The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes, incarnum and soulmelds) Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, ancestors, Shintao, rituals, sacred symbols) Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities, laws) Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) History (royalty, wars, colonies, migrations, founding of cities) Geography (lands, terrain, climate, people, clans) Below are listed typical fields of study.Īrcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, incarnum and soulmelds, astrology)Īrchitecture and engineering (buildings, aqueducts, bridges, fortifications, naval architecture, ship design, and construction techniques for large vessels)ĭungeoneering (aberrations, caverns, oozes, spelunking) Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Task DC's printed in BLUE require an item or magical location to use the relevant knowledge skill. Look over the general knowledge skill here in the first post, follow the links to each individual knowledge skill, then appraise the affiliations, feats, items, and library/magical locations to modify the class skill towards its maximum benefit for your character.
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