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Wilderness Survival

skill (intelligence)


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. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. 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.

SurfaceSurvival DC
Very soft ground5
Soft ground10
Firm ground15
Hard ground20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

ConditionSurvival DC Modifier
Every three creatures in the group being tracked–1
Size of creature or creatures being tracked (largest creature):
Fine+8
Diminutive+4
Tiny+2
Small+1
Medium+0
Large–1
Huge–2
Gargantuan–4
Colossal–8
Every 24 hours since the trail was made+1
Every hour of rain since the trail was made+1
Fresh snow since the trail was made+10
Poor visibility (apply largest):
Overcast or moonless night+6
Moonlight+3
Fog or precipitation+3
Tracked party hides trail (and moves at half speed)Based on quarry's Wilderness Survival Check

For a group of mixed sizes, apply only the modifier for the largest size category. Apply only the largest visibility modifier.

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 full-round action, and it may take even longer.
Try Again For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.

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 attempting to track you.

TaskModifier
Soft ground-10
Mud or snow-15
Covering tracks at half speed-5
Covering tracks at normal speed-10
Covering tracks at double speed-15
Covering one additional participating creature's tracks-2
Covering one additional unwitting creature's tracks-5

Action: Always a part of a move action, with penalties as described above
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 with a DC of 10. For each 2 points that the check exceeds 10, you find food and water for one additional person.

Try Again: Yes, if not used while travelling.

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 setting traps, you successfully place 5 traps, and checking traps requires 15 minutes for every 5 traps set in this way.

Make a Survival check against a DC of 10 for each set of 5 traps. 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.

You may also make a trap intended for catching larger or intelligent creatures, provided you have the material required to do so, an appropriate location for a pit trap or similar. The DC of detecting the trap is equal to your Survival roll. The DC for disabling the trap is equal to your survival roll - 10.

Detecting Traps

If your character suspects the presence of traps, they can make a search for traps, which takes 1 minute 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.

Rope UseDC
Easy Task10
Moderate Task15
Hard task20

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.

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 Escape Bindings check against your Use Rope roll. You gain a +5 Bonus to 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 a Morale penalty if the sleep outdoors without cover during poor weather.

Creating the shelter requires 2 hours and covers two persons. If building a larger shelter, it requires an additional 30 minutes per person covered. This time penalty can be negated by getting 1 hour of assistance for each additional person you are trying to cover. They must assist you for at least one hour each.

Such shelters last 7-8 days before they must be remade. You can also create a more permanent shelter by spending two full day's work (8 hours each day). Shelters built in this manner last 1 to 2 months before needing to be remade. You can also spend 5 day's work to create something resembling a crude cabin, providing a Morale boost and providing additional protection from predators. Such shelters last several years.

Knowledge Nature

You have knowledge of the natural world and its workings. Answering easy questions is a DC 10, common questions is DC 15, and obscure questions is DC 20.

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. Answering easy questions is a DC 10, common questions is DC 15, and obscure questions is DC 20.

wiki/wilderness survival.1441678314.txt.gz · Last modified: 2015/09/17 21:47 (external edit)