Skill for learning CR... [Archive] - Wizards Community

Post/Author/DateTimePost
shadowcat2323

03-07-07, 09:59 PM
I've looked everywhere but I can't find it :weep:. I could've sworn there were rules for using a skill check (I'm not sure what skill, that's my problem) to determine an enemy's CR in relation to the player's. If anybody knows where I could find it that would be much appretiated! Thanks!
Crashy75

03-07-07, 11:52 PM
I remember seeing that somewhere too. I think sense motive was the skill. I can't remember exactly, but I think the skill check was either the CR or CR + something (+10?). I remember you got a general idea: easy, sleight challenge, challenging, very challenging and suicidal or something like that. I checked the CW and it's not there. If I remember I'll let ya know.
Someone

03-08-07, 12:01 AM
I believe it was a variant use of the Sense Motive skill. A successful check gave you some idea of how difficult the challenge is. But a badly failed check meant you drew the wrong conclusion.
Haruspex

03-08-07, 12:08 AM
The variant rules for Sense Motive and the feat, Combat Intuition, are from Complete Adventurer.
mugguod

03-08-07, 01:23 PM
This may be a house rule: Usually we treat this as a knowledge (int) check with the DM choosing which sub-type of knowledge is best suited.

Nature, if it's an animal
Planes, if it's an elemental, aberation etc.
Religion, if it's undead
Local, if it's a humanoid from around here

If the player doesn't have ranks in the right knowledge, just use straight INT check (untrained is ok)

DC=10+CR, reveals name and approx CR (CR 1 thru 3 report as 2, 4 thru 6 report as 5, etc.)

If you beat the DC by 5, get 1 add'l piece of usefull info, "it uses poison, it can cast divine spells, it has DR, it is resistant to cold damage, etc."

Beat the DC by 10 to get 2 clues, etc.
tarkin

03-08-07, 01:43 PM
The Dm should not choose the subschool, they are listed in the PHB/SRD:




Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
Architecture and engineering (buildings, aqueducts, bridges, fortifications)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Geography (lands, terrain, climate, people)
History (royalty, wars, colonies, migrations, founding of cities)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Crashy75

03-08-07, 05:41 PM
The Dm should not choose the subschool, they are listed in the PHB/SRD:
I think it can be campaign specific; if all aberrations in a given setting are extraplanar, then knowledge: the planes might be a better fit.
shadowcat2323

03-08-07, 07:46 PM
Thank you all so much! That was exactly what I was looking for! :D