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  • ...ry=[[Category:Skill Feats]][[Category:Knowledge Skill]][[Category:Survival Skill]][[Category:Intrepid Tier (6-10)]][[Category:Alchemist Feats]][[Category:Ba | Prerequisites|Level 6, [[Knowledge (Local)]] 4 ranks, [[Survival]] 4 ranks.
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  • ...5)]][[Category:Skill Feats]][[Category:Movement Skill]][[Category:Survival Skill]][[Category:Alchemist Feats]][[Category:Barbarian Feats]][[Category:Bard Fe ...t or higher. This bonus increases to +2 if you have at least 10 ranks in [[Survival]].
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  • ...points to the magnetic north pole grants you a +2 circumstance bonus on [[Survival]] checks made to avoid becoming lost. You can also use it to grant the same | Craft-Skill=<onlyinclude>{{#ifeq:{{{transcludesection|Craft-Skill}}}
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  • ...g tools, spices and utensils for turning that survival skill into a dining skill. | Craft-Skill=<onlyinclude>{{#ifeq:{{{transcludesection|Craft-Skill}}}
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  • ...poor visibility. The ability otherwise follows the rules for the Survival skill in regards to tracking.
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  • The creature makes a Perception skill check, with a DC of 10, unless the target creature is using stealth, in whi ...poor visibility. The ability otherwise follows the rules for the Survival skill in regards to tracking.
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  • ...C increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by lifesense ignore the effects
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  • ...you're actually interested in) grants a user a +1 circumstance bonus on [[Survival]] checks made to navigate in the wilderness. It also can be used to grant t | Craft-Skill=<onlyinclude>{{#ifeq:{{{transcludesection|Craft-Skill}}}
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  • ...r by a magic item. Enhancement bonuses can be applied to almost any stat, skill, or score of a character, as the effects from magic items are diverse and p ..., and a different item that grants a +2 enhancement bonus to your Survival skill checks. Both of these bonuses apply, since they are affecting different el
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  • ...(1-5)]][[Category:Druid Feats]][[Category:Skill Feats]][[Category:Survival Skill]] ...+2 feat bonus on [[Initiative]] checks and a +1 feat bonus on [[Survival]] skill checks, in both your normal form and your Wild Shape form.
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  • ...poor visibility. The ability otherwise follows the rules for the Survival skill in regards to tracking.
    3 KB (437 words) - 16:02, 4 August 2021
  • ...fect''': All natural tracking abilities, such as Perception or Survival skill checks, the sense of smell possessed by hunting hounds, etc. provide no aid
    662 bytes (106 words) - 05:31, 10 March 2016
  • ...ght +8, Escape Artist +0, Movement +0, Perception +4, Ride +0, Stealth +0, Survival +0 (+2 to avoid becoming lost when using this), Swim +8 (+12 to resist nonl '''Compass''' +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.<br>
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  • ...only a description or information from a [[Survival#Tracking | Survival]] Skill use, the Bailiwick roll is made at a -5 or larger penalty, as assigned by t ...powers of the Mask. At the end of this time, the wearer may make a single skill roll, on any topic they desire, with a +4 [[Circumstance Bonus]] on the rol
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  • The knowledge skill requirement of a character who wishes to become a sworn slayer depends upon ...(Wis), Move Silently (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
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  • ...rank placed in [[Naturalism]]. A character can never have more ranks in a skill than his character level. ...used. Players and GM's are encouraged to find additional ways to use each skill.
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  • ...g Creature before the danger is apparent is not easy! Luck, raw power, and skill is needed to defeat them, but surely that's what heroes are made of! | Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
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  • ...all themselves) are by and large a peaceful group. The simple struggle for survival in the extreme conditions is enough to occupy most of their aggression, and ...get maximum ranks in Survival for free, allowing them to spend their other skill points elsewhere.
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  • ...Shadow, all these and many more are the sort of inclement conditions that Survival lets you deal with. This includes surviving in the wild, navigating in the This skill is often affected by [[Environmental Effects]].
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  • ...re seen everywhere, racing their mounts at breakneck speeds and consummate skill, still working to hold the vast Empire together. ...haracter, you must be an accomplished rider, you must have enough Survival skill to survive long journeys without aid, you must have a certain facility hand
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  • Extra Skill Points ! Skill
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  • ...used. Players and GM's are encouraged to find additional ways to use each skill. | Skill-Use = Appraise Value
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  • [[Skills|Using Skills]] {{Smaller|([[Skill DC|Skill DCs]])}} * [[Survival]] {{Smaller|(Wis)}}
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  • : For as long as the spell persists, you may take 20 on one [[Survival]] skill roll per day, and you regain twice as many hit points for a night of rest.
