Survival Skill
General Skills Rules:
• Taking 10: If you are not threatened or distracted you can take 10 on a roll.
• Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
• “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
• “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Survival (WIS)(Armor Check Penalty)
Retries: varies
Requires: usually a full day or the course of a few hours
Synergy: +2 knowledge nature if you have 5 or more ranks of survival, +2 on survival checks underground if you have 5 or more ranks of knowledge dungeoneering, +2 survival checks above ground if you have 5 or more ranks in knowledge nature, +2 on survival checks to avoid getting lost or natural hazards if you have 5 or more ranks in knowledge geography for the given area, +2 on survival checks on other planes if you have 5 or more ranks of knowledge planes, +2 on survival checks to follow tracks if you have 5 or more ranks in Search.
Action and DC:
- Get along in the Wild, ½ overland speed, hunting and gathering, no need for supplies, supply one additional person per 2 points you check exceeds 10
- Protection yourself from elements, +2 on Fortitude saves against severe weather while moving ½ speed or +4 bonus if stationary, provide same bonus to other person per point DC:15
- Keep from getting lost and avoid natural hazards DC:15
- Predict weather up to 24 hours in advance, for each 5 over, predict for another day DC:15
- Follow Tracks- must have the track feat. Varies
- Survival at sea, provide food and water for yourself and 1 other person per 2 points over 20 DC:20
- Finding Trail Signs DC:10
- Create or Read Trail Signs- easy messages DC:10
- Create or Read Trail Signs- Complex messages DC:15
- Trailblazing- when traveling in poor conditions or difficult terrain you can increase the movement of the group by ¼ DC:15
- Trailblazing- when traveling in poor conditions or difficult terrain you can increase the movement of the group by ½ DC:25
- Trailblazing- Each 3 people over 4 you are guiding DC:-2
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