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Knowledge (monster type) chart (REVISITED)
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<blockquote data-quote="niko718" data-source="post: 37882" data-attributes="member: 1469"><p>Below is an example of how we have used the Knowledge monster (in this case undead) and the knowledge planes to 3rd edition (taken and modified from the second edition). As for the DC check to the type of monster, it is usually 10+ the creature's CR rating. The difference is that the creature categories are broken down to parts and not just any creature. Meaning, if someone specialized in knowing undead creatures, that character would only know about those creatures...either from previous experience, learned knowledge or anything similar. As for creatures that are not met that one has not studied or heard, then the character is not prepared. Against previous met creatures, that are had been faught before, the character needs to make an spot check or appraisal check (with DC depending on situation) and see if he remembers or recognizes that creature.</p><p></p><p></p><p><strong> Knowledge (Undead) (Int.): </strong> A character with this skill is versed in the lore of undead creatures. This skill may be used to determine the probable lairs, dining habits and history of such a creature. Whenever a character with this skill confronts an undead, he or she may be able to specifically identify the creature (discerning between a ghast and a common ghoul for instance). In addition, providing the character makes another successful skill check, he/she recalls the creature’s specific weakness and natural defenses or immunities. At the DM’s discretion, a failed skill check (in either of the cases) will reveal misleading or even completely erroneous information, which may actually strengthen or otherwise benefit the undead. Note: This skill should be considered a class skill for Clerics, Paladins, Rangers, Sorcerers and Wizards.</p><p></p><p><strong> Knowledge (Planes) (Int.): </strong> This proficiency allows a character to become familiar with the hazards, denizens, and refuges of one specific plane. A character with this skill knows what the gates to the neighboring planes and different layers look like. He can recognize common denizens of that plane and estimate how dangerous they might be. He has a good idea of what’s where, and the general characteristics of any power’s realm in that plane. With a successful proficiency check, the character can determine which way to go to find any destination or portal he’s heard of, recognize uncommon or residents of the planes, determine the intent or purpose of any natives he meets, or survive on inhospitable planes without food, water or special equipment. When the character gains 12 ranks in this skill, that character is considered a specialist in that Layer. Layer specialization creates several contacts or acquisitions for the character or the layer in question. With a successful skill check, he can apply +3 to reaction adjustment to any dealings with natives of that layer – the character learns which names to drop in which situations. A character with layer specialization effectively has the direction sense, weather sense, and survival skills while on that layer. Unfortunately, the only way to specialize is by spending on the plane (or layer) in question. About four to eight months worth of travel and introductions will suffice for becoming a specialist. Note: This skill should be considered a class skill for Clerics, Paladins, Rangers, Sorcerers and Wizards.</p></blockquote><p></p>
[QUOTE="niko718, post: 37882, member: 1469"] Below is an example of how we have used the Knowledge monster (in this case undead) and the knowledge planes to 3rd edition (taken and modified from the second edition). As for the DC check to the type of monster, it is usually 10+ the creature's CR rating. The difference is that the creature categories are broken down to parts and not just any creature. Meaning, if someone specialized in knowing undead creatures, that character would only know about those creatures...either from previous experience, learned knowledge or anything similar. As for creatures that are not met that one has not studied or heard, then the character is not prepared. Against previous met creatures, that are had been faught before, the character needs to make an spot check or appraisal check (with DC depending on situation) and see if he remembers or recognizes that creature. [b] Knowledge (Undead) (Int.): [/b] A character with this skill is versed in the lore of undead creatures. This skill may be used to determine the probable lairs, dining habits and history of such a creature. Whenever a character with this skill confronts an undead, he or she may be able to specifically identify the creature (discerning between a ghast and a common ghoul for instance). In addition, providing the character makes another successful skill check, he/she recalls the creature’s specific weakness and natural defenses or immunities. At the DM’s discretion, a failed skill check (in either of the cases) will reveal misleading or even completely erroneous information, which may actually strengthen or otherwise benefit the undead. Note: This skill should be considered a class skill for Clerics, Paladins, Rangers, Sorcerers and Wizards. [b] Knowledge (Planes) (Int.): [/b] This proficiency allows a character to become familiar with the hazards, denizens, and refuges of one specific plane. A character with this skill knows what the gates to the neighboring planes and different layers look like. He can recognize common denizens of that plane and estimate how dangerous they might be. He has a good idea of what’s where, and the general characteristics of any power’s realm in that plane. With a successful proficiency check, the character can determine which way to go to find any destination or portal he’s heard of, recognize uncommon or residents of the planes, determine the intent or purpose of any natives he meets, or survive on inhospitable planes without food, water or special equipment. When the character gains 12 ranks in this skill, that character is considered a specialist in that Layer. Layer specialization creates several contacts or acquisitions for the character or the layer in question. With a successful skill check, he can apply +3 to reaction adjustment to any dealings with natives of that layer – the character learns which names to drop in which situations. A character with layer specialization effectively has the direction sense, weather sense, and survival skills while on that layer. Unfortunately, the only way to specialize is by spending on the plane (or layer) in question. About four to eight months worth of travel and introductions will suffice for becoming a specialist. Note: This skill should be considered a class skill for Clerics, Paladins, Rangers, Sorcerers and Wizards. [/QUOTE]
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