- This Proficiency is an "Any Use" Skill, meaning that anyone can use it with a 1-2/10% chance.
- The cost to unlock this skill is one Proficiency Point.
- The Attribute Modifier for this skill is Wisdom.
Whenever the party has a chance of being disorientated, a proficiency check is required, and this die is always made by the DM in secret. Thus while players without the skill unlocked can still be of some help, it is far more beneficial to have a player who has actually unlocked the skill and increase the chances of success. The check is made with a roll modifier of +4 if the group is in total darkness, or +2 in conditions of partial darkness (though these penalties can be added for other conditions as well. This includes unnatural labyrinths, magical forests, and the like). Success indicates that the group has no chance from straying from its intended path or losing it's sense of direction. If the check is unsuccessful but less than 20, the character has incorrectly sensed direction by an error of 90 degrees to the left or right (DM's discretion). If the proficiency check is a 20, the character determines a direction that is exactly the opposite of the intended path.
If a group includes more than one character with this proficiency unlocked, the dungeon master should make a proficiency check for each character. If each character determines that a different direction is the one desired, then the party will have to decide amongst themselves which character's sense is to be trusted. If more than one character makes the same determination, it is likely that both of their proficiency checks have succeeded--but it is also possible they have both made the same error.