Knowledge (Int; Trained Only)

Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

Below are listed typical fields of study.

  • Arcana (ancient mysteries, magic traditions and societies, arcane symbols, cryptic phrases, summoning, binding, demons)
  • Architecture and engineering (buildings, aqueducts, bridges, fortifications)
  • Geography (lands, terrain, climate, people)
  • History (leaders, wars, migrations, founding of cities and nations)
  • Local (particular regions; This skill can be used in place of Geography, History, Nature, Nobility & Royalty, Religion or Rumours for questions relating to a specific region)
  • Nature (animals, plants, seasons and cycles, weather, vermin, were-beasts)
  • Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
  • Religion (gods and goddesses, mythic history, ecclesiastic tradition)
  • Rumours (legends, personalities, inhabitants, laws, customs, traditions)
  • Warfare (tactics, battle formations, leading armies)

Check: Answering really easy questions within your field of study has a DC of 10, answering basic questions has a DC of 15 and answering really tough questions ranges DC 20 to DC 30.

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s Hit Dice. A successful check allows you to remember a bit of useful information about that monster.

For every five points by which your check result exceeds the DC, you recall another piece of useful information.

Action: In most cases, making a Knowledge check does not take an action; you simply know the answer or you do not.

Try Again: The check represents what you know. Thinking about a topic a second time does not let you know something that you never learned in the first place.


Hyborian Roads Astenodar