Upheaval

KNOWLEDGE DESCRIPTIONS


Craft (Int)

Players may have knowledge of crafting a specific type of item (Alchemy, Armor, Baskets, Books, Bows, Calligraphy, Carpentry, Clothing, Dragoncrafting, Glass, Gunsmithing, Jewelry, Leather, Shoes, Weapons, etc.). Each type of item needs a different craft skill. Crafting may also be used as a trade to earn extra money on downtime. Poisons, traps, locks, and magical items are crafted using separate skills. See crafting rules for details on how to craft items.

With the appropriate craft skill you can also restore items that have the broken condition. The GM will determine the actual time and cost of this repair, if any.

See detailed Crafting Rules.

Some craft skills are interchangeable. A cutler, armorer, blacksmith, and swordsmith all have basic metalworking skills, for instance, and might be able to do simple tasks in each other's areas of expertise. The GM will determine whether it makes sense whether your craft skill would give you the skills necessary to perform a task outside of your area of expertise, but even so you are limited to simple tasks (DC 15 or less).

Animals (Wis)

You have knowledge of all animals plus the practical skills associated with training, raising, and riding domesticated ones. For the sake of animal checks, animal companions count as domesticated animals. If you have the Wild Empathy proficiency, you can make animal checks to calm wild animals, as well.

Calm Animal

Animal's attitudes toward you use the standard NPC attitude scale (see Conditions). Helpful animals will protect and aid you; hostile ones are willing to attack you. Friendly ones may approach you, show interest, or help when their training or self-interest is at sake (as with most trained, domesticated animals). Unfriendly ones will act aggressively or in an agitated manner. Some will flee when they see you. Some will feign hostility with hissing, bluffing, or other behavior intended to warn you away, though they may only attack defensively. Using an animal check, you can change the attitude of domesticated animals the same way a persuasion check can change the attitude of other creatures. If you have wild empathy, you can influence the attitude of wild creatures as well.

Handle Animal (DC 10)

This task involves commanding a domesticated animal to perform a task or trick that it knows. If the animal is wounded, then add disadvantage to the roll. If your check succeeds, the animal performs the task or trick on its next action. This is done as a bonus or movement action (free action for Animal Companions)

Push an Animal (DC 25)

To push a domesticated animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded, add disadvantage to the roll. If your check succeeds, the animal performs the task or trick on its next action. Pushing an animal requires a standard action (movement action for Animal Companions)

Riding

Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Guide with Knees (DC 5): No action. You can guide your mount with your knees so you can use both hands in combat.

Stay in Saddle (DC 5): No action. You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.

Cover (DC 10): You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your check, you don't get the cover benefit. Using this option is a reaction, but recovering from this position is a move action (no check required).

Soft Fall (DC 10): Noaction. You negate damage when you fall off a mount. If you fail the check, you take 1d6 points of damage and are prone.

Leap (DC 15): No action.You can get your mount to leap obstacles as part of its movement. If you fail your check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points).

Train

You can teach a domesticated animal a specific trick with one week of work and a successful Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 or more can learn a maximum of six tricks. Before learning any other specific tricks, animals usually first learn Companion.

Common Tricks

The following tricks can be taught to animals by training the animal for a week and making a successful Animal check against the listed DC. Once learned, you can command an animal to perform a trick with a DC 10 Animal check.

Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.

Break Out (DC 20): On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character advantage on checks made to escape. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.

Bury (DC 15): An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.

Companion (DC 10): Animal sees you as his master and can learn to follow basic commands. Animals with this trick know how to heel when called and stay in one place when commanded. In addition, you call off (down) an animal when in the process of performing any tricks. The animal will generally stay in your location and not wander off, or remain around a familiar location (such as your home) if left alone.

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

Guard (DC 20): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm or attack (if it knows this trick) if it notices any sizable or dangerous creature entering the area.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter. An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Maneuver (DC 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Work (DC 15): The animal pulls or pushes a medium or heavy load.

