Difference between revisions of "Knowledge (Apath)"
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=== Subjects === | === Subjects === | ||
;Arcana | ;Arcana | ||
− | :Ancient mysteries, arcane symbols, '''constructs ''' (except robots), '''dragons ''', | + | :Ancient mysteries, '''arcane classes''', 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 | ;Dungeoneering | ||
− | :'''Aberrations''', caverns, '''oozes''', spelunking, far realm. | + | :'''Aberrations''', caverns, '''oozes''', '''psychic classes''', spelunking, far realm. |
;Engineering | ;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. | :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. | ||
Line 10: | Line 10: | ||
:Astronomy, climate, geometry, lands, people,terrain, | :Astronomy, climate, geometry, lands, people,terrain, | ||
;History | ;History | ||
− | :Colonies, founding of cities, '''haunts''', migrations, wars. ''Adding haunts to history to give it a bit more omph. | + | :Colonies, founding of cities, '''haunts''', legends, migrations, wars. ''Adding haunts to history to give it a bit more omph. |
;Local | ;Local | ||
− | : '''humanoids''', inhabitants, | + | : cultures, '''humanoids''', inhabitants, '''skilled classes'''. ''This has been changed to be the general knowledge for humanoids of all kinds. |
;Nature | ;Nature | ||
− | :'''Animals, fey, monstrous humanoids, plants''', seasons and cycles, '''vermin''', weather. | + | :'''Animals, fey, monstrous humanoids, plants''', seasons and cycles, '''vermin''', weather, '''wild classes'''. |
;Nobility | ;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. | + | :''Customs, heraldry, laws'', lineages, '''martial classes''', personalities, royalty, traditions. ''This has taken over some aspects of knowledge local, making it the knowledge for society and government. |
;Planes | ;Planes | ||
:Astral Plane, Ethereal Plane, Inner Planes, Outer Planes, '''outsiders''', planar magic. | :Astral Plane, Ethereal Plane, Inner Planes, Outer Planes, '''outsiders''', planar magic. | ||
;Religion | ;Religion | ||
− | : | + | : '''Divine classes''', gods and goddesses, ecclesiastic tradition, holy symbols, mythic history, religious law and tradition, '''undead'''. |
+ | |||
+ | {| class="wikitable" | ||
+ | |+''' Table: Classes By Knowledge Area''' | ||
+ | | valign=top | | ||
+ | ;Arcane | ||
+ | :(Arcana) | ||
+ | :Arcanist | ||
+ | :Bard | ||
+ | :Bloodrager | ||
+ | :Magus | ||
+ | :Sorcerer | ||
+ | :Spellsword | ||
+ | :Summoner | ||
+ | :Witch | ||
+ | :Wizard | ||
+ | |||
+ | | valign=top | | ||
+ | ;Divine | ||
+ | :(Religion) | ||
+ | :Cleric | ||
+ | :Inquisitor | ||
+ | :Oracle | ||
+ | :Paladin | ||
+ | :Sacerdote | ||
+ | :Warpriest | ||
+ | |||
+ | | valign=top | | ||
+ | ;Martial | ||
+ | (Nobility) | ||
+ | :Brawler | ||
+ | :Cavalier | ||
+ | :Doom Warrior | ||
+ | :Fencer | ||
+ | :Fighter | ||
+ | :Gunslinger | ||
+ | :Slayer | ||
+ | :Soldier | ||
+ | :Swashbuckler | ||
+ | |||
+ | | valign=top | | ||
+ | ;Psychic | ||
+ | :(Dungeoneering) | ||
+ | :Kineticist | ||
+ | :Medium | ||
+ | :Mesmerist | ||
+ | :Monk | ||
+ | :Occultist | ||
+ | :Psychic | ||
+ | :Spiritualist | ||
+ | |||
+ | | valign=top | | ||
+ | ;Skilled | ||
+ | :Local) | ||
+ | :Alchemist | ||
+ | :Investigator | ||
+ | :Kingpin | ||
+ | :Quartermaster | ||
+ | :Rogue | ||
+ | :Vigilante | ||
+ | |||
+ | | valign=top | | ||
+ | ;Wild | ||
+ | (Nature) | ||
+ | :Animist | ||
+ | :Barbarian | ||
+ | :Druid | ||
+ | :Hunter | ||
+ | :Ranger | ||
+ | :Shaman | ||
+ | :Skald | ||
+ | |} | ||
=== Referencing === | === Referencing === |
Revision as of 09:14, 5 February 2017
Unofficial rules compendium | |
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Subjects
- Arcana
- Ancient mysteries, arcane classes, 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, psychic classes, 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, legends, migrations, wars. Adding haunts to history to give it a bit more omph.
- Local
- cultures, humanoids, inhabitants, skilled classes. 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, wild classes.
- Nobility
- Customs, heraldry, laws, lineages, martial classes, 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
- Divine classes, gods and goddesses, ecclesiastic tradition, holy symbols, mythic history, religious law and tradition, undead.
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(Nobility)
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(Nature)
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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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