Knowledge (Nobility)
Full rules text, use cases, and edge-case handling for this skill.
Description
Knowledge represents academic learning in a specific field of study. Each Knowledge sub-skill is a separate skill with its own rank investment — ranks in Knowledge (Arcana) do not help with Knowledge (Religion). A character may invest in as many Knowledge sub-skills as they wish.
Knowledge checks are used to recall information about creatures, lore, geography, history, and the planes. The GM sets the DC based on how obscure the information is. Unlike most skills, you either know something or you don't — a failed check cannot be reattempted just by rolling again.
This page covers all Knowledge sub-skills. The rules for the check, action, and try again are identical across all ten — only the subject matter differs. The sub-skill you are viewing (Knowledge (Nobility)) determines what topics the check covers; see the domain table below.
Sub-Skills and Domains
Each sub-skill covers a specific body of knowledge. Creature identification always uses the sub-skill that corresponds to the creature's type.
| Sub-Skill | Covers | Creature Types |
|---|---|---|
| Knowledge (Arcana) | Magic traditions, arcane theory, constructs, dragons | Constructs, dragons, magical beasts |
| Knowledge (Dungeoneering) | Aberrations, caverns, oozes, spelunking | Aberrations, oozes |
| Knowledge (Engineering) | Buildings, siege engines, aqueducts, fortifications | Constructs (shared with Arcana) |
| Knowledge (Geography) | Lands, terrain, climate, peoples, trade routes | — |
| Knowledge (History) | Wars, colonies, migrations, founding of nations | — |
| Knowledge (Local) | Legends, personalities, laws, customs of a specific region | Humanoids |
| Knowledge (Nature) | Animals, fey, giants, plants, seasons, weather, natural cycles | Animals, fey, giants, monstrous humanoids, plants, vermin |
| Knowledge (Nobility) | Lineages, heraldry, etiquette, personalities, royalty | — |
| Knowledge (Planes) | The Inner and Outer Planes, planar travel, outsiders | Outsiders |
| Knowledge (Religion) | Gods, ecclesiastic tradition, holy symbols, the undead | Undead |
Check
Make a Knowledge check to recall a relevant piece of information, identify a creature, or answer a question within the sub-skill's domain.
| Task | DC |
|---|---|
| Recall a basic, commonly known piece of lore | 10 |
| Identify a common creature | 10 |
| Identify an uncommon creature | 15 |
| Identify a rare creature | 20 |
| Identify a very rare or unique creature | 25–30 |
| Know a creature's special powers or vulnerabilities | Identify DC + 5 |
| Recall obscure or specialized lore | 20–30 (GM sets) |
One check, one question. Each Knowledge check answers one specific question or identifies one creature. Additional questions about the same creature require additional checks (each at DC + 5 for deeper detail). The GM may volunteer basic information on a success without being asked.
Action
None — recalling information is a free action. In practice the GM calls for the check when it becomes relevant; no action is spent at the table.
Try Again
No. You either know the information or you don't — rolling again with the same character against the same question produces the same result. If the situation changes (new evidence, a library becomes available, a mentor teaches you), the GM may allow a new check.
Special
- Trained only (DC > 10): You may not attempt a Knowledge check untrained if the DC exceeds 10. You can still attempt DC 10 or lower checks without ranks.
- Bardic Knowledge: Bards add half their level (minimum 1) to all Knowledge checks and may attempt any Knowledge check untrained regardless of DC. This is the primary exception to the trained-only rule.
- Skill Focus (Knowledge [specific]) (feat): +3 to one Knowledge sub-skill; increases to +6 with 10 or more ranks.
- Scholar (feat): +2 to two Knowledge skills of your choice.
- Monster Lore (Inquisitor): Add Wisdom modifier (in addition to Intelligence) to Knowledge checks made to identify creatures and their abilities.
- Lore Master (Bard): At 5th level, a bard may take 10 on any Knowledge check. At 11th level, once per day per 6 bard levels, may take 20.
- Multiple sub-skills: A character may invest ranks in as many Knowledge sub-skills as they wish. Each is tracked independently.
Untrained
Only for DC 10 or lower. Any character may attempt a Knowledge check for widely known, common information without ranks. For obscure information (DC > 10), at least 1 rank is required — except for bards, who may always attempt Knowledge checks untrained.