Recall Knowledge
- Free Action or Minor Action
- Requires Trained Proficiency in at least one relevant skill
You wrack your memory and attempt to remember facts or ideas relevant to whatever situation you’re in or puzzle you’re attempting to solve. Make a skill check with a skill relevant to your question (check the skill’s description for what you can use it to recall and what Attribute Modifier to use) against a DC set by the GM based on the difficulty of the question you are attempting to answer.
- Critical Success: You recall the knowledge you are seeking, and the GM gives you a fairly complete picture of the knowledge surrounding that answer.
- Success: You recall the knowledge you are seeking, but nothing more.
- Failure: The GM gives you a hint as to the answer, but nothing concrete.
The GM should not lie to you, regardless of your result, unless there is a running theme of disinformation or mistaken knowledge in the game’s narrative.
Out of combat, this functions as a part of the Discovery process, +++
During combat, you can Recall Knowledge as a Free Action once on your turn, and a Minor Action each time after that. You can do one of the following things with each use of this action:
- Try to identify a creature or person you are dealing with, getting a general description of them and their capabilities from the GM.
- Recall the active abilities of a creature, specifically any natural magics or natural attacks, as well as any commonly-learned tricks or attacks that they might have.
- Recall any special defenses that the creature has, including its highest and lowest saving throws and any DR or Immunity to damage or conditions.
- Recall any tactics the creature is known to employ, or any other, more esoteric knowledge that isn’t directly related to the creature’s combat capabilities.
You can use a Free Action to communicate the highlights of this information to your allies after you recall it.
The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
- Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
- Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
- Lore: The subject of the Lore skill's subcategory.
- Medicine: Diseases, poisons, wounds, and forensics.
- Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
- Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
- Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
- Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score.