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

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

DC Mod Reason
-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

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