The domain Knowledge represents tradition, history, legends and myths; which is the knowledge of the past. It also represents the knowledge of the present and future times which is aquired through scientific research, logical and magical thought or even trial and error.

Only Oghma grants access to this domain, because he alone is entrusted with the incredible difficult decisions what knowledge should be given to or taken from the world.

Deities: Oghma

Granted Powers:

You can increase your intelligence as a supernatural ability. You gain an enhancement bonus to Intelligence equal to your class level. Activating the power is a free action, the power lasts 1 round, and it is usable a number of times per day equal to three + your Charisma modifier.

You may make a special knowledge domain check with a bonus equal to your class level + Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful knowledge domain check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Your class level granting access to this power stacks with any levels of bard you have aquired. You may not roll twice on any subject (for knowledge domain and bardic knowledge)!

Note: 5 or more ranks in Knowledge (history) give you a +2 bonus on this check. This bonus does not apply if you have the bardic knowledge ability.

Add all Knowledge skills to your list of class skills.

Domain Spells

  1. Guidance: +1 on one attack roll, saving throw, or skill check.
  2. Detect Secret Doors: Reveals hidden doors within 60 ft.
  3. Detect Thoughts: Allows 'listening' to surface thoughts.
  4. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  5. DivinationM: Provides useful advice for specific proposed actions.
  6. True SeeingM: Lets you see all things as they really are.
  7. Find the Path: Shows most direct way to a location.
  8. Legend LoreM F: Lets you learn tales about a person, place, or thing.
  9. Discern Location: Reveals exact location of creature or object.
  10. Foresight: 'Sixth sense' warns of impending danger.

Carrilion Rules Index Spells Index Domain Index

© 2004 by Lorenz Lang, alle Rechte vorbehalten.     ∞