What info does identifying a monster yield?


Rules Questions

Grand Lodge

CRB wrote:

You can use this skill to identify monsters and their

special powers or vulnerabilities.

For every 5 you beat the DC, you get more info. So what are valid questions?


As a GM i dont hand out all special powers and vulnerabilities on just beating the DC, so you are going to get those as extras.


claudekennilol wrote:


For every 5 you beat the DC, you get more info. So what are valid questions?

What is it weak vs. or what special powers does it have if any. or what spell like ability does it have. Those would be good questions. Even does it have DR and if so vs what?


"Special Abilities" - Any Ex's, Su's or Sp's it might have
"Defenses" - DR, Resistances, etc.
"Hit Dice" - the amount
"Special Attacks" - beyond regular offense, like a grab, pounce, etc

Usually, I am most interested in knowing Defenses (DR, Resistance, Immunity) and Special Abilities.


For meeting the DC to identify I include everything that might be relevant about the creature type. So anything listed on this page, as appropriate for the creature type. However, often it is isn't important, but some qualities can be.

Like constructs and undead immunity to mind affecting.

After that I give 1 specific important fact, and 1 extra per 5 the DC is beaten by. Usually, I will let them know if they have some special resistance to something that party would normally use, like fire resistance when you have a fireball sorcerer. Or if they have a particularly dangerous offensive technqiue, like a Harpy's captivating song. Or something of the groups choosing if they have something they would like to know specifically.


I let my players ask a question per 5 they beat the DC... That way they get answers to THEIR questions rather than things they don't care about...

So beating the DC by 15 gives 3 questions and cold be:

Spell resistance ? - yes
Energy resistance ? - yes
Cold resistance ? - no

I only answers yes/no questions... So don't ask how high a save or ac is...

Sczarni

I don't give out OOC information, like numerical DR, or AC, or HP. I figure it's the character making the Knowledge check, not the player. I'll tell you that Plutonium Weapons overcome its DR, for example, but not that it has DR 15/Plutonium.

If you identify the monster, I give you its name, its type and subtype, and quickly explain the traits associated with those types. Sometimes, in the case of low CR creatures, that's all you need to know. If there's more, I'll let you ask questions like:

1) Special Attacks
2) Special Defenses
3) Special Abilities
4) Worst/Best Saving Throw
5) Vulnerabilities
6) Lore/Ecology/History

If I'm dealing with new players, I'll usually tell them one big important thing as their first "bit of useful information", like that Basilisks petrify with a gaze, or that Skeletons need to be hit with bludgeoning weapons.

And if the thing only has 2 abilities, and you ace the check, I'll just explain everything (but I won't hand over the book).

But, YMMV. This is a frequently asked question that is intentionally designed to be open-ended.


I use the following two products:

1) http://paizo.com/products/btpy8az3?GMs-Aid-VIII-Monster-Knowledge-Cards

2) http://paizo.com/products/btpy9088?GMs-Aid-IX-Monster-Knowledge-Cards-II

That way I give consistent answers to knowledge checks.

However, I may incorporate some of the answers above. Thanks,

-- david

Sovereign Court

That's of course assuming that they have all the conditions to identify a monster properly. A Mummy while it is easy/fast to have it wrapped in bandages, you can have the mummy running around without bandages on, some body being very well preserved could look like a ghoul or another kind of undead.

But well that's a story for another time...one piece of information for everytime you beat the dc by 5 and I actually found it very thrilling.

Don't forget to adjust the dc of identifying the monsters , maybe ogres are rare in your world so they are dc 15+ CR to identify and gnolls are very common dc 5+cr. Just stuffs to keep in mind.


It depends. The more you beat the DC by, the more information you should get. Also depends on your back story. If, for instance, you have gone out into the world from your temple to rid it of evil undead, you might be expected to have more specific information (about the undead) then someone who didn't.


My DM pretty much tells us everything, but sometimes I wish there was a little more trial and error involved. I like what people have posted about giving the player 1 question for each fact they should know. As a DM, I might start with creature type and then allow questions if they beat the DC by 5+.

Sczarni

Actually, inspired by this discussion, I just created THIS as a visual aid for my future games =).


The problem with the "ask a question" approach is that for most monsters, unless you metagame by asking for something you know it has, you're not going to learn about that creature's special abilities. You'll just get a "No, it doesn't have any special defenses." Then you learn nothing about the breath weapon.

Shadow Lodge

Eltacolibre wrote:

That's of course assuming that they have all the conditions to identify a monster properly. A Mummy while it is easy/fast to have it wrapped in bandages, you can have the mummy running around without bandages on, some body being very well preserved could look like a ghoul or another kind of undead.

There's rules for that too. It's called a disguise check, opposed by the PC's perception. If they make the perception they can then make the knowledge to identify what it really is. If they fail the perception, give them a knowledge check for what its disguised as.


Nefreet wrote:
Actually, inspired by this discussion, I just created THIS as a visual aid for my future games =).

I like it.


I've always given out information that other people in the past may have written down or told stories about. If you make the check you get basic info you can discern from looking at it or have heard about. After that its information common to their defeat/defense against. Then its random information I think someone might know.

Trolls:
0) Giant, evil
+5) regenerate if you don't use fire or acid.
+10) Hides as thick as breast plate, rend ability
+15) trolls have scent

Werewolves:
0) Shapechangers, evil, turn into wolves
+5) Are harmed by silver
+10) Their bite can infect others
+15) Hides as thick as breast plate

White Dragon:
0) Dragon, immune to cold, breath weapon, evil, bigger they are the tougher/older they are
+5) resistant to non magical weapon, radiates cold, fear aura
+10) cold related spell-like abilities
+15) Can see in snow storms, good as making ice sculptures

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