Knowledge (Nature): Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Skills]]
[[Category:Skills]]
<small>[[Epic Path]] \ [[Skills]] \ {{PAGENAME}}</small>
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>


==Description==
<div style="float:left">
:{| class="ep-default2" text-align:left; margin-left:20px;"
|-
| width="250" style="font-weight:bold" | Ability Score Used: || Intelligence
|-
| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No
|}
</div>
<div class="clear"></div>
You are educated in aspects of the wilderness, which allows you to answer both simple and complex questions on that topic.  Specifically, Knowledge (Nature) allows you to make checks to reveal information on animals, fey, monstrous humanoids, plants, seasons and cycles, weather and vermin.
Characters who have the bailiwick skill [[Naturalism]] from their character class (or some other source) gain ranks in ''Knowledge (Nature)'' automatically, at a rate of one rank per rank placed in [[Naturalism]].  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 ==
{{Template:SkillUse


* '''Ability Score Used:''' Intelligence
| Skill-Use = General Knowledge
* '''Usable Untrained?''' No
* '''Armor Check Penalty Applies?''' No


You are educated in aspects of the wilderness, which allows you to answer both simple and complex questions on that topic.  Specifically, Knowledge (Nature) allows you to make checks to reveal information on animals, fey, monstrous humanoids, plants, seasons and cycles, weather and vermin.
| Core-Skill = Knowledge (Nature)


| Benefit = You know the answers to questions pertaining to the natural world, such as animals, plants, seasons and cycles, and inclement weather, atmospheric and natural environmental hazards.  Knowledge (Nature) grants character the ability to identify or relate information about such topics, but does not grant any ability to endure or survive in the wilderness (that requires [[Survival]]). [[Survival]] tells a character which plants or berries are edible and which will make you sick, while ''Knowledge (Nature)'' tells a character where such plants grow best, other uses for the plants or berries (besides stuffing them in your mouth), which animals like to eat them, etc.  Where [[Survival]] is the practical application of wilderness skills, ''Knowledge (Nature)'' is a deep understanding of ''why'' the plants, animals, weather, and terrains interact the way that they do. ''Knowledge (Nature)'' is also closely related to ''Profession (Alchemist)'', and ''Profession (Herbalist)'', though those skills are aimed at profiting from herb lore, rather than granting any deeper understanding.


===Check===
| Action = Free action
Answering a question on the topic of Nature has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).


| DC = Answering a question on a nature-related 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="1" cellpadding="5" style="text-align:left"
{{#!:
! Task || Skill DC
: {| border="0" cellpadding="5" style="text-align:left"
|-
|-
| Identify natural hazard || 15 + hazard's CR
| Identify natural hazard || 15 + hazard's CR
Line 26: Line 43:
|-
|-
| Determine artificial nature of feature || 20
| Determine artificial nature of feature || 20
|-
| Identify animals, fey, monstrous humanoids, plants or vermin || 10 + double the monster's CR<sup>1</sup>
|}
|}
}}
| 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: Animals, Fey, Monstrous Humanoids, Plants, Vermin ==
{{Template:SkillUse
| Skill-Use = Monster Lore: Animals, Fey, Monstrous Humanoids, Plants, Vermin
| Core-Skill = Knowledge (Nature)
| Benefit = You can use this skill to identify animals, fey, monstrous humanoids, plants, or vermin, 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 = * '''During combat:''' a [[free action]] during your turn; '''''or:'''''
* '''Outside of combat:''' A full minute of studying the creature and its habitat
| 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
}}
== Contemplate Answers (Epic) ==
{{Template:SkillUse
| Skill-Use = Contemplate Answers (Epic)
| Core-Skill = Knowledge (Nature)
| 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 nature 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 = Full-round action


:* <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>
| 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.


| 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
* '''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


===Action===
| Take10-Take20 = No


| Assist = Yes (up to 5 allies)


====Identify animals, fey, monstrous humanoids, plants or vermin====
| Success = You are able to piece together an answer from the scraps of knowledge you do possess.
You can use this skill to identify animals, fey, monstrous humanoids, plants or vermin 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.


| Failure = Despite really trying, you still just don't know.


===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 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.

Latest revision as of 14:57, 22 December 2020

Description

Ability Score Used: Intelligence
Armor Check Penalty Applies? No

You are educated in aspects of the wilderness, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Nature) allows you to make checks to reveal information on animals, fey, monstrous humanoids, plants, seasons and cycles, weather and vermin.

Characters who have the bailiwick skill Naturalism from their character class (or some other source) gain ranks in Knowledge (Nature) automatically, at a rate of one rank per rank placed in Naturalism. 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 the natural world, such as animals, plants, seasons and cycles, and inclement weather, atmospheric and natural environmental hazards. Knowledge (Nature) grants character the ability to identify or relate information about such topics, but does not grant any ability to endure or survive in the wilderness (that requires Survival). Survival tells a character which plants or berries are edible and which will make you sick, while Knowledge (Nature) tells a character where such plants grow best, other uses for the plants or berries (besides stuffing them in your mouth), which animals like to eat them, etc. Where Survival is the practical application of wilderness skills, Knowledge (Nature) is a deep understanding of why the plants, animals, weather, and terrains interact the way that they do. Knowledge (Nature) is also closely related to Profession (Alchemist), and Profession (Herbalist), though those skills are aimed at profiting from herb lore, rather than granting any deeper understanding.
Action Required:

Free action

DC of Check:

Answering a question on a nature-related 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:

Identify natural hazard 15 + hazard's CR
Identify a common plant or animal 10
Identify unnatural weather phenomenon 15
Determine artificial nature of feature 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: Animals, Fey, Monstrous Humanoids, Plants, Vermin

You can use this skill to identify animals, fey, monstrous humanoids, plants, or vermin, 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:
  • During combat: a free action during your turn; or:
  • Outside of combat: A full minute of studying the creature and its habitat
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

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 nature 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