Appraisal (Int)

You are able to appraise the value of an item. You can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard. An appraisal check at DC 20 will let you know if an item is magical or not.

Arcana (Int)

You are able to identify magic spells, magical abilities, and magical creatures (including Dragons). It does not cover the specialized knowledge involved in identifying or creating magical items (see Magic Items). The common DC for knowledge about most spell and spell-based effects if 15 + spell level.

Dungeoneering (Int)

You are able to identify aberrations, oozes, and other cave-dwelling creatures. You are also able to use general survival skills when it comes to underground traveling (determine your general direction underground, find water and food sources underground, etc.). You also have a general knowledge of cave and other underground structures and can identify properties of them.

Engineering (Int)

This covers knowledge of building, bridges, seige engines, fortification, constructs, and other feats of engineering. This is the most important knowledge category with regard to technological subjects. You can use engineering to create mechanical devices (including siege engines), to evaluate buildings or devices for secrets or weaknesses, or to dismantle or sabotage mechanical items.

Linguistics (Int)

Linguistics includes your ability to read and understand a language that you don't speak. It represents your accumulated experience interacting with other people from different cultures, as well as any book learning on languages you might have done. The DC of the task depends on how related the language is to a language that you speak -- DC 10, same language, difficult dialect; DC 15 same language family (e.g. Spanish and Italian, High Elvish and Wood Elvish); DC 20 (different family but one that you interact with occasionally), DC 25+ (completely foreign language).

Magic Items (Int)

You are able to identify magic items, to use them when you normally aren't able, and to even create them.

Identifying Items

A DC 20 Magic items check lets you know whether an item is magical or not. A Magic Items check also lets you learn properties of that magic item. The DC of this check is 20 + twice the level of magic used to create the item. Some items have multiple functions, each with its own DC. When identifying an item, you will make one magic items check, and you will learn everything there is to know about each function whose DC you successfully hit. If your magic items roll is successful for any function, you also learn basic information about the item itself: its name, its basic stats, how many charges it has, and how to activate the item.

If you fail an identification check, you may not attempt one again until after you put another rank in your magic items skill.

The DC to identify a cursed item is 10 higher than usual. Any roll that succeeds against the normal DC but fails against the cursed DC, will give the player a false identification as a regular magic item.

Using Magic Items

A character with vast knowledge of magic items, may be able to find a way to use them, even if he normally isn't able to do so. The ability to do so, depends on the activation method. In general, catastrophic failure will likely have adverse results.

Use Activated Items: These items are generally activated through use (potions, some wonderous items, arms, armor, clothes, rings). Provided the character is physically capable of using these items, there isn't any extra special knowledge needed to activate them. If an item is restricted to a particular race, class, or alignment you may be able to adjust the item to be used anyway with a DC 25 Magic Items check.

Spell Completion Items: These items (like scrolls) have most of a spell prepared for them and only need the last small bit to activate them. Generally, spellcasters of a class who can normally cast the spell in question can use these items without issue. If a character isn't of a class that can normally use these, he may be able to figure out the ending of the spell if his knowledge of magic items is strong enough. Generally this is accomplished by a Magic Items checks at DC 20 + spell level.

Command Word/Trigger Activated: These items are activated by anyone who knows the command word. Sometimes this word is apparent on the object. In others, it's hidden, in which case a Magic Items check may help reveal it. A DC 25 gives some sort of clue about the command word, and a DC 30 gives the command word itself.

Attunement

Some magic items require attunement to use (see Magic Items). The process of attunement allows you to bind your consciousness to an item and use it at will. The basic attunement ritual requires one hour of concentration on the item followed by a successful magic items check. The DC of this roll may vary, but the standard DC is the same as identifying the object. You cannot attune to an item's function unless you identify it first.

Creating Magic Items

Magic items are created in much the same was as normally crafted items, except that the Magic Items skill is used instead of the Crafting skill and that there are a number of additional magic-based requirements. See Creating Magic Items in the Magic Overview section.

