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You are educated in the ways of the common man and how to get along in civilized places, which allows you to answer both simple and complex questions on that topic.  Specifically, Knowledge (Local) allows you to make checks to reveal information on inhabitants, laws, customs, traditions and superstitions.
You are educated in the ways of the common man and how to get along in civilized places, which allows you to answer both simple and complex questions on that topic.  Specifically, Knowledge (Local) allows you to make checks to reveal information on inhabitants, laws, customs, traditions and superstitions.


Despite its name, Knowledge (Local) is not knowledge specific to a single locale.  Instead, it is the street-level know-how of navigating cities, knowing the right people to talk to for gossip, the right people to sell goods of questionable origin, and the right way to behave without calling attention to yourself.  A person trained in this skill can do this is nearly any city, intuitively knowing how to seek out the right people or places.
Despite its name, ''Knowledge (Local)'' is not knowledge specific to a single locale.  Instead, it is the street-level know-how of navigating cities, knowing the right people to talk to for gossip, the right people to sell goods of questionable origin, and the right way to behave without calling attention to yourself.  A person trained in this skill can do this is nearly any city, intuitively knowing how to seek out the right people or places.


At extremely high levels of skill, a use of this skill can allow you to interact with Angels in Elysium as easily as you deal with Devils in the Abyss.  
At extremely high levels of skill, a use of this skill blend in among the angels in Elysium as easily as you walk among the demons in the Abyss.  


You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to a [[Skills#Libraries|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 research bonus on Knowledge checks pertaining to topics that they cover.


===Check===
Characters who have the bailiwick skill [[Spycraft]] from their character class (or some other source) gain ranks in ''Knowledge (Local)'' automatically, at a rate of one rank per rank placed in [[Spycraft]].  A character can never have more ranks in a skill than his character level.
Answering a question on a Local topic has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).


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.


{| border="1" cellpadding="5" style="text-align:left"
== General Knowledge ==
{{Template:SkillUse
 
| Skill-Use = General Knowledge
 
| Core-Skill = Knowledge (Local)
 
| Benefit = You know the answers to questions pertaining to local customs, traditions, superstitions,
 
| Action = Free action
 
| DC = Answering a question on a local topic has an [[Skill DC|Easy DC]] for the CR of the topic for really easy questions, an [[Skill DC|Average DC]] against the CR of the topic for basic questions, a [[Skill DC|Challenging DC]] against the CR of the topic for really tough questions, or a [[Skill DC|Hard DC]] against the CR of the topic for really tough questions on narrow or specific topics.  Some examples of basic tasks include:
 
