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| wiki:wilderness survival [2015/10/01 02:27] caleymccready | wiki:wilderness survival [2017/01/31 21:12] (current) caleymccready [Tracking] | ||
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| - | ====== Wilderness Survival ====== | + | ====== Wilderness survival ====== | 
| === skill (intelligence)=== | === skill (intelligence)=== | ||
| + | ~~TOC~~ | ||
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| You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others | You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others | ||
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| - | ===== Tracking ===== | + | ==== Tracking ==== | 
| To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them | To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them | ||
| - | You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table. | + | You move at half your normal speed while following tracks. The DC depends on the surface and the prevailing conditions, as given on the tables below | 
| ^Survival DC^Surface^Examples^ | ^Survival DC^Surface^Examples^ | ||
| - | |Trivial|Very soft ground|Fresh snow, thick dust, wet mud, sand| | + | |Easy|Soft ground|Fresh snow, thick dust, wet mud, sand| | 
| - | |Easy|Soft ground|Moist earth| | + | |Moderate|Firm ground|Fields, scree| | 
| - | |Hard|Firm ground|Fields, scree| | + | |Near Impossible|Hard ground|Bare stone| | 
| - | |Very Difficult|Hard ground|Bare stone| | + | |
| ^Condition^Survival DC Modifier^ | ^Condition^Survival DC Modifier^ | ||
| - | |Every three creatures in the group being tracked|–1| | + | |You are moving at your normal speed while tracking|+1| | 
| - | |Every 24 hours since the trail was made|+2| | + | |Tracking a group of 3 or more|–1| | 
| - | |Every hour of rain since the trail was made|+2| | + | |Every 24 hours since the trail was made|+1| | 
| - | |Fresh snow since the trail was made|+10| | + | |It has rained since the trail was made|+1| | 
| - | |Poor visibility (Overcast, lowlight)|+5| | + | |Fresh snow since the trail was made|+1| | 
| - | |Tracked party hides trail (and moves at half speed)|Based on quarry's Wilderness Survival Check| | + | |Poor visibility (Overcast, lowlight)|[[combat#Disadvantage]]| | 
| - | |Size of creature or creatures being tracked (largest creature):||  | + | |Tracked party hides trail (and moves at half speed)|Add quarry's skill roll to DC| | 
| - | |Fine|+8| | + | |
| - | |Diminutive|+4| | + | ^Creature Size^Modifier^ | 
| - | |Tiny|+2| | + | |Fine, Diminutive, Tiny|[[Combat#advantage|Disadvantage]]| | 
| - | |Small|+1| | + | |Small, Medium, Large|No change| | 
| - | |Medium|+0| | + | |Huge, Gargantuan, Collossal|[[Combat#Advantage]]| | 
| - | |Large|–1| | + | |
| - | |Huge|–2| | + | |
| - | |Gargantuan|–4| | + | |
| - | |Colossal|–8| | + | |
| For a group of mixed sizes, apply only the modifier for the largest size category | For a group of mixed sizes, apply only the modifier for the largest size category | ||
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| - | ===== Hiding Tracks ===== | + | ==== Hiding tracks ==== | 
| As a trained tracker, you learn how to hide your tracks with great skill, and you can even hide the tracks of others in your group or even those of a complete stranger. If you wish to hide the tracks of another creature over distances, you must be able to follow their tracks | As a trained tracker, you learn how to hide your tracks with great skill, and you can even hide the tracks of others in your group or even those of a complete stranger. If you wish to hide the tracks of another creature over distances, you must be able to follow their tracks | ||
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| - | ===== Foraging and Hunting ===== | + | ==== Foraging and hunting ==== | 
| This skill applies to general hunting and foraging to provide food and water in the wilderness for yourself and others. If you are making camp, this action requires 1-2 hours depending on how plentiful your surroundings are. If doing so while travelling long distances, you move at half your speed | This skill applies to general hunting and foraging to provide food and water in the wilderness for yourself and others. If you are making camp, this action requires 1-2 hours depending on how plentiful your surroundings are. If doing so while travelling long distances, you move at half your speed | ||
| - | You provide food and water for yourself with a DC of 10. For each 2 points that the check exceeds 10, you find food and water for one additional person | + | You provide food and water for yourself for 1 day with a DC of 1. For each additional point, you find food and water for one additional person | 
| Try Again: Yes | Try Again: Yes | ||
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| - | ===== Trapping ===== | + | ==== Trapping ==== | 
| Trapping represents a more industrial approach to gathering food or capturing a target creature alive. You make and set traps in an area, and then return the next day to check the traps. For each hour you spend preparing and checking traps, make a check | Trapping represents a more industrial approach to gathering food or capturing a target creature alive. You make and set traps in an area, and then return the next day to check the traps. For each hour you spend preparing and checking traps, make a check | ||
| - | The DC is 10. A successful check provides enough food for one person for one day, and one extra person for every two points your check exceeds the DC | + | The DC is 1. A successful check provides enough food for one person for one day, and one extra person for every point your check exceeds the DC | 
| You may also make a trap intended for catching larger creatures, intelligent creatures, or a specific creature, provided you have the material and location required to do so. The DC of detecting or disabling the trap is equal to your Survival roll | You may also make a trap intended for catching larger creatures, intelligent creatures, or a specific creature, provided you have the material and location required to do so. The DC of detecting or disabling the trap is equal to your Survival roll | ||
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| - | ===== Detecting Traps ===== | + | ==== Detecting traps ==== | 
