Knowledge (*) checks

reveal

Adventurer
How a Knowledge (*) (nature, magic, the planes) check is used to identify a monster you haven't seen before:

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 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.

I've been toying with the idea of making this a little more specific. I'm considering doing something like this:

When in combat, you can make a Knowledge (*) check to identify a monster. If you make the DC (10 + creatures HD) you know the name of the creature and can ask one specific question about its abilities. Beat the DC by 5 and you get to ask two specific question about its abilities. Beat the DC by 10 and you get the ask three specific questions about its abilities and so on.

You can ask things like:

"Tell me about one of its Spell-like abilities."
"Tell me about one of its extraordinary abilities."
"Tell me about one of its special qualities."
"Is it immune, or have damage reduction towards, fire?"

You can also ask things like "What is it's Fort save like?" or "What is it's Touch AC?" For the answer to that, I would not be specific, but use the following chart:

+1 to +5 Very low
+6 to +10 Low
+11 to +15 Average
+16 to +20 High
+21 to +25 Very High
+26 to +30 Super High
+31 to +35 Extraordinarily High
+36 to +40 I wouldn't do that if I were you

Of course, for AC questions, use the same table just remove the +'s. And you would not be able to use this to, say, figure out "What's that Wizards Fort save?" You could only use this for critters that are in the Monster Manuals.

How does that sound to everyone?
 
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I don't like metagaming

to me the knowledge check works thus

"the creature seems to resemble descriptions you've heard given to trolls
DC- Dont get caught or they'll rend you apart. Yet if you remember correctly trolls can regrow their limbs
DC +5 trolls can even regrow their heads.
DC +10 fire and acid are the only guaranteed ways of killing trolls
 

I use a Knowledge(monster subtype) check. Like animal or monstrous humanoid.

Trolls
DC-Trolls regrow limbs and other cut off stuff.
DC+5-Trolls have a (good, bad, okay) Fort save. "Hardy against poisons and the like."
DC+10-Trolls tend to travel (solitary/groups) with X# in them.

You could place the information in any order, or make up a table and if you role 41-56 then you learn a (Su), etc.
 

A labor-intensive model of a good way to do this...

Troll
Uncommon creature (base DC 10)

Trolls are hideous, ugly monsters that delight in ripping other creatures from limb to limb. They shun sunlight and enjoy murky places, like dwelling under bridges. (DC 10)

Trolls are tall greenish colored monsters with sharp claws and the ability to heal a wound almost instantly. They show an aversion to fire, except when roasting their muttion. When not feasting on the innocent, trolls only find joy in complaining about irrelevant things they have no power to change. (DC 15)

Trolls enjoy little shiny trinkets. In fact, a troll with lot of trinkets may attract a group of trolls, though never more than six. Too many trolls in one place and they start to attack each other. Some worship their trinkets as idols of a savage god and even can cast minor magic. Their favorite tactics is ambushing at a bridge, but they'll be repelled by fire, which prevents them from regenerating. Never invite a troll to any event involving a bonfire. Book burnings might be ok, but executions by fire are a bad idea. And Beltaine is straight out. (DC 20)
 

That's very similar to the way I do it, reveal. It makes the Knowledges useful, I think. I actually give the AC and saves and such, though. If I'm going to give all the other information, I don't see how specific numbers are that much of a stretch.
 

kanithardm said:
I use a Knowledge(monster subtype) check. Like animal or monstrous humanoid.

Trolls
DC-Trolls regrow limbs and other cut off stuff.
DC+5-Trolls have a (good, bad, okay) Fort save. "Hardy against poisons and the like."
DC+10-Trolls tend to travel (solitary/groups) with X# in them.

You could place the information in any order, or make up a table and if you role 41-56 then you learn a (Su), etc.

If that works for you great. IMO there are already enough Knowledge skills and adding more of them bogs the system down. I prefer using the existing options (nature, arcana, dungeoneering, etc.) to base the knowledge off of.
 

Check out this link:
http://www.enworld.org/forums/showthread.php?t=63927

Some good ideas about abjudicating DCs and replacing the current DC of 10+HD with something more realistic. Basically, the more famous a monster is, the more should be known about it, though some of that knowledge is simply erroneous (legend).

DC 10, basic details along with some erroneous legends
DC 15, know which of those basic details are false
DC 20, know several of the creature's major powers and abilities
 

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