{{#!:
: {| border="0" cellpadding="5" style="text-align:left"
! Task || Skill DC
! Task || Skill DC
|-
| Blend in with locals || 20
|-
|-
| Know local laws, rulers, and popular locations || 10
| Know local laws, rulers, and popular locations || 10
|-
|-
| Know a common rumor or local tradition || 15
| Know a common rumor, superstition or tradition || 15
|-
| Know a rare rumor, superstition or tradition || 35
|-
| Know public organizations, guilds, rulers, and locations || 10
|-
|-
| Know hidden organizations, rulers, and locations || 20
| Know shady merchants, secret rulers, and hidden organizations || 30
|-
|-
| Identify humanoids or proteans || 15 + double the monster's CR<sup>1</sup>
| Navigate in a large city without getting lost || 20
|}
|}
}}
| Modifiers = '''Familiar Territory:''' -5 to the DC
* '''Your homeland:''' -10 to the DC
* '''Inside a city or otherwise heavily modified ground:''' +5 to the DC
* '''Unusual or rare terrain:''' Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +10 to the DC
* '''On a different but similar plane of existence:''' The Ether, the Plane of Shadow, The First World, etc.  +15 to the DC
* '''On a different but non-hostile plane of existence:''' The Plane of Air, Elysium, The Silver Fields, etc.  +25 to the DC
* '''On a wildly different plane of Existence:''' The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
* '''On a wildly different and hostile plane of existence:''' The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
* '''Very Bad Places:''' The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +50 to the DC
* '''The Edge of Reality:''' Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +60 to the DC
| Take10-Take20 = No
| Assist = Yes (up to 5 allies)
| 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.
| Failure = You don't know enough about the topic to provide any useful insight.
| Retry = 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 = No.
}}
== Monster Lore: Humanoids, Proteans ==
{{Template:SkillUse
| Skill-Use = Monster Lore: Humanoids, Proteans
| Core-Skill = Knowledge (Local)
| Benefit = You can use this skill to identify humanoids, and protean creatures, and potentially even recall detailed information regarding their special powers or vulnerabilities.  Creatures of other types than these require different knowledge skills to identify.
| Action = Free action
| DC = * '''Basic Lore:''' double the monster's CR
* '''Complete Lore:''' 15 + double the monster's CR
| Modifiers = 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.
| Take10-Take20 = If you are not in combat (or in immediate danger of combat), you can take 10, but you cannot take 20.
| Assist = Yes (up to 5 allies)
| Success = * '''Basic Lore:''' You 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.
* '''Complete Lore:''' You know 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.
| Failure = You don't know enough about the creature to provide any useful information.
| Retry = 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 = No
}}
== Gather Information ==
{{Template:SkillUse
| Skill-Use = Gather Information
| Benefit = You can use ''Knowledge (Local)'' to gather information about a specific topic, event or individual. Note that you may also use [[Diplomacy]] to perform this task. Success gets you information about the person, topic or event.  It is assumed that multiple sources are consulted during the investigation, to weed out contradictory information, and get a broader picture of the topic. This means you get more than a simple "Yep, he lives in the hollow over there", and more of a big-picture summary of the individual, object or event.
| Action = 1d4 hours, as you canvas people at local taverns, markets and gathering places. Gathering information in [[Money_and_Merchants#Settlement_Sizes|settlements]] of size "Large City" or larger takes 1d4 days, instead.
| DC = {{#!:
{| class="ep-default2" style="text-align:left"
|-
! width="50%" | Topic Being Investigated || width="50%" | Knowledge (Local) DC
|-
| The topic is famous or infamous with the local populace || [[Skill DC|Easy]] skill check vs. the CR/level of the campaign, object, or individual, whichever is lower
|-
| The topic is reasonably well-known to the local populace || [[Skill DC|Average]] skill check vs. the CR/level of the campaign, object, or individual
|-
| The topic is reasonably well-known to a regional subset of the local populace || [[Skill DC|Challenging]] skill check vs. the CR/level of the campaign, object, or individual
|-
| A person that is unknown or anonymous || [[Skill DC|Hard]] skill check vs. the CR/level of the individual
|-
| An object or an event that is not well-known || [[Skill DC|Hard]] skill check vs. the CR/level of the individual who owns the object, precipitated the event, or otherwise is responsible for the topic's existence.
|-
| A person, object, or event that is a secret to the local populace || [[Skill DC|Impossible]] skill check vs. the CR/level of the campaign, object, or individual, whichever is higher
|}
}}
| Modifiers = {{#!:
{| class="ep-default2" style="text-align:left"
|-
! width="50%" | Topic Modifier || width="50%" | DC Modifier
|-
| The topic is dangerous to talk about openly (e.g. "What is the name of 'he-who-shall-not-be-named'?") || +2
|-
| Only a few select individuals know anything about the topic/person/item || +2 or more (depending on settlement size)
|-
| You don't want people to know you're asking about the specific topic, event or individual || +5
|}
}}
| Take10-Take20 = Yes
| Assist = Yes (up to 5 allies).
| Success = You discover information about the specific topic, event or individual you are seeking, sufficient to suggest at least one course of action related to the topic. 
If you exceed the target DC by 5 or more, you gain significant information about the topic, or perhaps a useful warning about something you should watch out for.
| Failure = If you fail by less than 5, you uncover only the most basic of information about the topic. If you fail by 5 or more, you are unable to find any reliable sources of information on the topic.
| Retry = Yes
| Provokes = No
}}
== Contemplate Answers (Epic) ==
{{Template:SkillUse
| Skill-Use = Contemplate Answers (Epic)
| Core-Skill = Knowledge (Local)
| Benefit = 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 civilized locales 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.''


