Skills/Knowledge

You are educated in a field of study and can answer both simple and complex questions. Like the Perform and Profession skills, Knowledge actually encompasses a number of different specialties.

Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DC’s.

Below are listed typical fields of study.


 * Arcana (aberrations, ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts); Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
 * 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)

General Knowledge
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

Action: Usually none. In most cases, a Knowledge check doesn’t take an action (but see “Untrained,” below).

Retry? No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

Monster Lore
You can use this skill to identify monsters and their special powers or vulnerabilities.

Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Action: Usually none. In most cases, a Knowledge check doesn’t take an action (but see “Untrained,” below).

Retry? No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day.

If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again.

Modifiers
Equipment (Library) If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.
 * Training You cannot make an untrained Knowledge check with a DC higher than 10.