Skills/Knowledge

Knowledge is a representation of what a character knows about a specific type of field of study or topic. Many Knowldge skill have a specific use as noted on Table: Knowledge Skill DC’s.

Below are listed fields of study:


 * Arcana (aberrations, ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts).
 * Engineering (buildings, aqueducts, bridges, fortifications, robots)
 * History (wars, colonies, migrations, founding of cities)
 * Region (legends, personalities, inhabitants, laws, customs, traditions, humanoids, lands, lineages, heraldry, personalities, royalty)
 * Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather,  terrain, vermin, oozes,  caverns, spelunking)
 * Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
 * Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

Monster Knowledge
You may use the appropriate knowledge skill to identify a monster’s abilities and weaknesses.

The check varies on how common the monster is Starting at 5+CR for common monsters (like a goblin) and rising by 5 as they become more and more rare. Usually meeting the CR will let you identify the creature and usually how many hit dice it possesses, from there for each degree of success you have in your check you can recall an additional piece of information (such as weaknesses, immnuities, attacks, abilities, etc..)

If a creature does not possess a CR (such as a player), the CR is simply equal to their hit dice. Action: Knowledge checks take no action and are usually able to be made the moment you can see a creature.

Retry? No.