Knowledge (Nobility)

From Epic Path
Revision as of 15:21, 26 May 2021 by Tbolling (talk | contribs) (Text replacement - "NPC" to "NPC")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Description

Ability Score Used: Intelligence
Armor Check Penalty Applies? No

You are educated in aspects of the noble houses, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Nobility) allows you to make checks to reveal information on lineages, heraldry, flags, important personalities, and royalty.

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 nobility, allowing you to answer questions related to lineages, heraldry, flags, important personalities, and royalty.
Action Required:

Free action

DC of Check:

Answering a question on a nobility 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:

Know names and general personalities of current nobility 10
Know names and general personalities of historic nobility 20
Know line of succession 20
Recognize a modern flag, crest, or heraldic symbol 15
Recognize ancient flag, crest, or heraldic symbol 25
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.

Bogey Lore: Naval

You can use this skill to identify naval bogeys (NPC vehicles), and potentially even recall detailed information regarding their special powers or vulnerabilities. Bogeys 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 bogey
DC of Check:
  • Basic Lore: double the bogey's CR
  • Complete Lore: 15 + double the bogey's CR
Modifiers to Check

Some bogeys have different target DC's. Refer to the bogey's fleet list entry for details. These altered DC's are typically because the bogey 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 bogey. GM's should either read, or allow the character to read, the introductory text of the bogey's fleet list entry.
  • Complete Lore: You know quite a lot about the bogey in question, and GM's should allow that player to look over the bogey's fleet list entry in its entirety.
Consequences of Failure

You don't know enough about the bogey 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 nobility 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