:* <sup>1</sup> <small>If the check succeeds, the character identifies the monster, its type and alignment and one significant fact about its abilities, defenses or vulnerabilities.  If the check succeeds by 5 or more, the character recalls everything about the monster in question.</small>
| Action = Full-round action


===Action===
| DC = Unchanged from ''general knowledge'': an [[Skill DC|Easy DC]] for the CR of the topic for really easy questions, an [[Skill DC|Average DC]] against the CR of the topic for basic questions, a [[Skill DC|Challenging DC]] against the CR of the topic for really tough questions, or a [[Skill DC|Hard DC]] against the CR of the topic for really tough questions on narrow or specific topics.
Gathering information, locating shady merchants, and finding hidden organizations requires subtlety and care.  A minimum of 1 hour per size category of the settlement is required to perform most Knowledge (Local) checks in a settlement where the character has no prior dealings.  Once they've gotten a feel for the place, however, future checks require only 1 additional hour, regardless of the settlement's size (though this does not include travel time).


===Modifiers===
| Modifiers = * '''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.
* '''Familiar Territory''' -5 to the DC.
'''Familiar Territory:''' -5 to the DC
* '''Your homeland''' -10 to the DC.
* '''Your homeland:''' -10 to the DC
* '''Inside a city or otherwise cosmopolitan location''': -5 to the DC
* '''Inside a city or otherwise heavily modified ground:''' +5 to the DC
* '''Unusual or rare culture''': A matriarchy, perfect pacifists, within the Unterwelt, etc.  +10 to the DC
* '''Unusual or rare terrain:''' Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +10 to the DC
* '''Very unusual or unique culture''': Personality cult Empire, non-humanoid society, magical post-scarcity society (wishes), +20
* '''On a different but similar plane of existence:''' The Ether, the Plane of Shadow, The First World, etc.  +15 to the DC
* '''Utterly alien culture''': Hive mind, fractal thinkers, higher-dimensional beings, deities, devils, demons, +30
* '''On a different but non-hostile plane of existence:''' The Plane of Air, Elysium, The Silver Fields, etc.  +25 to the DC
* '''On a different plane of existence''': The Ether, the Plane of Shadow, The First World, etc. +20 to the DC
* '''On a wildly different plane of Existence:''' The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
* '''On a different and hostile plane of existence''': The Hells, the Abyss, the Deep Dark, Elysium, etc.  +30 to the DC
* '''On a wildly different and hostile plane of existence:''' The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
* '''Very Bad Places:''' The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +50 to the DC
* '''The Edge of Reality:''' Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +60 to the DC


| Take10-Take20 = No


Note that many of the above modifiers may stack.  Dealing with a society of planar fiends on the Prime Material would require a +30 to the Knowledge (Local) check.  Dealing with the same fiends living in the Plane of Shadow would require a +50 on the check, and the same fiends in the Abyss would require a +60 on the check.
| Assist = Yes (up to 5 allies)


| Success = You are able to piece together an answer from the scraps of knowledge you do possess. 


====Identify Humanoids or Proteans====
| Failure = Despite really trying, you still just don't know.
You can use this skill to identify humanoids or proteans and 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.


===Try Again===
| Retry = No
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 = No


===Special===
}}
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive [[Skills#Libraries|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.

Revision as of 16:06, 29 April 2017

Description

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

You are educated in the ways of the common man and how to get along in civilized places, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Local) allows you to make checks to reveal information on inhabitants, laws, customs, traditions and superstitions.

Despite its name, Knowledge (Local) is not knowledge specific to a single locale. Instead, it is the street-level know-how of navigating cities, knowing the right people to talk to for gossip, the right people to sell goods of questionable origin, and the right way to behave without calling attention to yourself. A person trained in this skill can do this is nearly any city, intuitively knowing how to seek out the right people or places.

At extremely high levels of skill, a use of this skill blend in among the angels in Elysium as easily as you walk among the demons in the Abyss.

You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to a 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 research bonus on Knowledge checks pertaining to topics that they cover.

