Post by Kenneth New on Jun 7, 2015 0:41:32 GMT -5
Knowledge Arcana
This skill allows the user to identify Aberrations, Constructs (other than robots), Dragons, Fey, Magical Beasts, Outsiders and Undead. It also covers ancient mysteries, magic traditions and arcane symbols.
This is a class skill for any class in the rulebooks that gets Knowledge Arcana.
Knowledge Astronomy
This skill allows the user to identify stellar phenomena, to tell direction, latitude, time of year, etc... by observing the nighttime sky. He or she can also predict eclipses and other regularly occurring celestial phenomena.
Knowledge Creatures
This skill allows the user to identify Aberrations, Dragons, Magical Beasts, Humanoids and Monstrous Humanoids.
This is a class skill for rangers and wizards.
Knowledge Dungeoneering
This skill covers knowledge of caves, spelunking and underground terrain. It allows the user to identify aberrations, fungi and oozes.
Knowledge Engineering
This skill covers buildings, aqueducts, bridges, fortifications. It is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot's abilities and weaknesses.
Knowledge (engineering) is also 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.
[Please note that the technologist feat is not generally available in Rhiada.]
Knowledge History
This skill covers events in history.
Knowledge Nature
This skill allows the user to identify Animals, Dragons, Fey, Elementals, Plants, Magical Beasts and Vermin. It also covers terrain, weather and natural phenomena.
Knowledge Nobility
This skill covers noble lineages, heraldry, personalities and royalty.
Knowledge Peoples
This skill covers nations, peoples, cultures and traditions. It can be used to identify humanoids.
This is a class skill for rogues and wizards.
Knowledge (Region)
This skill covers general knowledge about a region, from important people, institutions and customs to legends, trivia and famous or storied places.
Any character can make untrained checks for there home region. This skill is a class skill for fighters, rangers, rogues and wizards.
Knowledge Religion
This skill covers gods and goddesses, mythic history, ecclesiastic tradition, and holy symbols. It can also be used to identify outsiders and undead.
This skill allows the user to identify Aberrations, Constructs (other than robots), Dragons, Fey, Magical Beasts, Outsiders and Undead. It also covers ancient mysteries, magic traditions and arcane symbols.
This is a class skill for any class in the rulebooks that gets Knowledge Arcana.
Knowledge Astronomy
This skill allows the user to identify stellar phenomena, to tell direction, latitude, time of year, etc... by observing the nighttime sky. He or she can also predict eclipses and other regularly occurring celestial phenomena.
Knowledge Creatures
This skill allows the user to identify Aberrations, Dragons, Magical Beasts, Humanoids and Monstrous Humanoids.
This is a class skill for rangers and wizards.
Knowledge Dungeoneering
This skill covers knowledge of caves, spelunking and underground terrain. It allows the user to identify aberrations, fungi and oozes.
Knowledge Engineering
This skill covers buildings, aqueducts, bridges, fortifications. It is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot's abilities and weaknesses.
Knowledge (engineering) is also 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.
[Please note that the technologist feat is not generally available in Rhiada.]
Knowledge History
This skill covers events in history.
Knowledge Nature
This skill allows the user to identify Animals, Dragons, Fey, Elementals, Plants, Magical Beasts and Vermin. It also covers terrain, weather and natural phenomena.
Knowledge Nobility
This skill covers noble lineages, heraldry, personalities and royalty.
Knowledge Peoples
This skill covers nations, peoples, cultures and traditions. It can be used to identify humanoids.
This is a class skill for rogues and wizards.
Knowledge (Region)
This skill covers general knowledge about a region, from important people, institutions and customs to legends, trivia and famous or storied places.
Any character can make untrained checks for there home region. This skill is a class skill for fighters, rangers, rogues and wizards.
Knowledge Religion
This skill covers gods and goddesses, mythic history, ecclesiastic tradition, and holy symbols. It can also be used to identify outsiders and undead.