Difference between revisions of "Knowledge (Apath)"
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:''Adding haunts to history to give it a bit more omph. | :''Adding haunts to history to give it a bit more omph. | ||
;Local | ;Local | ||
− | : Cultures, customs, '''humanoids''', inhabitants, '''skilled classes'''. | + | : Cultures, customs, '''humanoids''', inhabitants, '''skilled classes''', subcultures. |
:''This has been changed to be the general knowledge for humanoids of all kinds. | :''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, '''wild classes'''. | :'''Animals, fey, monstrous humanoids, plants''', seasons and cycles, '''vermin''', weather, '''wild classes'''. | ||
;Nobility | ;Nobility | ||
− | :Customs, heraldry, laws, lineages, '''martial classes''', personalities, royalty, traditions. | + | :Customs, heraldry, '''high-level characters''', laws, lineages, '''martial classes''', officials, personalities, royalty, traditions. |
:''This has taken over some aspects of knowledge local, making it the knowledge for society and government. | :''This has taken over some aspects of knowledge local, making it the knowledge for society and government. | ||
;Planes | ;Planes |
Revision as of 10:13, 5 February 2017
Unofficial rules compendium | |
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Subjects
- Arcana
- Ancient mysteries, arcane classes, arcane symbols, constructs (except automatons & robots), dragons, magic traditions, magical beasts; Although automatons & robots are constructs, Knowledge (arcana) cannot be used to identify automatons & robots.
- Dungeoneering
- Aberrations, caverns, oozes, psychic classes, spelunking, far realm.
- This has become the skill for psychic powers.
- Engineering
- Architecture, aqueducts, bridges, buildings, fortifications, traps. This is the most important skill with regard to technological subjects. It can be used to identify the abilities and weaknesses of automatons & robots.
- Knowledge (engineering) is 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, navigation, nations, terrain.
- History
- Haunts, legends, migrations, past events, wars.
- Adding haunts to history to give it a bit more omph.
- Local
- Cultures, customs, humanoids, inhabitants, skilled classes, subcultures.
- 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, high-level characters, laws, lineages, martial classes, officials, 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.
(Arcana)
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(Religion)
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(Nobility)
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(Dungeoneering)
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(Local)
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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. Libraries can also contain information that simply is not available otherwise.
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