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Thread: Picking a knowledge.
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2010-11-27, 12:29 AM (ISO 8601)
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Picking a knowledge.
A simple question, what knowledge skill is a good pick for identifying enemies weak spots if you have no idea what enemies you will be fighting?
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2010-11-27, 12:33 AM (ISO 8601)
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- Jul 2010
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Re: Picking a knowledge.
If by "identifying enemies weak spots" you mean Knowledge Devotion, Knowledge(Local) applies to all humanoids, which means all NPC enemies.
If you mean it in a more general sense, I typically find Knowledge(Arcana) comes up a lot, especially with more inexperienced DMs, as it can be argued to apply to most anything.Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-11-27, 12:33 AM (ISO 8601)
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- Mar 2008
Re: Picking a knowledge.
Hmm... I'd usually go for Knowledge (Local) to get all the Humanoids. It's hard to have a campaign totally lacking humanoids, unlike other creature types.
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2010-11-27, 12:36 AM (ISO 8601)
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- Oct 2009
Re: Picking a knowledge.
Actually, each of the knowledges is used for a certain set of creature types. I'm gonna put in a vote for Knowledge (local) or Knowledge (the planes) since they both cover a fairly large group of creatures.
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2010-11-27, 12:36 AM (ISO 8601)
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- Oct 2010
Re: Picking a knowledge.
Assuming you're talking about D&D 3.5, Knowledge (nature) covers the greatest variety of enemy types. Add Knowledge (religion) if you suspect undead, Knowledge (local) in civilised areas with a lot of humanoids, Knowledge (the planes) in case of outsider or elemental presence, Knowledge (dungeoneering) when below ground level and at a risk of running into oozes or aberrations and perhaps Knowledge (arcana) if you suspect dragon involvement, construct use or a population of magical beasts.
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2010-11-27, 12:54 AM (ISO 8601)
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- Feb 2009
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Re: Picking a knowledge.
The biggest ones are Nature, The Planes, and Arcana, I believe in that order. After that, it's a toss-up between Local, Religion, and Dungeoneering. Architecture and Engineering comes up occasionally, but generally not too often.
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2010-11-27, 01:04 AM (ISO 8601)
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- Aug 2010
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Re: Picking a knowledge.
You may be able to convince your DM that ranks in Heal would give you a better understanding of where to strike, maybe as a synergy bonus.
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2010-11-27, 01:29 AM (ISO 8601)
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- Nov 2010
Re: Picking a knowledge.
Under skills in th PHB it shows what is identified by each. I haven't played a Knowledge Devotion character yet, but in retrospect Arcana, Local, Nature, and The Planes would be the most useful. Dungeoneering and Religion are rather limited in application in both number of creatures aplicable and out of cambat use as well.
Arcana (constructs, dragons, magical beasts)
Dungeoneering (aberrations, oozes)
Local (humanoids)
Nature (animals, fey, giants, monstrous humanoids, plants, vermin)
Religion (undead)
The Planes (outsiders, elementals)
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2010-11-27, 03:53 AM (ISO 8601)
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- Oct 2010
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Re: Picking a knowledge.
What class are you? Many PrCs have knowledge (X) requirements, so you can synergize by focusing on the one(s) that benefit your build directly.
Similarly, you should pick based on your party members as well. If there is a cleric, leave Religion to them as they have probably invested in it. If there's a Druid/Ranger, they should have Nature covered. Arcanists will of course have Arcana, and the Rogue/Bard should have Local.
Also, is it just me or do Knowledge (Local) and Gather Information seem redundant?Plague Doctor by Crimmy
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2010-11-27, 06:54 AM (ISO 8601)
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- Jul 2010
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Re: Picking a knowledge.
does knowledge even work that way?
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2010-11-27, 07:13 AM (ISO 8601)
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- May 2006
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- Sunnydale
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2010-11-27, 09:23 AM (ISO 8601)
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- Nov 2010
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2010-11-27, 10:42 AM (ISO 8601)
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- Oct 2010
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Re: Picking a knowledge.
Plague Doctor by Crimmy
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