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.css" rel="stylesheet" type="text/css" /> Knowledge
Italiano English S.T.R.I.X. vs Enquire®, the comic book. A database containing all individuals under control, where you might discover your presence... The rules for a Role Play Game which takes place in S.T.R.I.X. vs Enquire® universe. The geo-political organization of the planet, knowledges stored by S.T.R.I.X.®, Enquire® technologies, under the limit you're allowed to.

⌂ Home > Skills > Skills List > Intelligence (INT) > Knowledge (INT; Trained Only; TD 0÷11)

Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of 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.


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SkillTDProficiencyTemplate Classes
Arcana0÷11Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beastsAdept, Arcane Trickster, Archmage, Aristocrat, Bard, Cerebremancer, Cleric, Dragon Disciple, Eldritch Knight, Expert, Hierophant, Loremaster, Monk, Mystic Theurge, Psion, Sorcerer, Wizard
Architecture and Engineering0; 3÷11Mathematics, buildings, aqueducts, bridges, fortifications
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Knowledge), Dragon Disciple, Expert, Loremaster, Psion, Wizard
Dungeoneering0÷11Aberrations, caverns, oozes, spelunking
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Knowledge), Dragon Disciple, Expert, Loremaster, Psion, Ranger, Slayer, Wizard
Geography0; 3÷11Lands, terrain, climate, people
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Knowledge), Dragon Disciple, Expert, Horizon Walker, Loremaster, Psion, Ranger, Wizard
History0÷11Royalty, wars, colonies, migrations, founding of cities
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric, Dragon Disciple, Expert, Loremaster, Psion, War Mind, Wizard
Local0; 3÷11Legends, personalities, inhabitants, laws, customs, traditions, humanoids
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Knowledge), Dragon Disciple, Elocater, Expert, Loremaster, Psion, Rogue, Wizard
Nature0; 4÷11Animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, verminAdept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Animal, Knowledge, Plant), Dragon Disciple, Druid, Expert, Loremaster, Psion, Ranger, Wizard
Nobility and Royalty0÷11Lineages, heraldry, family trees, mottoes, personalitiesAdept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric (Knowledge), Dragon Disciple, Eldritch Knight, Expert, Loremaster, Paladin, Psion, Wizard
The Planes0÷11The Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planesAdept, Arcane Trickster, Archmage, Aristocrat, Bard, Cleric, Dragon Disciple, Expert, Loremaster, Psion, Psion Uncarnate, Thaumaturgist, Wizard
Religion0÷11Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead
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Adept, Arcane Trickster, Archmage, Aristocrat, Bard, Blackguard, Cleric, Dragon Disciple, Expert, Hierophant, Loremaster, Monk, Mystic Theurge, Paladin, Psion, Psionic Fist, Thaumaturgist, Wizard

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. 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.

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Action: Usually none. In most cases, making a Knowledge check doesn’t take an action - you simply know the answer or you don’t.
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.

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Synergy: If you have 5 or more ranks in Knowledge (Arcana), you get a +2 bonus on Spellcraft checks.

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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.

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If you have 5 or more ranks in Knowledge (Dungeoneering), you get a +2 bonus on Survival checks made while underground.

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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.

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If you have 5 or more ranks in Knowledge (Local), you get a +2 bonus on Gather Information checks.

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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 Survival, you get a +2 bonus on Knowledge (Nature) checks.
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 (the Planes), you get a +2 bonus on Survival checks made while on other planes.

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If you have 5 or more ranks in Knowledge (Religion), you get a +2 bonus on turning checks against undead.

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Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).