| If your character suspects the presence of traps, they can make a search for traps, which takes 1 round for every ten foot square of area searched. This is a contested skill against the skill of the person creating the trap. A successful check means that you find the trap without springing it | If your character suspects the presence of traps, they can make a search for traps, which takes 1 round for every ten foot square of area searched. This is a contested skill against the skill of the person creating the trap. A successful check means that you find the trap without springing it | ||
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| - | =====Rope Work===== | + | ==== Rope work ==== | 
| - | Ropes are quite useful for a wide range of tasks in the wilderness, including use for building shelters and setting snares. You can also use rope for climbing, binding creatures, securing items and many other tasks. | + | Ropes are quite useful for a wide range of tasks in the wilderness, including use for building shelters and setting snares. You can also use rope for climbing, binding creatures, securing items and many other tasks | 
| - | ^Rope Use^DC^ | + | ^DC^Rope use^ | 
| - | |Easy Task|10| | + | |Easy|Securing an object with a favorable anchor, fastening a bundle on a cart, fastening a door shut, undoing a poorly tied knot| | 
| - | |Moderate Task|15| | + | |Moderate|Securing rope in unfavorable conditions, using a rope in a complex machine, tying specialty knots| | 
| - | |Hard task|20| | + | |Hard|Using rope where tolerances are minimal, or skill is involved, such as lassoing a creature or distant object, or creating a makeshift trebuchet| | 
| - | + | ||
| - | **Easy Task**: This includes tasks such as fixing rope securely with a favorable anchoring item, such as a tree or properly shaped rock. Or securing a bundle to a cart or a horse, or fastening a door or hinge shut. Or undoing a tough knot that was poorly tied | + | |
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| - | **Moderate Task**: This includes fixing rope securely in bad conditions, where there is no good place to anchor the rope and/or surfaces are slippery. It could also be using rope as a part of a machine to accomplish a complicated task. It also includes successfully making specialty knots that behave as intended when in use | + | |
| - | + | ||
| - | **Hard Task**: Using rope in situations where the tolerances for error are minimal, or some skill is required in the moment, such as making and using a lasso, or the creation of a makeshift trebuchet, or casting rope and hitting a small target | + | |
| You may also use rope to bind a creature as a contested skill. The creature must make an [[wiki:acrobatics#Escape Bindings|Escape Bindings]] check against your Use Rope roll. You gain [[combat#advantage]] on your roll when using Rope Work in this way | You may also use rope to bind a creature as a contested skill. The creature must make an [[wiki:acrobatics#Escape Bindings|Escape Bindings]] check against your Use Rope roll. You gain [[combat#advantage]] on your roll when using Rope Work in this way | ||
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| - | ===== Create Shelter ===== | + | ==== Create shelter ==== | 
| You are able to create a makeshift shelter to keep the elements and wildlife at bay. This is necessary as characters will suffer poor [[conditions#morale]] if they sleep outdoors without cover during poor weather | You are able to create a makeshift shelter to keep the elements and wildlife at bay. This is necessary as characters will suffer poor [[conditions#morale]] if they sleep outdoors without cover during poor weather | ||
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| |Temporary|1-2 months|4 hours|Moderate| | |Temporary|1-2 months|4 hours|Moderate| | ||
| |Cabin|Several years|5 days|Hard| | |Cabin|Several years|5 days|Hard| | ||
| - | |Hasty construction|-|Half creation time|Increase difficulty one level| | + | |Hasty construction|Half duration|Half creation time|Increase difficulty one level| | 
| - | |Scarce materials|[[Combat#advantage|Disadvantage]]| | + | |Scarce materials|Half duration|-|[[Combat#advantage|Disadvantage]]| | 
| A cozy fire and a good shelter on a night with bad weather grants high [[conditions#morale]] | A cozy fire and a good shelter on a night with bad weather grants high [[conditions#morale]] | ||
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| - | ===== Knowledge Nature ===== | + | ==== Camouflage ==== | 
| - | You have knowledge of the natural world and its workings. Answering a question regarding the natural world or its history requires a check correlating to the difficulty of the question (Trivial, Easy, Moderate, Hard, Very Difficult, Near Impossible) | + | When using a [[gear|Camouflage Net]], or when attempting to hide yourself or an object, you may use wilderness survival instead of [[Stealth]] to conceal yourself or an object. Your terrain must lend itself to this task, and it requires that you have a few minutes to collect and arrange the natural scenery to obscure yourself | 
| - | ===== Knowledge Geography ===== | + | \\ | 
| - | You have knowledge of the shape of the world and can easily identify your location and are familiar with prominent cities and landmarks. Identifying your location requires a check correlating to the amount of information you have (Trivial, Easy, Moderate, Hard, Very Difficult, Near Impossible) Knowledge of a geographical formation depends on the obscurity of the formation | + | ==== Knowledge nature ===== | 
| + | You have knowledge of the natural world and its workings. Answering a question regarding the natural world or its history requires a check correlating to the difficulty of the question (Easy, Moderate, Hard, Near Impossible) | ||
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| + | ==== Knowledge geography ==== | ||
| + | You have knowledge of the shape of the world and can easily identify your location and are familiar with prominent cities and landmarks. Identifying your location requires a check correlating to the amount of information you have (Easy, Moderate, Hard, Near Impossible). Knowledge of a geographical formation depends on the obscurity of the formation | ||