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  • ...used. Players and GM's are encouraged to find additional ways to use each skill. | Skill-Use = Escape Bindings
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  • : For as long as the poultice persists, you may take 20 on one [[Survival]] skill roll per day, and you regain twice as many hit points for a night of rest.
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  • ...nd improve their existing skills dramatically. This section describes each skill, including common uses and typical modifiers. Characters can sometimes use ! Skill !! width="20%" | Key Ability !! width="20%" | Armor Check Penalty
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  • ...eat the normal amount of food they require each day. See the [[Survival]] skill for details of food requirements.
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  • ...Time of Night where their massive battle power was crucial to the Empire's survival. They survive to this day, mainly in the form of a monastic order dedicated Frenzied Berserker class skills (and the key ability for each skill) are Might (Str), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
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  • ...eat the normal amount of food they require each day. See the [[Survival]] skill for details of food requirements.
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  • ...eat the normal amount of food they require each day. See the [[Survival]] skill for details of food requirements.
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  • | Bloodline-Skill = Survival <!-- Just put in the name of the skill, the link will be created automatically. E.g. "Stealth" (it is caps sensiti
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  • ..., they never need to drink any water or eat any food. See the [[Survival]] skill for details of food requirements.
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  • ..., they never need to drink any water or eat any food. See the [[Survival]] skill for details of food requirements.
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  • ! Skill | [Survival]]
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  • ...ever need to drink any water, eat any food, or sleep. See the [[Survival]] skill for details of food requirements. Note that this ability to stay awake doe
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  • ...ever need to drink any water, eat any food, or sleep. See the [[Survival]] skill for details of food requirements. Note that this ability to stay awake doe
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  • ...companionship between animal and player character, but take note that this skill is fraught with alignment peril! Abusive uses are easy to envision, and of You do not have to have this skill in order to use the [[Ride]] skill, but any creature with an intelligence less than 4 must have been taught th
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  • ...ever need to drink any water, eat any food, or sleep. See the [[Survival]] skill for details of food requirements. Note that this ability to stay awake doe
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  • | Category=[[Category:Skill Feats]][[Category:Valorous Tier (21-25)]][[Category:Alchemist Feats]][[Cate | Flavor=You are a true master of a particular skill.
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  • | Category=[[Category:Skill Feats]][[Category:Heroic Tier (11-15)]][[Category:Alchemist Feats]][[Catego ...or=You have a singular focus for perfecting your ability with a particular skill.
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  • Huntmasters are skilled in the wilderness, having good survival skills, keen senses, and considerable stealth. Their learned nature and lo | Skill2 = Survival
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • ...s towards Sense Motive not applicable to making Diplomacy a Natural Talent skill, but it will be lost if you begin to focus on Diplomacy, or any other kind ...nd get a terrible result on your check. You cannot attempt to retrain ANY skill until half the maximum retraining time for gaining a new Natural Talent has
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  • ...the Goblet will even return someone who has failed a standard resurrection survival roll, has died of old age, or is otherwise considered unrevivable. In this 2) the skill enhancement type is classified as Competence.
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • ...r from a successful hunt or by some other means. If a character fails his survival check three days in a row, he gains the exhausted condition, which can only To someone skilled in Survival, roughing it primarily costs time. It takes a lot of effort and attention
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • ...cters can also learn new languages by placing ranks in the [[Linguistics]] skill. ...a skill rank at each new character level. This may be spent to improve any skill that is available to them.
