Skills‎ > ‎

    Knowledge (Int; Trained Only)

    FastPlay Rules
    See this skill in FastPlay format.
    Table: Table: Knowledge Skill DC's
    Task Knowledge Skill DC
    Identify auras while using detect magic Arcana 15 + spell level
    Identify a spell effect that is in place Arcana 20 + spell level
    Identify materials manufactured by magic Arcana 20 + spell level
    Identify a spell that just targeted you Arcana 25 + spell level
    Identify the spells cast using a specific material component Arcana 20
    Identify underground hazard Dungeoneering 15 + hazard's CR
    Identify mineral, stone, or metal Dungeoneering 10
    Determine slope Dungeoneering 15
    Determine depth underground Dungeoneering 20
    Identify dangerous construction Engineering 10
    Determine a structure's style or age Engineering 15
    Determine a structure's weakness Engineering 20
    Identify a creature's ethnicity or accent Geography 10
    Recognize regional terrain features Geography 15
    Know location of nearest community or noteworthy site Geography 20
    Know recent or historically significant event History 10
    Determine approximate date of a specific event History 15
    Know obscure or ancient historical event History 20
    Know local laws, rulers, and popular locations Local 10
    Know a common rumor or local tradition Local 15
    Know hidden organizations, rulers, and locations Local 20
    Identify natural hazard Nature 15 + hazard's CR
    Identify a common plant or animal Nature 10
    Identify unnatural weather phenomenon Nature 15
    Determine artificial nature of feature Nature 20
    Know current rulers and their symbols Nobility 10
    Know proper etiquette Nobility 15
    Know line of succession Nobility 20
    Know the names of the planes Planes 10
    Recognize current plane Planes 15
    Identify a creature's planar origin Planes 20
    Recognize a common deity's symbol or clergy Religion 10
    Know common mythology and tenets Religion 15
    Recognize an obscure deity's symbol or clergy Religion 20
    Identify a monster's abilities and weaknesses Varies 10 + monster's CR
    Creature Type Field of Study
    Constructs, dragons, magical beasts Arcana
    Aberrations, oozes Dungeoneering
    Humanoids Local
    Animals, fey, giants, monstrous humanoids, plants, vermin Nature
    Outsiders Planes
    Undead Religion

    You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties.

    Monster Lore

    Below are listed typical fields of study.

    • Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts); Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
    • Dungeoneering (aberrations, caverns, oozes, spelunking)
    • Engineering (buildings, aqueducts, bridges, fortifications); This is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot's abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object's Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (engineering) who also has the Technologist feat.
    • Geography (lands, terrain, climate, people); Used for astronomy.
    • History (wars, colonies, migrations, founding of cities)
    • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
    • Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
    • Nobility (lineages, heraldry, personalities, royalty)
    • Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
    • Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)


    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).

    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 CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. 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.

    Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DC's.


    Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).

    Try Again

    No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.


    You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.