Medicine (Wis)

Medicine knowledge allows you to treat wounds and ailments.

Stabilize: You use first aid to stabilize a dying character. The DC of this check is equal to the DC of the effect that caused them to start dying in the first place.

Stop Bleeding: You can remove constant bleed damage from a character with a DC 15 Medicine check.

Provide Care: You can treat the wounds for up to six patients while they are resting (DC 15). When doing so, they heal at twice the normal rate (both hit points and ability points). Also, while ability damage is not normally recovered on a short rest, if you successfully provide care, then each patient can choose one ability score to recover a point of damage (1 point per day per patient max). You need basic medical supplies to provide care. While treating other patients, you yourself are not able to rest or heal.

Treat Wounds: Some victims receive grievous wounds (breaks, sprains, amputations) that cause ability damage. Before the ability damage can heal naturally, these wounds must be properly set and treated. Doing so requires a short rest, a DC 15 medicine check, and basic medical supplies. Failure means the wound was not quite set as well as possible. Subsequent checks can only be made after a long rest.

Treat Poison or Disease: When treating poison, you assist a patient with their saving throws. If you make a DC 15 Medicine check, you aid your patient, giving them a +2 circumstance bonus to their saving throw. For every 5 points you roll over the DC, you add another +1 bonus to the saving throw.

Identify: With a medicine check you can identify the cause of wounds on a body, identify medicinal plants, or diagnose ailments by their symptoms. The GM will set the DC for these checks.

Nature (Int)

Knowledge of nature allows you to identify plants, animals, fey, monstrous humanoids, and vermin. It also covers knowledge of seasons, weather, ecosystems, and other nature-based knowledge. You are also skilled at surviving in the wild, hunting, foraging, predicting weather, starting fires, and at navigating outdoors.

Planes (Int)

You understand the planes, their geography, planar magic, and creatures that come from the planes.

Poisons (Int)

You have a knowledge of poisons, including the ability to identify unknown poisons, diagnose poisoning by symptoms, and create new poisons. All Poison checks use the DC of the poison itself. Any catastrophic failure when physically handling a poison leads to self-poisoning.

You also know how to gather poisonous plants, extract venom from animals, and find other natural ingredients for use as poisons. Sometimes these may be used directly to poison a target, though they are more often used as ingredients in creating poisons. Crafting poisons is done similarly to crafting other items, except that a Poisons check is made at the end to set the DC of the poison. Poisons that require anything other than simple preparation, require access to a Poisoner's Kit or Alchemy Lab.

One dose of a poison can be applied to a weapon with a successful Poisons check. This check is a DC 5 if attempting to do so as a standard action and DC 15 as a move action (you must decide which before you roll). A failed check simply means the action is wasted, but on a catastrophic failure you expose yourself to the poison. You also poison yourself if you roll a critical failure while using a poisoned weapon. The applied poison lasts until the weapon scores a hit or until the poison is wiped off.

Regional Knowledge (Int)

You are familiar with history, laws, customs, geography, current events, politics, nobility, historical artifacts, and other knowledge about a very particular region. All players start with a free point in a region of their origin. Like crafting, you can have multiple regional knowledge scores, one for each region you are familiar with.

Religion (Int)

You have a knowledge of local religions, deities, and sects, as well as creatures, gods, and demi-gods associated with them.

Rope Use (Dex)

You have the ability to use knots, bind a creature, fasten climbing ropes, lasso an object, lash objects together, and any other rope-based tasks. Rope Use rolls used for tying someone up are often made as an opposed check against the bound creature's Dexterity or Rope Use check (it takes one minute of attempting to escape before a check can be made). When tying other things, basic climbing knots are a DC 10; these are good enough for most static rope-use. However, if the rope is subject to unusual strain (stopping a major fall, swinging back and forth, securing someone while fighting) a DC 15 or 20 may be required.