Intelligence
Dungeoneering represents one’s ability to explore and survive in highly inhospitable environments, including cavern systems and the outer planes. It is also the catch-all for information concerning unusual creatures, plants, or adventuring knowledge.
Forage
- 1 hour
- Proficient Only: Yes, but can attempt Untrained
Dungeoneering checks can be made to gather food in the unusual environments such as deep caverns, underwater, other planets, or the outer planes. Most DCs are 15 to 20 depending on the area, but extremely inhospitable areas can have DCs up to 30.
Know Direction
- Single Action
- Proficient Only: Yes, but can attempt Untrained
To orient oneself by the compass while undeYou can use Dungeoneering to orient yourself by the compass while in areas that do not have access to or function by directionality of sun, moon, stars, or magnetic north. Such regions include deep caverns (unless you have a compass), underwater (unless you have a compass), other planets, and the outer planes. This DC is usually 15 unless other circumstances make the task easier or harder.
Recall Knowledge
- Single Action
- Proficient Only: No
Dungeoneering checks can be 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.
When recalling knowledge about areas, plants, or conditions, most DCs begin at 15. If you are familiar with the region, the DC might lower to 10 or be eliminated while the most bizarre of areas might have DCs starting at 20 or 25. The more obscure the information is about an already less than well-known region, the higher the DC. If you are not as familiar with the area, 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 special defenses or offenses, unique conditions, immunities, and weaknesses, or more, or very general information such as the creature’s balance between offense and defense. You can choice 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.