Knowledge (Planes): Difference between revisions
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====Identify elementals, demons, devils and outsiders==== | ====Identify elementals, demons, devils and outsiders==== | ||
You can use this skill to identify elementals, demons, devils and outsiders and their special powers or vulnerabilities. In general, the DC of such a check | You can use this skill to identify elementals, demons, devils and outsiders 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 19:16, 15 November 2015
Knowledge (Planes) (Int; Trained Only)
You are educated in the infinite planes of existence, which allows you to answer both simple and complex questions on that topic. Specifically, Knowledge (Planes) allows you to make checks to reveal information on the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, the Deep Dark, outsiders and planar magic.
Check
Answering a question on the topic of dimensional planes has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
Task | Skill DC |
---|---|
Know the names of the planes | 10 |
Recognize current plane | 15 |
Identify a creature's planar origin | 20 |
Identify elementals, demons, devils and outsiders | 10 + double the monster's CR1 |
- 1 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.
Action
Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).
Identify elementals, demons, devils and outsiders
You can use this skill to identify elementals, demons, devils and outsiders 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
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.