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Pathfinder Second Edition

Compendium

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Recall Knowledge (Untrained)

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Skills: Arcana, Crafting, Lore, Medicine, Nature, Occultism, Religion, Society, others

To remember useful information on a topic, you can attempt to Recall Knowledge. This action is one you’re likely to use frequently. Learning more about the world and people around you is one of the best ways to inform your decisions, and Recalling Knowledge can help you figure out how to best fight monsters and figure out puzzles and social challenges.

You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.

Magical Tradition  Corresponding Skill
Arcane
Arcana
Divine
Religion
Occult
Occultism
Primal
Nature

Recall Knowledge [one-action]
Concentrate, Secret

You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you’d like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you can’t don’t like your options.

Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one follow-up question.

Success You recall the knowledge accurately. The GM answers your question truthfully.

Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Recall Knowledge Tasks

The following examples use Society or Religion.

Untrained name of a ruler, head of state, key noble, or major deity
Trained line of succession for a major noble family, core doctrines of a major deity
Expert genealogy of a minor noble, teachings of an ancient priest
Master hierarchy of a genie noble court, major extraplanar temples of a deity
Legendary existence of a long-lost noble heir, secret doctrines of a religion

  • 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, folk superstition, 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.

Attributes

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