Nomad
Characters who grew up as a nomad, or lived with nomads, will have the chance to have this particular Extra Skill. For it pertains primarily to the knowledge of traveling, camping, and otherwise surviving off of the land, relying on their natural abilities rather than a market. While the character never has to be the one doing the hunting, fishing, foraging, etc., they do need to have been exposed to the process for long periods of time. This time would need to be vastly longer if the character is learning on their own without a mentor.
With the knowledge and experience of a Nomad under their belt, characters with this skill can expertly appraise good locations to set up camp, spot animal trails, find water sources, and recognize poisonous plants far more easier than others. They can set up a campsite and tear one down quickly, start campfires with relative ease, and so forth. They are also well versed in recognizing what spots are most likely to get flooded, have landslides, receive unwanted animal/monstrosity/demi-human/humanoid visiters, even recognize signs of an underdark entrance being nearby. They are able to find simple foods like berries and fruits, as well as ideal wood for fires with relative ease as well.
Furthermore the character with this skill will have little disadvantages when encountered with ill-suited terrain, can recognize quicksand and the like more easily than others (about a 25% chance of recognizing it), and will haveĀ a -1 modifier to animal lore, direction sense, fishing, foraging, fungus identification, hunting, mountaineering, plant lore, survival (cold, desert or heat), trapper/furrier and weather sense. Furthermore they can place 2 proficiency points into any of the already listed proficiencies, but cannot put 2 points in 1 proficiency. Finally they also double their base chance of detecting traps (before class modifiers) in regards to natural and hunting traps.
With the knowledge and experience of a Nomad under their belt, characters with this skill can expertly appraise good locations to set up camp, spot animal trails, find water sources, and recognize poisonous plants far more easier than others. They can set up a campsite and tear one down quickly, start campfires with relative ease, and so forth. They are also well versed in recognizing what spots are most likely to get flooded, have landslides, receive unwanted animal/monstrosity/demi-human/humanoid visiters, even recognize signs of an underdark entrance being nearby. They are able to find simple foods like berries and fruits, as well as ideal wood for fires with relative ease as well.
Furthermore the character with this skill will have little disadvantages when encountered with ill-suited terrain, can recognize quicksand and the like more easily than others (about a 25% chance of recognizing it), and will haveĀ a -1 modifier to animal lore, direction sense, fishing, foraging, fungus identification, hunting, mountaineering, plant lore, survival (cold, desert or heat), trapper/furrier and weather sense. Furthermore they can place 2 proficiency points into any of the already listed proficiencies, but cannot put 2 points in 1 proficiency. Finally they also double their base chance of detecting traps (before class modifiers) in regards to natural and hunting traps.