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

You analyze a target to determine its capabilities and weaknesses.

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.

Retry

No, you can't reroll a failed Knowledge check. 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