(INT; TRAINED ONLY)
Like the Craft and Profession skills, Knowledge actually encompasses some unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Below are listed typical fields of study.
- Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
- Architecture and engineering (buildings, aqueducts, bridges, fortifications)
- Dungeoneering (aberrations, caverns, oozes, spelunking)
- Geography (lands, terrain, climate, people)
- History (royalty, wars, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
- Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
- Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
- The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
- Warfare (class skill for fighters, paladins, pathfinders, and rangers).
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
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.
Action: Usually none. In most cases, making a Knowledge check does not take an action—you simply know the answer, or you do not.
Try Again: No. The check represents what you know, and thinking about a topic a second time does not let you know something that you never learned in the first place.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Survival (WIS), you get a +2 bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).
Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check.
|5||A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.|
|10||An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise|
|15||A 1st-level rogue using Move Silently to sneak past the listener|
|19||A cat stalking|
|30||An owl gliding in for a kill|
|1If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language.|
|Listen DC Modifier||Condition|
|+5||Through a door|
|+15||Through a stone wall|
|+1||Per 10 feet of distance|
In the case of people trying to be quiet, the DCs given in the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result.
Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise, or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.
Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a –4 penalty on Listen checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Listen checks.
A ranger gains a bonus on Listen checks when using this skill against a favored enemy.
An elf, gnome, or miloi has a +2 racial bonus on Listen checks.
A half-elf has a +1 racial bonus on Listen checks.
A sleeping character may make Listen checks at a –10 penalty. A successful check awakens the sleeper.
Move Silently has been combined with Hide to become one skill called Stealth. See that entry for more information.
(DEX; TRAINED ONLY)
Attempting an Open Lock check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given in the table below.
|Very simple lock||20||Good lock||30|
|Average lock||25||Amazing lock||40|
Action: Opening a lock is a full-round action.
Special: If you have the Nimble Fingers feat, you get a +2 bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you might successfully force them open.
Like Craft, Knowledge (INT), and Profession (WIS), Perform is actually a number of separate skills.
You could have several Perform skills, each with its own ranks, each purchased as a separate skill.
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.
- Act (comedy, drama, mime)
- Comedy (buffoonery, limericks, joke-telling)
- Dance (ballet, waltz, jig)
- Keyboard instruments (harpsichord, piano, pipe organ)
- Oratory (epic, ode, storytelling)
- Percussion instruments (bells, chimes, drums, gong)
- String instruments (fiddle, harp, lute, mandolin)
- Wind instruments (flute, pan pipes, recorder, trumpet)
- Sing (ballad, chant, melody)
Check: You can impress audiences with your talent and skill.
|10||Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 ♞/day.|
|15||Enjoyable performance. In a prosperous city, you can earn 1d10 ⛻/day.|
|20||Great performance. In a prosperous city, you can earn 3d10 ⛻/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.|
|25||Memorable performance. In a prosperous city, you can earn 1d6 ☄/day. In time, you may come to the attention of noble patrons and develop a national reputation.|
|30||Extraordinary performance. In a prosperous city, you can earn 3d6 ☄/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.|
A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.
Action: Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description.
Try Again: Yes. Retries are allowed, but they do not negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)
Special: A bard must have at least 3 ranks in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 6 ranks in a Perform skill to inspire competence, 9 ranks to use his suggestion ability, 12 ranks to inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks to inspire heroics, and 21 ranks to use his mass suggestion ability. See Bardic Music in the bard class description.
In addition to using the Perform skill, you can entertain people with sleight of hand, tumbling, tightrope walking, and spells (especially illusions).
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