Knowledge Skill

Knowledge (Int)
Trained Only
Like the Craft 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 typical fields of study.

  • Alien Species: Customs, Societies, Attributes of species other than your own
  • Archeology: The scientific study of material remains
  • Architecture: The art and science of building structures
  • Astronomy: The study of celestial bodies
  • Biology: The scientific study of living organisms and their vital processes
  • Bureaucracy: Knowledge of bureaucratic procedures
  • Business: Knowledge of business procedures, profit and loss, supply and demand
  • Chemistry: The scientific study of the composition, structure, and properties of substances
  • Dark Side Lore: Knowledge of traditions and powers of the Dark Side
  • Engineering: The scientific study of the application of matter and energy
  • Forensics: Knowledge of applying the scientific method to solve problems
  • Genetics: The scientific study of the genetic makeup of an organism
  • History: Knowledge of past events that have been important to the development of galactic society
  • Jedi Lore: Knowledge of the traditions, legends, and powers of the Jedi Order (Note: 1 rank at a minimum required for The Jedi Trials)
  • Local Lore: Knowledge of the traditions, legends, and culture of a specific people
  • Mandalorian Lore: Knowledge of the Mandalorian people along with their culture and history
  • Medicine: The scientific study of the maintenance of health and the prevention, alleviation, or cure of disease
  • Physics: The scientific study the interaction of matter and energy
  • Politics: Knowledge of governmental institutions, processes, and policies
  • Sith Lore: Knowledge of the traditions, legends, and powers of the Sith Order
  • Streetwise: Knowledge necessary to survive and successfully interact in an urban environment
  • Tactics: The scientific study of disposing and maneuver forces in combat
  • Technology: Knowledge of cutting-edge devices and electronic systems
  • Wilderness Lore: Knowledge of surviving in a wild, untamed area
  • World Lore: Knowledge of the cultures, life, and physical makeup of specific planets in the galaxy

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).

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

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.

You can take 10 when making a Knowledge check, but you can’t take 20.

The GM may alter the DC of a Knowledge check, or apply a modifier to the check, to reflect a character’s familiarity (or lack thereof) with a specific aspect of the skill category.

For example, a GM may allow a character with the Knowledge (Jedi Lore) skill to recall information about the Sith with a +2 or +5 or higher modifier to the skill check DC.

Also, the GM may decide that having 5 or more ranks in a specific Knowledge skill provides you with a +2 synergy bonus when making a related skill check.

For example, a character with 5 or more ranks in Knowledge (Medicine) could get a +2 synergy bonus when making a Treat Injury check in certain situations.

A character with the Living History feat gets a +2 aptitude bonus on Knowledge checks.

Time: A Knowledge check can be a reaction, but otherwise requires a full-round action.

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