concentrate
- Single Action
- Skills: Dungeoneering, History, Lore, Nature, Religion, Society
- Fantasy Only: Arcana
- Steampunk Only: Engineering
You remember information about a creature, location, peoples, or ideas. The skill that you use depends on the type of information you are trying to recall:
Basic
- Dungeoneering is used as a catch-all for unusual, unique, or bizarre information. You can use the skill to remember information about various areas, their plant life, and survivability conditions, including underground systems, underwater regions, other planets, and the outer planes, and rare creatures to the world, like those with the aberration or outsider tags.
- History is used to remember information about historical events, figures, and occurrences. This can be useful for understanding past political and legal implications as well as social patterns.
- Lore is used to remember information about a certain action, creature, object, or place as pertains to the lore entry you specialize in.
- Nature is used to remember information about a creature, object, or place in the natural world. This includes fauna, floral, geology, and weather in common terrains. It can also be applied to knowledge of the local terrain.
- Religion is used to remember information about a deity, religious creature, or scripture. Religious creatures are often defined as being from particular outer planes, such as the Abyss or Heaven, or having certain tags like archon or devil.
- Society is used to remember information about a culture, location, or people. This might be about the local population or distant lands and includes everything from societal and governmental structures to dining etiquette to trade agreements and traditions.
Fantasy Extension
- Arcana is used to remember information about a magical creature, magical object, or magic.
Steampunk Extension
- Engineering is used to remember information about machines, mechanical constructs, and engines.
When recalling knowledge, most DCs begin at 15. If you are familiar with the animal, location, person, society, region, or idea, the DC might lower to 10 or be eliminated. The more unusual creatures, places, peoples, or concepts typically have DCs starting at 20 or 25. The more obscure the information is about an already less than well-known knowledge, the higher the DC. If you are not as familiar with the information, the DC can increase anywhere from 5 to 15 points while familiarity can similarly decrease the DC. Resources, such as books or experts on a subject, can reduce the DC as low as 10.
Remembering information about creatures usually has a DC equal to 10 + the creature’s Challenge Rating if it is common, 15 + the creature’s Challenge Rating if it is uncommon, and 20 + the creature’s Challenge Rating if it is rare. For every 5 points your check passes the DC, you can recall specific and useful information about the creature, such as Defenses, Immunities, Resistances, and Weaknesses, Passive Abilities, Active Abilities, or general information. You can choose to name particular sections of a creature’s statistics to learn about, the balance of a creature’s build, or request the GM make an appropriate selection.