Knowledge(Intelligence)
Skill Use | Action | DC | Description | Trained Only | Retry | Take 10 | Take 20 | Source |
---|---|---|---|---|---|---|---|---|
Analyze Subject | Free Action |
10 (or higher) |
You can determine combat statistics of a subject within your field of expertise. |
Yes |
No |
Yes |
No | Home |
Common Knowledge | Free Action |
10 |
You can answer a basic question about your field of study. |
No |
No |
Yes |
No | Core |
Expert Knowledge | Swift Action |
15 (or higher) |
You can answer an expert question about your field of study. |
Yes |
No |
Yes |
No | Core |
Tactics: Anticipate Enemy Strategy | Move Action |
Opposed: Will Defense |
You can anticipate your enemy's movements and strategies. |
Yes |
No |
Yes |
No | TCW |
Tactics: Battlefield Tactics | Swift Action x3 |
20 |
You can grant extra standard actions to other characters in your unit during mass combat. |
Yes |
No |
Yes |
No | TCW |
Knowledge encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Each time you select Knowledge as a trained skill, you must choose a field of study from the list below:
Knowledge Type | Description |
---|---|
Current Events |
Current politics, current leaders, celebrities, officials, etc |
Galaxy |
Used to navigate space lanes (save time, evade authority on hyperspace journeys), identify rare planets (poison dart = Camino) |
History |
Past politics, past wars, lost civilizations, archaeology |
Mysticism |
Knowledge of the Force, Jedi lore, non-Jedi traditions, non-Force religions, superstitions, traditions, rituals, etc. |
Nature |
Animals, plants, xenobiology, human physiology. Can determine abilities, vulnerabilities, etc of non-sentient enemies. |
Tactics |
Military tactics and procedures; can determine level, class, basic abilities, vulnerabilities, etc, depending on skill. Also used to command NPCs in battle, especially in abstract (non-turn-based) or large-scale combat. Can gain insight into maneuvers made by enemies. |
Underworld |
Used to find contacts, gain access to underworld areas, vanish into underworld to evade authority, buy/sell restricted items, etc. |
Technology |
Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements. |
Analyze Subject
- Trained Only
You analyze a target to determine its capabilities and weaknesses.
- Action: Free (max once/rd)
- Range: Line of sight
- Target: One target or one instance of multiple similar targets
Subskills
Subskill | Used against |
---|---|
Tactics |
Sentient humanoids |
Nature |
Animals |
Mysticism |
Supernatural entities |
Technology |
Droids, vehicles, and starships |
Base DC
DC | Result |
---|---|
10 |
Level, Type, Size, Senses (obvious) |
15 |
Defenses, Hit Points, Damage Threshold, Immunities, Resistances, Senses (not apparent) |
20 |
Attacks, Abilities, Feats, Skills, Vulnerabilities, Special Abilities |
DC Modifiers
DC Mod | Reason |
---|---|
+1/2 CL |
Target's level |
+5 |
Target is unusual, non-native, altered |
+10 |
Target is rare or unique |
+5 |
Target is actively concealing abilities, defenses, vulnerabilities |
+10 |
Target is designed to be able to easily conceal abilities, etc |
-5 |
You have observed target (or similar subject) using abilities, etc |
Common Knowledge
You can answer a basic question about a subject related to your field of study with a DC 10 check. For example, a DC 10 Knowledge (life sciences) check is enough to know that Rodians are skilled hunters .
Expert Knowledge
- Trained Only
You can make a Knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. The DC of the check ranges from 15 (for simple questions) to 25 (for tough questions). The GM may adjust the DC depending on the character's personal experience. For example, a DC 20 Knowledge (galactic lore) check might reveal specific information about the inhabitants of the planet Dathomir, but the DC may be lower if the character making the check has actually been there.
Tactics: Anticipate Enemy Strategy
- Trained Only
- Source
- TCW
A good tactician can anticipate her enemy's movements and strateg ies, and then plan accordingly. As a move action, a character trained in Knowledge (tactics) can designate a target in her line of sight and make a Knowledge (tactics) check to anticipate the enemy's next move. The DC for the check is equal to the target's Will Defense, or 10 + the target's CL if the target does not have a Will Defense (as is the case for vehicles without unique pilots).
If successful, you gain special insight into the target's strategy and can anticipate its next move. You learn what actions the target is likely to take on its next turn based on the current circumstances; if circumstances change, the target's actions might change as well, though typically unless the situation changes drastically you should have a good idea of the target's likely next action. The Gamemaster is the final arbiter of just how much information you gain through the use of this skill . Typically this does not include information on the use of talents or feats, but it should provide information on whether the target is going to attack, who the target intends to attack, where the target might move to, or any other special strategies the target might employ.
Tactics: Battlefield Tactics
- Trained Only
- Source
- TCW
If you are the commander in a unit during mass combat, you can use your tactical knowledge to grant extra standard actions to other characters in your unit (see Mass Combat). The base check DC for this application of the skill is 20, and it requires three swift actions made on consecutive rounds to activate.