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How do you use knowledge skills?
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<blockquote data-quote="Asmor" data-source="post: 3854343" data-attributes="member: 1154"><p>Part of my prep involves printing out monster stat blocks (in MM4/DMG2 format) on single pages by themselves. Depending on the source, this may mean just a straight copy-paste, or it may require me to translate from the old stat blocks to the new.</p><p></p><p>At the end I list knowledge DCs, typically 2-3. If the monster's already got it, such as in recent monster books, I just use that. Otherwise, I make it up myself. The type is as dictated by the monster's type, and the first success tells you the monster's type (i.e. success reveals all outsider and baatezu traits), and each level of success (including the first) tells you a tidbit to help you fight the monster; notable attacks and defenses, primarily, such as DR/Adamantine or a wisdom-draining touch. Of course, I don't just say "DC 23: It has DR 10/Adamantine," but rather "DC 23: The beast's tough exoskeleton is incredibly difficult to harm, but adamantine is effective."</p><p></p><p>Here's an example for a monster I made, called Shock Skeletons, which were sort of a cross between skeletons and shocker lizards.</p><p></p><p>Knowledge (Religion)</p><p>DC 16: This is a shock skeleton. Its bones are plated with various metals and alloys, essentially turning it into a walking battery. It can shoot blasts of electricity. Like all skeletons, bludgeoning weapons are most effective against them.</p><p>DC 21: Sonic damage is capable of wrecking havoc on shock skeletons. Their blasts are relatively weak alone, but they can team up to generate more powerful and lethal electrical blasts.</p><p></p><p>And what I wrote for the Warforged Titan (MM 3)</p><p></p><p>Knowledge (Arcana)</p><p>DC 23: This is a Warforged Titan, a massive, hulking warforged with no more sentience than an animal. It is highly resistant to all forms of energy and most weapons as well; only adamantine weapons can easily cut through its thick hide.</p></blockquote><p></p>
[QUOTE="Asmor, post: 3854343, member: 1154"] Part of my prep involves printing out monster stat blocks (in MM4/DMG2 format) on single pages by themselves. Depending on the source, this may mean just a straight copy-paste, or it may require me to translate from the old stat blocks to the new. At the end I list knowledge DCs, typically 2-3. If the monster's already got it, such as in recent monster books, I just use that. Otherwise, I make it up myself. The type is as dictated by the monster's type, and the first success tells you the monster's type (i.e. success reveals all outsider and baatezu traits), and each level of success (including the first) tells you a tidbit to help you fight the monster; notable attacks and defenses, primarily, such as DR/Adamantine or a wisdom-draining touch. Of course, I don't just say "DC 23: It has DR 10/Adamantine," but rather "DC 23: The beast's tough exoskeleton is incredibly difficult to harm, but adamantine is effective." Here's an example for a monster I made, called Shock Skeletons, which were sort of a cross between skeletons and shocker lizards. Knowledge (Religion) DC 16: This is a shock skeleton. Its bones are plated with various metals and alloys, essentially turning it into a walking battery. It can shoot blasts of electricity. Like all skeletons, bludgeoning weapons are most effective against them. DC 21: Sonic damage is capable of wrecking havoc on shock skeletons. Their blasts are relatively weak alone, but they can team up to generate more powerful and lethal electrical blasts. And what I wrote for the Warforged Titan (MM 3) Knowledge (Arcana) DC 23: This is a Warforged Titan, a massive, hulking warforged with no more sentience than an animal. It is highly resistant to all forms of energy and most weapons as well; only adamantine weapons can easily cut through its thick hide. [/QUOTE]
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