====== Wilderness survival ====== === skill (intelligence)=== ~~TOC~~ \\ 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 **Special**: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself \\ ==== 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 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^ |Easy|Soft ground|Fresh snow, thick dust, wet mud, sand| |Moderate|Firm ground|Fields, scree| |Near Impossible|Hard ground|Bare stone| ^Condition^Survival DC Modifier^ |You are moving at your normal speed while tracking|+1| |Tracking a group of 3 or more|–1| |Every 24 hours since the trail was made|+1| |It has rained since the trail was made|+1| |Fresh snow since the trail was made|+1| |Poor visibility (Overcast, lowlight)|[[combat#Disadvantage]]| |Tracked party hides trail (and moves at half speed)|Add quarry's skill roll to DC| ^Creature Size^Modifier^ |Fine, Diminutive, Tiny|[[Combat#advantage|Disadvantage]]| |Small, Medium, Large|No change| |Huge, Gargantuan, Collossal|[[Combat#Advantage]]| For a group of mixed sizes, apply only the modifier for the largest size category **Action**: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a Standard action\\ **Try Again** Only if circumstances have changed \\ ==== 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 You roll your wilderness survival check taking into account the modifiers below. Your result is added to the DC of anyone trying to track you When covering tracks you move at half speed, or you may move at full speed with [[combat#advantage|disadvantage]] **Action**: Always a part of a move action\\ **Try Again**: No \\ ==== 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 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 \\ ==== 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 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 \\ ==== 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 \\ ==== 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 ^DC^Rope use^ |Easy|Securing an object with a favorable anchor, fastening a bundle on a cart, fastening a door shut, undoing a poorly tied knot| |Moderate|Securing rope in unfavorable conditions, using a rope in a complex machine, tying specialty knots| |Hard|Using rope where tolerances are minimal, or skill is involved, such as lassoing a creature or distant object, or creating a makeshift trebuchet| 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 \\ ==== 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 ^Shelter^Duration^Creation Time^DC^ |Immediate|2-3 days|1 hour|Easy| |Temporary|1-2 months|4 hours|Moderate| |Cabin|Several years|5 days|Hard| |Hasty construction|Half duration|Half creation time|Increase difficulty one level| |Scarce materials|Half duration|-|[[Combat#advantage|Disadvantage]]| A cozy fire and a good shelter on a night with bad weather grants high [[conditions#morale]] Try Again: Yes \\ ==== Camouflage ==== 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 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) \\ ==== 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