Difference between revisions of "Knowledge (Apath)"
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{{Apath}} | {{Apath}} | ||
+ | === Subjects === | ||
+ | ;Arcana | ||
+ | :Ancient mysteries, arcane symbols, '''constructs ''' (except robots), '''dragons ''', '''magic traditions''', '''magical beasts''; Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses. | ||
+ | ;Dungeoneering | ||
+ | :'''Aberrations''', caverns, '''oozes''', spelunking, far realm. | ||
+ | ;Engineering | ||
+ | :Architecture, aqueducts, bridges, buildings, fortifications, '''traps'''. This is the most important skill with regard to technological subjects. It can be used to identify a '''robot's''' abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object's Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (engineering) who also has the Technologist feat. | ||
+ | ;Geography | ||
+ | :Astronomy, climate, geometry, lands, people,terrain, | ||
+ | ;History | ||
+ | :Colonies, founding of cities, '''haunts''', migrations, wars. ''Adding haunts to history to give it a bit more omph. | ||
+ | ;Local | ||
+ | : '''humanoids''', inhabitants, legends, personalities. ''This has been changed to be the general knowledge for humanoids of all kinds. | ||
+ | ;Nature | ||
+ | :'''Animals, fey, monstrous humanoids, plants''', seasons and cycles, '''vermin''', weather. | ||
+ | ;Nobility | ||
+ | :''Customs, heraldry, laws'', lineages, personalities, royalty, traditions. ''This has taken over some aspects of knowledge local, making it the knowledge for society and government. | ||
+ | ;Planes | ||
+ | :Astral Plane, Ethereal Plane, Inner Planes, Outer Planes, '''outsiders''', planar magic. | ||
+ | ;Religion | ||
+ | :Gods and goddesses, ecclesiastic tradition, holy symbols, mythic history, religious law and tradition, '''undead'''. | ||
+ | |||
=== Referencing === | === Referencing === |
Revision as of 23:30, 2 February 2017
Unofficial rules compendium | |
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Subjects
- Arcana
- Ancient mysteries, arcane symbols, constructs (except robots), dragons , magic traditions', magical beasts; Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
- Dungeoneering
- Aberrations, caverns, oozes, spelunking, far realm.
- Engineering
- Architecture, aqueducts, bridges, buildings, fortifications, traps. This is the most important skill with regard to technological subjects. It can be used to identify a robot's abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object's Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (engineering) who also has the Technologist feat.
- Geography
- Astronomy, climate, geometry, lands, people,terrain,
- History
- Colonies, founding of cities, haunts, migrations, wars. Adding haunts to history to give it a bit more omph.
- Local
- humanoids, inhabitants, legends, personalities. This has been changed to be the general knowledge for humanoids of all kinds.
- Nature
- Animals, fey, monstrous humanoids, plants, seasons and cycles, vermin, weather.
- Nobility
- Customs, heraldry, laws, lineages, personalities, royalty, traditions. This has taken over some aspects of knowledge local, making it the knowledge for society and government.
- Planes
- Astral Plane, Ethereal Plane, Inner Planes, Outer Planes, outsiders, planar magic.
- Religion
- Gods and goddesses, ecclesiastic tradition, holy symbols, mythic history, religious law and tradition, undead.
Referencing
Using a reference work allows you to retry a Knowledge skill check as a full-round action that triggers attacks of opportunity.
Research
Using a library you can cross-reference many sources and gain a more complete picture of an issue than any single book could give. With 20 minutes of work you can make a Knowledge check with a +10 bonus, and you can retry this check. It takes a full day of research to take 20 this way. The library must contain books on relevant topics.
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