Knowledge (Nature): Difference between revisions

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:* <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>
:* <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>
===Modifiers===
* '''Familiar Territory''' -5 to the DC.
* '''Pristine Wilderness''' -10 to the DC.
* '''Partially tamed wilderness''': Trails nearby, settlements within a days travel, +5 to the DC
* '''Farmland, Pastureland, Frontier''': +10 to the DC
* '''On a different but similar plane of existence''': The Ether, the Plane of Shadow, The First World, etc.  +20 to the DC
* '''On a different but non-hostile plane of existence''': The Plane of Air, Elysium, The Silver Fields, etc.  +30 to the DC
* '''On a wildly different plane of Existence''': The Azure Sea, The Plane of Earth, the Plane of Water, etc. +40 to the DC
* '''On a wildly different and hostile plane of existence''': The Plane of Fire, the Nine Hells, the Abyss, etc +50 to the DC
* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +60 to the DC
* '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +75 to the DC
Note: The modifiers above apply only to rolls to identify flora and fauna, natural features, hazards and 'weather' conditions in extremely unusual environments. It is pretty normal to be raining tiny holes in reality in Apocolyptica, for example, but very unusual for such things in the Abyss.  These modifiers do not apply to rolls to identify monsters of any sort: Such checks are plenty hard all by themselves.


===Action===
===Action===
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====Identify animals, fey, monstrous humanoids, plants or vermin====
===Identify animals, fey, monstrous humanoids, plants or vermin===
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.
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.



Revision as of 20:09, 8 April 2017