations, caverns, oozes and spelunking.


Check

Answering a question on a Dungoneering topic has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

You can use this skill to identify aberrations or oozes and 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.


Task Skill DC
Identify underground hazard 15 + hazard's CR
Identify mineral, stone, or metal 10
Determine slope 15
Determine depth underground 20
Retrace your steps while underground 20


Action

Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).


Try Again

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.


Special

You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.