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What knowledge skills do you never use?
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<blockquote data-quote="Saeviomagy" data-source="post: 1913101" data-attributes="member: 5890"><p>We have used:</p><p># Arcana</p><p></p><p>Critter ID, magic items etc. Lots of use from this one.</p><p></p><p># Architecture and engineering</p><p></p><p>Whenever I cast shape stone or wall of stone to make something structural, my DM hits me with this one. Which I don't have. Damn.</p><p></p><p># Dungeoneering</p><p></p><p>Yup. Again, it mostly seems to be used as K: Underdark, but hey.</p><p></p><p># Geography</p><p></p><p>Never. Survival does weather prediction a few days in advance AND keeps you from getting lost, maps exist and travel magic (which doesn't care about terrain) exists too. This one seems wholly useless.</p><p></p><p># History</p><p></p><p>Useless. No, really. Either the history in question is irrelevant, but nice flavour text, or it's just going to be given to you by the dm. And if you're really stuck, legend lore isn't that expensive.</p><p></p><p># Local</p><p></p><p>As long as this is left generic, it's great. If a DM decides that k:local only applies to the place of your birth (or a specific area, or whatever), then it rapidly becomes useless.</p><p></p><p># Nature</p><p></p><p>Animals, fey, giants, vermin and monstrous humanoids. Wooohoooo!</p><p></p><p># Nobility and royalty</p><p></p><p>Eh. If a guy's the king, you know he's the king. And if he chooses to get all offended at your manners, you can probably give him the smackdown. Take it if you want to hang around in court, and that's about it. In general, diplomacy does every this one does and more.</p><p></p><p># Religion</p><p></p><p>Undead. They're so complex, you NEED this one. If nothing else, just so you can identify that a critter is undead and can therefore be turned.</p><p></p><p># The planes</p><p></p><p>Outsiders. See undead. And the fun you can have when you know about the planar traits... Everyone's sick? Let's just jaunt off to the positive energy plane for a bit then!</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1913101, member: 5890"] We have used: # Arcana Critter ID, magic items etc. Lots of use from this one. # Architecture and engineering Whenever I cast shape stone or wall of stone to make something structural, my DM hits me with this one. Which I don't have. Damn. # Dungeoneering Yup. Again, it mostly seems to be used as K: Underdark, but hey. # Geography Never. Survival does weather prediction a few days in advance AND keeps you from getting lost, maps exist and travel magic (which doesn't care about terrain) exists too. This one seems wholly useless. # History Useless. No, really. Either the history in question is irrelevant, but nice flavour text, or it's just going to be given to you by the dm. And if you're really stuck, legend lore isn't that expensive. # Local As long as this is left generic, it's great. If a DM decides that k:local only applies to the place of your birth (or a specific area, or whatever), then it rapidly becomes useless. # Nature Animals, fey, giants, vermin and monstrous humanoids. Wooohoooo! # Nobility and royalty Eh. If a guy's the king, you know he's the king. And if he chooses to get all offended at your manners, you can probably give him the smackdown. Take it if you want to hang around in court, and that's about it. In general, diplomacy does every this one does and more. # Religion Undead. They're so complex, you NEED this one. If nothing else, just so you can identify that a critter is undead and can therefore be turned. # The planes Outsiders. See undead. And the fun you can have when you know about the planar traits... Everyone's sick? Let's just jaunt off to the positive energy plane for a bit then! [/QUOTE]
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