This wiki page summaries all of alternative uses and to highlight some of the overlooked skills.

Skill bonuses gained from your race count towards any prerequisite required, such as meeting individual skill rolls and prestige classes.


If you have 10 or more ranks in Balance, you can make a Balance check in place of a Strength check or Dexterity check to avoid being tripped by an opponent. You take a –10 penalty on your Balance check. If you succeed on this check, you aren’t tripped. When you succeedon a Balance check to resist being tripped, you can’t attempt to trip your opponent. (RC)

You can avoid taking the -10 penalty, but this will cause you take an attack of opportunity against all enemies (near by) that threaten you (including the creature trying to trip you).
This is useful when someone is trying to trip you with a ranged weapon such as Bolas.


Apart from the normal uses of the heal skill, a character can use it in a couple of extra ways:

  • Identify current health status of the enemy (DC = 10 + humanoid HD. If non-humanoid, DC increases substantially)
  • When a character falls unconscious, if you successfully use First Aid (Standard Action, DC 15) on him before the end of the next round, he may re-roll his stabilization check and use your Wisdom modifier instead of his Constitution modifier for only this re-roll.


Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, Arcane items)

Architecture and engineering (buildings, aqueducts, bridges, fortifications, use of seige weapons)

Dungeoneering (aberrations, caverns, oozes, spelunking, drow, rare magic dungeon items)

Geography (lands, terrain, climate, people, combat advantage during encounters and avoiding terrain hazards and unnatural terrain)

History (royalty, wars, colonies, migrations, founding of cities, rare magic historic items)

Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, nature magic items)

Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities, enemies roles in combat and skill level)

Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, magic religious items)

The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic and magic items related to the planes)

Using the knowledge you may find weaknesses and strengths of you enemies.

Below is the information you may obtain for a normal creature of that category (unusual creatures will have a higher DC, such as an Undead Fire Goblin).

Below is an example of a Hobgoblin Dragon Shaman of the Broken Dragontooth clan.
Knowledge (Local)

DC 11 Hobgoblins are goblinoid creatures that are stronger and better organized than their smaller cousins.
DC 15 Dragontooth clan has been in this area for a long time and has been harrasing the surrounding area.
DC 16 Hobgoblins use coordinated tactics to defeat their enemies. They flank opponents, swarm around foes, and work as a team. They are also tough and are well armoured.
DC 18 Dragon Shaman are common in the Dragontooth clan. Dragon shamans devote themselves to dragons. (more information regarding Dragon Shamans can be gained by using Knowledge (Arcana)). The Dragon Shaman has high resistance to mind effecting spells.

DC 21 Hobgoblins are clever, and they use magic to twist themselves into better and more specialized soldiers and spellcasters. Some have even become monstrous humanoids (gained levels in other classes).
DC 25 This Hobgoblin Dragon Shaman has only recently gain his powers. He appears to be stiff and has slow reactions.

DC 36 Brokentooth clan has a number of small camps scattered in this valley, they all serve one dragon who lives nearby and guard his treasure for him.

DC 46 The Hobgoblin elders have actually killed the dragons 8 winters ago and use his layer to store their own treasure!

Sneak Attack Applied with Knowledge:

You may use the knowledge skill to help an ally strike a target with a sneak attack, that would normally be immune to it. Using the knowledge skill in this way is at least a move action as you have to give percise instructions. Your ally must still meet all of the conditions required to carry out the sneak attack and have it as a class feature.

The basic DC is 20 + HD and you must have at least the same amount of ranks in the respective knowledge skill as the targets HD. You must be within 10ft of your ally and 30 ft of the enemy. Your ally must be either engaged with the enemy or give you his full attention as you point out the enemy’s weakness. If you succeed, your ally can sneak attack the enemy, but in doing so, halves the amount of sneak attack dice used.

You must do a separate check for each enemy, as no two are exactly the same.
Your ally can remember the specific information you gave him for 1 minute and for 1 subject at a time.

Example: Eximere and Xan are flanking an Earth elemental. As a move + swift + free action Eximere tries to tell Xan where a weakpoint is in the Earth elemental. “Xan strike when it’s attacking me and is off balance!” (Knowledge Nature) Rolls D20 + 7: 23! (16 + 7).
On Xan’s turn, Xan attacks the enemy with both his daggers: 17 (10 + 7) and 15 (8 + 7), both hit! He then rolls 1D4 + 1D4 + half his normal sneak attack dice (1D6 + 1D6) for 10 damage!


Identify a scroll in your spell list DC 20 + Spell level
Identify a potion in your spell list DC 20 + Spell level (slightly changed from SRD20)
If you beat the DC by 10, you can identify any potion, even if it is not on your spell list.

If the spell inside the potion or the scroll is not on your spell list but you beat the DC, you determine that it is not on you spell list.


B&D&D&D&B Grisha