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What exactly can you do with this skill and which book is it in? We have, like, 20 books at our disposal but cannot find the description for this skill?
Player's Handbook, v3.5

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logic_poet wrote:yeah, but it doesn't say what you can do with dungeoneering?roll4initiative wrote:What exactly can you do with this skill and which book is it in? We have, like, 20 books at our disposal but cannot find the description for this skill?Player's Handbook, v3.5
Well, just like K(Arcana) lets your character recognize and know the powers of various dragons, and K(Nature) lets your character recognize and know the powers of various plant creatures, K(Dungeoneering) lets your character recognize and know the powers of various aberations and oozes.

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I believe Knowledge (dungeoneering) will also allow a character to know information on certain dungeon hazards such as yellow or brown mold and things of that nature.
You're right. I'm still thinking of them as oozes, instead of hazards.

Drakli |

I believe if you have 5 ranks in it, it also synergises to give survival checks made underground a +2. And beyond identifying monsters, their strengths, and their weaknesses, I believe it's also useful for understanding underground ecology, identifying cave structures, cultures of Underdark etc. Knowledge Dungeoneering might be considered a skill to roll upon when trying to figure out what to take for gear on an extended delve.
I think the Knowledge skills are more or less supposed to be "How much do I know about 'Blah?'" skills. When the DM (or the player with DM approval) thinks the player might know about some place, creature, phenomenon, etc, the roll happens.

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I believe if you have 5 ranks in it, it also synergises to give survival checks made underground a +2. And beyond identifying monsters, their strengths, and their weaknesses, I believe it's also useful for understanding underground ecology, identifying cave structures, cultures of Underdark etc. Knowledge Dungeoneering might be considered a skill to roll upon when trying to figure out what to take for gear on an extended delve.
I think the Knowledge skills are more or less supposed to be "How much do I know about 'Blah?'" skills. When the DM (or the player with DM approval) thinks the player might know about some place, creature, phenomenon, etc, the roll happens.
Thanks so much, my player says "works for me"! I agree.