Knowledge (Theology) - networkingguru/incursion-roguelike GitHub Wiki

Knowledge (Theology)

(Passive) [Familiar] best of INT and WIS
  Possessed By: Some Humans, Stoutheart Halflings, Black Orcs, Bards, Mages, Monks, Paladins, Priests, Rogues, Blackguards, Loremasters, Tattoo Mystics, Knowledge priests.
  Effects:  This skill represents a knowledge of the Theryan pantheon and your diety in particular. It has the following specific applications:
   * Make Offerings (Passive): When you make a sacrificial offering to your diety, the Knowledge (Theology) skill determines how well you enact the ritual and ceremony of the act, and thus how pleasing your sacrifice is to your diety. The effective value of the sacrifice increases by 10% for every +1 of your Knowledge (Theology) skill rating. Thus, a character with a +15 Knowledge (Theology) finds that his sacrifices are worth twice as much as those of a character with only +5 Knowledge (Theology).
   * Identify Altar (Passive): When you discover an unknown or strange altar in your travels, you can learn which diety it belongs to with a Knowledge (Theology) check against DC 15. You only get one chance to identify an altar, and the attempt is made automatically when you walk into the square with the altar on it.
   * Conversion (Passive): When you make a sacrifice at an altar that does not belong to your current diety -- whether in an attempt to convert the altar or yourself -- the result is determined by a Knowledge (Theology) check with several circumstantial modifiers; the DC varies with the gods involved and the sacrifice made, but is typically DC 20 or higher. Failing altar conversion angers the god the altar belongs to, while failing self-conversion angers the god you are rejecting. In both cases the diety in question will have the ability to send immediate supernatural retribution if you lapse the ritual mystical protections by failing the Knowledge (Theology) check.
   * Opposing Ideals: Certain spells, such as banishment, oppose Outsiders by directing opposing ideals against them. In game terms, you are able to add a third of your Knowledge (Theology) skill rating to the DC of these spells.
   * Identify Monsters (Passive): The Knowledge (Theology) skill can be used to identify celestials, as described under Appraise.

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