|||
Home
Actions/Activities
Afflictions
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Creatures
Equipment
Feats
Hazards
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Creatures
Equipment
Setting
Spells/Rituals
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
|
Player's Guide
Chapter 10: Game Mastering
/
Difficulty Classes
/
Specific Actions
/
Recall Knowledge
Creature Identification
Source
Core Rulebook pg. 506
2.0
A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes. On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.
The skill used to identify a creature usually depends on that creature’s trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).
Table 10-7: Creature Identification Skills
Creature Trait
Skills
Aberration
Occultism
Animal
Nature
Astral
Occultism
Beast
Arcana, Nature
Celestial
Religion
Construct
Arcana, Crafting
Dragon
Arcana
Elemental
Arcana, Nature
Ethereal
Occultism
Fey
Nature
Fiend
Religion
Fungus
Nature
Humanoid
Society
Monitor
Religion
Ooze
Occultism
Plant
Nature
Spirit
Occultism
Undead
Religion