Knowledge (Apath)

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Unofficial rules compendium

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, netherworld, 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 automaton & robot subtypes of constructs.
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, fairy, 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, myths, religious law and tradition, shadow plane, undead.
Table: Classes By Knowledge Area
Arcane

(Arcana)

Alchemist
Arcanist
Bloodrager
Magus
Sorcerer
Spellsword
Summoner
Witch
Wizard
Divine

(Religion)

Cleric
Inquisitor
Monk
Oracle
Paladin
Sacerdote
Warpriest
Martial

(Nobility)

Brawler
Cavalier
Doom Warrior
Fencer
Fighter
Gunslinger
Slayer
Soldier
Swashbuckler
Psychic

(Dungeoneering)

Kineticist
Medium
Mesmerist
Occultist
Psychic
Spiritualist
Skilled

(Local)

Bard
Investigator
Kingpin
Quartermaster
Rogue
Vigilante
Wild

(Nature)

Animist
Barbarian
Druid
Hunter
Ranger
Shaman
Skald

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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