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Knowledge

Page history last edited by Jeff 13 years ago

Knowledge (Int)

You have studied a body of lore, possibly an academic or even scientific discipline. You can answer questions and identify some monsters. Furthermore, since knowledge is a form of magic, ranks in Knowledge skills grant spell-like or supernatural abilities, known as Deep Study (see below).

 

The ten fields of study are:

  • Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
  • Dungeoneering (aberrations, caverns, oozes, spelunking)
  • Engineering (buildings, aqueducts, bridges, fortifications)
  • Geography (lands, terrain, climate, people)
  • History (royalty, wars, colonies, migrations, founding of cities)
  • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
  • Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
  • Nobility (lineages, heraldry, family trees, mottoes, personalities)
  • Planes (the Astral Heavens, the Ethereal, outsiders, magic related to the planes)
  • Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
 

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

Often, you can use Knowledge skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. 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, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.

Try Again: 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.

 

Deep Study

Knowledge is literally magic in Sakuru. Reaching certain ranks in Knowledge skills confers spell-like or supernatural abilities to the learner through depth of study. Skill checks are not required to learn or activate these abilities, they are a magical consequence of study.

     All detect Knowledge abilities are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

     Only a few Deep Study abilities are currently known:

 

Ranks at which Knowledge abilities occur

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Arcana x       x ?                            
Dungeoneering   x   x  
                       
Engineering   x   x   ?                            
Geography   x x     ?                            
History x   x     x                          
Local     x x   ?                            
Nature   x     x ?                            
Nobility x   x     x                          
Planes   x   x   ?                            
Religion x       x ?                            

 

 

Arcana

1 Read Magic (Su): You can read arcane magical inscriptions, allowing you to read arcane scrolls and spellbooks, and the like. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + 1/2 spell level).

5 Detect Magical Beasts (Sp): Once per day, you may detect magical beasts as the spell detect animals or plants.

 

Dungeoneering

2 Brighter Light (Su): All light sources you hold or control underground increase their illumination radius by 5 feet.

4 Innate Mapping (Su): When underground, you can sense the shape of your environment, the location and shape of floors, walls, and ceilings within 60 feet, without a light source. This does not reveal doors, secret doors, traps, or any contents of the room. This is not an action.

5 Depth Sense (Su): With three rounds of uninterrupted concentration, you can determine your exact depth underground.

7 Detect Aberrations (Sp): Once per day, you may detect aberrations as the spell detect animals or plants.

 

Engineering

2 Gatecrasher (Su): You gain a +2 Knowledge bonus on checks to break doors, walls, or other structural elements, or checks to aid another in doing these tasks.

4 Doorfinder (Su): You gain a +5 Knowledge bonus on checks to find secret doors, fasle bottoms in chests, and similar concealed portals. In addition, you get a Perception check to notice secret doors when you are within 5 feet of them, even if you are not actively looking.

 

Geography

2 Read the Land (Su): When traveling overland, you treat trackless movement speed as road and trail speed.

3 Good Hunting (Su): Once per day, you receive a +20 Knowledge bonus to one Survival check.

 

History

1 Detect Magic (Su): As a standard action, you can detect the presence of magical auras within sight, up to 60 feet away. If you spend 3 rounds concentrating on an aura, you can determine its strength as well (dim, faint, moderate, strong, or overwhelming).

3 Impress Elders (Su): You gain a +2 Knowledge bonus to Diplomacy skill checks when talking to any creature over 100 years old.

6 Identify (Sp): Once per day, you may identify a magic item as the identify spell with a caster level equal to your level.

 

Local

3 Read Response (Su): If you spend one full round observing a humanoid with 60 feet, you can determine its initial attitude toward you (Hostile, Unfriendly, Indifferent, Friendly, Helpful) without having to interact with it.

4 Feel the Room (Su): You gain a +2 Knowledge bonus to Gather Information skill checks. The gathering can be done in half the time it normally takes (around 2 hours).

7 Detect Humanoids (Sp): Once per day, you may detect the presence of humanoid creatures as the spell detect animals or plants.

 

Nature

2 Detect Wildlife (Sp): Once per day, you may detect animals or plants as the spell.

5 Weather Forecast (Su): You have an 80% chance to accurately predict the next day's weather in a 30 mile radius of your current position.

 

Nobility

1 Due Deference: You gain a +2 Knowledge bonus to Diplomacy skill checks when talking to a humanoid in a leadership position.

Sense Leader (Su): If you spend one full round observing a groups of humanoids, you can determine who is in charge, even if there is no insignia, or other obviously telling marks.

6 Bypass Inferiors (Su): With a dismissive gesture, you cause all functionaries of a ruler or leader with fewer than 5 Hit Dice within 30 feet to halt as the spell command. This ability cannot be used on targets in combat.

 

Planes

2 Detect Elementals (Sp): Once per day, you may detect elemental creatures as the spell detect animals or plants.

4 Ethersense (Su): You may make Perception checks to notice creatures in the Ethereal as though they were invisible in the Material.

 

Religion

1 Read Magic (Su): You can read divine magical inscriptions, allowing you to read divine scrolls and other enchanted divine writing. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + 1/2 spell level).

5 Detect Undead (Sp): Once per day, you may detect undead creatures as the spell detect animals or plants.

 

 

 

nobility: Discern a target’s social station, irrespective of disguise or shapechange.

planes: 1-detect same-alignment outsiders your HD or lower 60 ft.; 2-detect elementals 60 ft.

 

 

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