Knowledge skill

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The Knowledge skill in DnD and Pathfinder is an important skill in Hökaland. This article provides some guidelines on how to use the skill with information in this wiki.


Cryptography

Knowledge (Mathematics) and Craft (Cryptography) or Profession (Cryptographer) can be used to decipher deliberately encrypted written messages. While Linguistics is used to decipher actual information from messages, cryptography is a very deliberate and specific skill. Mathematics skills are always useful, but a character can only receive a bonus from either her skill i ncraft or her profession.

Skill ranks in either mathematics or encryption (either craft or profession) can be combined up to 1½ the number of HD a character has (round down). The character still has to choose to use either Knowledge (Mathematics), Craft (Cryptography) or Profession (Cryptographer) for the actual skill check, however. This means the ability modifier and special bonuses only applies once and only for the skill selected.

A character cannot attempt to decipher a coded message untrained unless she has clear instructions she can follow, and then make an intelligence check assisted by the encryption bonus provided by the instructions.

Example: Exarch the wizard is trying to decipher a message he has intercepted. He is his Circle's cryptographer (Profession (Cryptography)) and is very good at mathematics at level 8. He first adds together his 8 skill ranks in Knowledge (Mathematics) and 8 ranks in Profession (Cryptography), getting a total of 16. However, he has a total of 8 HD, so the maximum skill rank bonus is 12 and she chooses to use Knowledge (Mathematics) for the roll, adding her Class Skill bonus and Skill Focus bonus. This total skill rank bonus of 12 is then combined with his Intelligence bonus of 4, Class Skill bonus of 3 and Skill Focus bonus of 3: 12 + 4 + 3 + 3 = 22. He then adds +22 to his decipher roll.


Choose Encryption

When making an encrypted message, there are a number of techniques one can choose from; each have advantages and disadvantages. If the logistics of ciphers and methods between the sender and recipient is dealt with, the main difference between methods is the time it takes to decipher the message. For the use of rules in Hökaland there are three categories:

  1. Impossible: One Time Pad or Running Cipher
    • Base DC: 20
    • These methods are not really used (or needed) by most peope. Many don't even know they exist or how they work.
    • Unless at least part of a key is available, the encryption cannot be broken.
    • Takes a very long time to decode, even with key and needs notes or other tools.
  2. Very hard: Polyalphabetic cipher
    • Base DC: 15
    • Less wieldly and the recipient needs to already have a key.
    • Messages can be broken without keys, but it's hard.
    • Takes a long time to decode.
  3. Hard:Substitution cipher or Transposition cipher
    • Base DC: 5
    • Most common encryption of this time. Makes sure uninitiated can't read it and delays the time it takes for others to do so.
    • Messages can be broken without keys, but the decoder needs some specialist skill.
    • Can be decoded without any additional tools and fairly quickly.
  4. Code: Simply speaking with replaced words or innuendos. More of a Linguisitc, Bluff or Sense Motive roll than Mathematics, etc.
    • Depends on coder's Bluff check.

Create Cipher The character needs to have a total bonus that is higher or equal to the base DC of a cryptography method to use it. When method is chosen she then decides if she wants to modify the base DC further (See table). The total DC is then multiplied with how many quarters of a page the message should be. Finally she makes an appropriate skill check against the total DC.



The GM rolls the encryptor's chosen skill check and


Notation

As far as possible, each part of the wiki will be marked with a floating information box, indicating the Difficulty Class (DC) for a character to know a particular piece of information.

Alternate knowledge

On many occasions, another Knowledge skill can be constituted by another skill. For example, knowing who the local regent's son is may normally be a roll for Knowledge (Nobility), but a character with good local knowledge could make a Knowledge (Local) at a slightly higher DC.

Synergy

A character may request to have a small situational bonus to a roll if she has knowledge skill bonuses in more than one related skill. For instance, checking to see if a character knows whether or not a specific noble is religious where both skills in nobility and religion are high, you pick one and get a small bonus. This bonus does not count intelligence modifier twice. Check with your DM if you are allowed synergy bonus.

  • Synergy: For every 3 points of total bonus, you can use one point of situational bonus on the roll.

Faction knowledge rolls

Living in the world, characters will know some things and not others. This is a guide to DC levels for what type of information they require regarding a particular faction.

* Only applies to the right type of knowledge skill.

Recognising the name

  • All Court of Houses members - (history)/(local)/(nobility) DC5.
  • Other houses - (local) DC15, (nobility) DC8.
  • Main factions - (history)/(local)/(religion*) DC5.
  • Other factions - (history) DC15, (local) DC8.
    • If rolling right type of knowledge skill: DC8.


Basic

For basic information about the individual faction, such as key aims and strengths (in general), shield, rough size estimates and current (or most recent) leader:

  • Governor - (local)/(nobility) DC10.
  • Court of Houses Member - (local) DC15, (nobility) DC10.
  • Other houses - (local) DC20, (nobility) DC15
  • Main factions - (history) DC15, (local)/(religion*) DC10.
  • Other factions - (history) DC20, (local) DC15.
    • If rolling right type of knowledge skill: DC15.

Details

Detailed information such as relationships with other factions or current rough economic status and exports:

  • Court of Houses Members - (local) DC20, (nobility) DC15.
  • Other houses - (local) DC25, (nobility) DC20.
  • Main factions - (history) DC25, (local)/(religion*) DC15.
  • Other factions - (history) DC30, (local) DC20.
    • If rolling right type of knowledge skill: DC20.


Inside Story

Inside information such as total military strength, specific cash flow and individual staff members:

  • All Court of Houses Members - Knowledge (local) DC25, Knowledge (nobility) DC20.
  • Other houses - Knowledge (local) DC30, Knowledge (nobility) DC25.
  • Main factions - (local) DC25, (religion*) DC20.
  • Other factions - (local) DC30.
    • If rolling right type of knowledge skill: DC25.


House Rules* & Roleplaying nav.. (e)

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References