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Research
A character can research topics a topic of interest by using their knowledge skills. Each research project has an associated “cost”, representing the depth of knowledge needed to answer the question. This
Once a gp value equal to the cost of the research problem has been reached, the research is finished. Any excess gold is lost, and cannot be converted to other projects.
Research Projects
A character may initate a research project at any time as long as they are trained in at least one of the project's research skills.
Hunts
Add a creature to polymorph/wildshape repertoire
Research Skills: Use the appropriate knowledge skill for the creature type (nature for animals, arcana for magical beasts, etc)
Cost: 15 gp × [creature hit dice]
Find a monster
Research Skills: Use the appropriate knowledge skill for the creature type of the monster (religion for undead, arcana for dragons, etc)
Cost: 10 gp × [monster hit dice]
If you wish to find Dragonhide to craft armor, consult the SRD entry on Dragonhide to determine how large the dragon you need to kill is first.
Learn ritual for a weapon of legacy
Research Skills: Knowledge (Arcana) or Knowledge (Religion) as appropriate
Cost equal to 1/20th ritual cost
Recover Special Material
Research Skills: Knowledge (Arcana), Knowledge (Geography), Knowledge (History), or Knowledge (Local)
Cost equal to 1/20th the value of the material.
The ECL of the expedition will always match the PC who is recovering the material, and will contain additional rewards at the discretion of the DM who is running the expedition. The party will usually recover more of the particular material, with the amount depending on the ECL of the expedition. The party will never recover less of the material than they set out to find, so long as they successfully complete the expedition. Note that a crafter only needs 1/3rd of the value of the finished product in raw materials to craft an item made using those materials. For example, a crafter would need 1,005 gp worth of Adamantine to craft an Adamantine Longsword, since an Adamantine Longsword is worth 3,015 gp. Also note that excess material is a trade good and would thus be sold at base price (though player characters may wish to buy it for higher than base price due to the scarcity).
Rumors
Find rumor of a natural wonder
Skills: Knowledge (Geography)
Cost: 10 gp × [AEL of map region];
Find rumor of a forgotten dungeon, ruins site, etc
Skills: Knowledge (History), Knowledge (Architecture & Engineering) or Knowledge (Nobility)
Cost: 10 gp × [AEL of map region]
Find rumor of a weapon of legacy
Cost equal to 1/20th of the “nonlegacy game statistics” price; skill Knowledge (History), or other as appropriate to the item
Find rumor of a specific magic item
Cost equal to 1/20th price of magic item, must be added to dungeon/site/wonder research of an appropriate ECL for the item, skill: same as related site research
Example: Player wants to find a specific scroll of a level 2 spell (cost: 150gp), so the player researches a dungeon of AEL 1 (this is allowed since an AEL 1 dungeon encounter could drop a level 2 scroll as loot) with cost 1 * 15 gp = 15 gp. The total cost is 15gp + 1/20 (150gp) = 22.5 gp. The skill used may be Knowledge (History), or the DM may rule for example that Knowledge (Nature) may be used because the scroll relates to nature. ====
Investigations and Other Research
Investigations can offer a character infomation about a faction, location, object, or anything else they may encounter within the basin. Generally, investigations are more open-ended than other types of research projects. As such, the rewards and results may not be as tangible.
Due to the varied nature of investigations, the research skills listed below may not be applicable to every investigation of that type. Ask a DM to help you determine which skills are applicable. To determine the cost of an investigation, have a DM help you determine the obscurity of your investigation subject using and calcuate using the formula listed below.
Faction Research Skills: Gather Information, Knowledge (Local), Knowledge (History)
Sometimes Applicable: Knowledge (Religion), Knowledge (Nobility)
Location Research Skills: Gather Information, Knowledge (Local), Knowledge (Geography)
Sometimes Applicable: Knowledge (Architechture & Engineering), Knowledge (Religion), Knowledge (Nobility)
Object Research Skills: Gather Information, Knowledge (History)
Sometimes Applicable: Knowledge (Religion), Knowledge (Nobility)
Cost: 10 gp × [Obscurity]2
| Obscurity | Description |
|---|---|
| 1 | Common knowledge. Peasantfolk or local equivalents would know this |
| 2 | Open knowledge. Not a secret but not something everyone would know about. A tavernkeep or gossipy individual may know this |
| 3 | Secret knowledge. Things that are current but being actively repressed. Information brokers may know things like this, but people directly connected to whatever is being researched would be best. |
| 4 | Obscure knowledge. Something a well studied historian or academic expert would know. |
| 5 | Esoteric knowledge. Only a truly devoted scholar specialized in a relevant field would know this. |
| 6 | Dead/undiscovered knowledge. No one living is studying or is interested in studying this. Researchers who are working on this probably haven't made meaningful progress in their work. Any information likely comes from existing documents, old books, or ruins. |
| 7+ | Lost knowledge. There is likely no one alive who has even heard of what you are researching, and primary source documents are very scarce, assuming they exist at all. |
Gathering Information
Gather information can be used to enhance research projects
Learn information about a place, location, faction, or object:
Cost: 10 gp × [Obscurity]2
Find an expert (cumulative +2 on research checks):
Cost equal to one quarter the cost of the research check in question
Find rumors (add a one time gp sum to research progression)
¾ of gp progress made on a find rumor check may be added to research progression once per research question