Characters who have the bailiwick skill Spycraft from their character class (or some other source) gain ranks in Knowledge (Local) automatically, at a rate of one rank per rank placed in Spycraft. 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 local customs, traditions, superstitions,
Action Required:

Free action

DC of Check:

Answering a question on a local 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. Some examples of basic tasks include:

Task Skill DC
Blend in with locals 20
Know local laws, rulers, and popular locations 10
Know a common rumor, superstition or tradition 15
Know a rare rumor, superstition or tradition 35
Know public organizations, guilds, rulers, and locations 10
Know shady merchants, secret rulers, and hidden organizations 30
Navigate in a large city without getting lost 20
Modifiers to Check

Familiar Territory: -5 to the DC

  • Your homeland: -10 to the DC
  • Inside a city or otherwise heavily modified ground: +5 to the DC
  • Unusual or rare terrain: Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc. +10 to the DC
  • On a different but similar plane of existence: The Ether, the Plane of Shadow, The First World, etc. +15 to the DC
  • On a different but non-hostile plane of existence: The Plane of Air, Elysium, The Silver Fields, etc. +25 to the DC
  • On a wildly different plane of Existence: The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
  • On a wildly different and hostile plane of existence: The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
  • Very Bad Places: The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +50 to the DC
  • The Edge of Reality: Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +60 to the DC
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.

Monster Lore: Humanoids, Proteans

You can use this skill to identify humanoids, and protean creatures, and potentially even recall detailed information regarding their special powers or vulnerabilities. Creatures of other types than these require different knowledge skills to identify.
Action Required:

Free action

DC of Check:
  • Basic Lore: double the monster's CR
  • Complete Lore: 15 + double the monster's CR
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
  • Basic Lore: You 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.
  • Complete Lore: You know 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.
Consequences of Failure

You don't know enough about the creature 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

Gather Information

You can use Knowledge (Local) to gather information about a specific topic, event or individual. Note that you may also use Diplomacy to perform this task. Success gets you information about the person, topic or event. It is assumed that multiple sources are consulted during the investigation, to weed out contradictory information, and get a broader picture of the topic. This means you get more than a simple "Yep, he lives in the hollow over there", and more of a big-picture summary of the individual, object or event.
Action Required:

1d4 hours, as you canvas people at local taverns, markets and gathering places. Gathering information in settlements of size "Large City" or larger takes 1d4 days, instead.

DC of Check:
Topic Being Investigated Knowledge (Local) DC
The topic is famous or infamous with the local populace Easy skill check vs. the CR/level of the campaign, object, or individual, whichever is lower
The topic is reasonably well-known to the local populace Average skill check vs. the CR/level of the campaign, object, or individual
The topic is reasonably well-known to a regional subset of the local populace Challenging skill check vs. the CR/level of the campaign, object, or individual
A person that is unknown or anonymous Hard skill check vs. the CR/level of the individual
An object or an event that is not well-known Hard skill check vs. the CR/level of the individual who owns the object, precipitated the event, or otherwise is responsible for the topic's existence.
A person, object, or event that is a secret to the local populace Impossible skill check vs. the CR/level of the campaign, object, or individual, whichever is higher
Modifiers to Check
Topic Modifier DC Modifier
The topic is dangerous to talk about openly (e.g. "What is the name of 'he-who-shall-not-be-named'?") +2
Only a few select individuals know anything about the topic/person/item +2 or more (depending on settlement size)
You don't want people to know you're asking about the specific topic, event or individual +5
Take 10? / Take 20?

Yes

Allows Assists?

Yes (up to 5 allies).

Results of Success

You discover information about the specific topic, event or individual you are seeking, sufficient to suggest at least one course of action related to the topic.

If you exceed the target DC by 5 or more, you gain significant information about the topic, or perhaps a useful warning about something you should watch out for.

Consequences of Failure

If you fail by less than 5, you uncover only the most basic of information about the topic. If you fail by 5 or more, you are unable to find any reliable sources of information on the topic.

Retry Allowed?

Yes

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 civilized locales 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.

Familiar Territory: -5 to the DC

  • Your homeland: -10 to the DC
  • Inside a city or otherwise heavily modified ground: +5 to the DC
  • Unusual or rare terrain: Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc. +10 to the DC
  • On a different but similar plane of existence: The Ether, the Plane of Shadow, The First World, etc. +15 to the DC
  • On a different but non-hostile plane of existence: The Plane of Air, Elysium, The Silver Fields, etc. +25 to the DC
  • On a wildly different plane of Existence: The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
  • On a wildly different and hostile plane of existence: The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
  • Very Bad Places: The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +50 to the DC
  • The Edge of Reality: Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +60 to the DC
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