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  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}}
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> ...are not normal roses, you must make a [[Survival]] check against a DC of {{Skill-DC|Hard}} for the character looking at the plant. Those failing the check
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • ...themselves killed off young. For an Ifrit, a calm demeanor is very much a survival strategy, and even so, Ifrits still have that surging anger just below the ...Ifrits never get to show off their prowess, however. As a result of their skill, Ifrit communities, despite being small, tend to be well-secured, prosperou
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • ...he long years of their immortal lives, Drow Fencers have gained incredible skill with their blades, and are as all Drow men, immensely loyal to the Matriarc | Skill3 = Survival
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  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
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  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    63 KB (6,982 words) - 21:42, 4 February 2023
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    64 KB (7,013 words) - 19:09, 18 March 2023
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    62 KB (6,872 words) - 21:31, 4 February 2023
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    64 KB (7,139 words) - 21:35, 4 February 2023
  • ...ut evolution has pointed them solidly at the "bite everything" approach to survival. <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    64 KB (7,109 words) - 21:50, 4 February 2023
  • | Skill4 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    64 KB (7,190 words) - 21:34, 11 February 2023
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    65 KB (7,325 words) - 21:36, 4 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    64 KB (7,236 words) - 21:48, 4 February 2023
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    67 KB (7,586 words) - 07:36, 13 January 2023
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    65 KB (7,320 words) - 21:26, 11 February 2023
  • ...dren sired of those unions. For this act of selfless courage, done for the survival of the culture, the women of the Arborians are venerated and respected to t ...little doubt that the Arborians were severely affected by the struggle for survival after that long-ago conflict. Among the Arborians there is very little diff
    21 KB (3,530 words) - 16:16, 4 August 2021
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    69 KB (7,690 words) - 21:45, 11 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    67 KB (7,601 words) - 20:08, 18 March 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    67 KB (7,573 words) - 00:15, 10 January 2023
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    69 KB (7,740 words) - 21:48, 11 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    70 KB (7,879 words) - 21:45, 11 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    65 KB (7,581 words) - 03:27, 9 June 2022
  • ...r's are uncomfortably capable at dealing with the wild, their considerable skill with weapons, abilities in combat and tracking, and ability to brew up magi : Rangers get <span style="color:#734f96">'''''7 + Int modifier'''''</span> skill ranks per Ranger [[class level]].
    165 KB (26,713 words) - 19:21, 18 June 2022
  • ...cters can also learn new languages by placing ranks in the [[Linguistics]] skill. ...difier of the Sylph's choice, instead of the modifier normally used by the skill. At 21st level, the Sylph can [[Types_of_Movement#Squeezing|squeeze]] with
    18 KB (3,007 words) - 05:45, 3 March 2024
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    71 KB (7,983 words) - 21:37, 11 February 2023
  • ...mutation; CL 22nd; Forge Ring, creator must have 25 ranks in the Diplomacy skill; Price 62,500 gp. ...lenses appear jet-black. Lastly, the mask provides a +10 bonus to Survival skill.
    32 KB (5,287 words) - 17:58, 22 January 2022
  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}}
    71 KB (7,981 words) - 21:40, 11 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    70 KB (8,083 words) - 21:43, 11 February 2023
  • | Skill4 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    67 KB (7,842 words) - 19:00, 6 April 2024
  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}}
    71 KB (8,064 words) - 21:53, 11 February 2023
  • | Skill4 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    69 KB (8,026 words) - 21:50, 4 February 2023
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    72 KB (8,253 words) - 21:44, 11 February 2023
  • | Skill4 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    69 KB (8,101 words) - 19:02, 6 April 2024
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    72 KB (8,255 words) - 21:52, 11 February 2023
  • | Skill2 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    68 KB (8,025 words) - 21:37, 4 February 2023
  • | Skill5 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    73 KB (8,407 words) - 21:53, 4 February 2023
  • ...cal.' They get no racial bonuses to profession skills at all, they get no Survival or Knowledge bonuses of any sort. Changelings are good at dealing with peo ...cters can also learn new languages by placing ranks in the [[Linguistics]] skill.
    20 KB (3,358 words) - 15:09, 2 March 2024
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    68 KB (7,960 words) - 21:23, 9 May 2022
  • ...some rules for major parts of a role-playing game: combat encounters, and skill-based encounters. While these rules tell you, as a GM, how to set these up ...and if someone is struggling with a decision, offer up a chance to make a skill roll to give them something to springboard from.
    76 KB (13,193 words) - 16:51, 29 August 2023
  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}}
    73 KB (8,316 words) - 21:56, 11 February 2023
  • | Skill1 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    75 KB (8,574 words) - 22:40, 22 March 2024
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    70 KB (8,300 words) - 09:56, 3 May 2022
  • ...nvironment rules are optional, but provide a great way of creating a real 'survival horror' experience if you're running a low-level, [[Campaign_Power_Level | ...ist the urge to 'stack these up', unless they are running a gritty, nasty, survival-horror type game. If that's what your table is after, then go for it!
    53 KB (8,978 words) - 15:10, 16 August 2023
  • ...s (or even more frightening, Quickpicks) used with extraordinary speed and skill, or a Great Pick sundering Adamantine armor with a single blow, are only th ...Time of Night where their massive battle power was crucial to the Empire's survival. They survive to this day, mainly in the form of a monastic order dedicated
    20 KB (3,362 words) - 10:45, 20 April 2019
  • <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}}
    77 KB (9,060 words) - 20:05, 11 September 2022
  • ...e with the younger warriors to aid them in fights. Even with this aid, the survival rate of the yearling warriors is only about half. ...d amount of their time in kraal counting the yearlings and measuring their survival rate. If the Dominion is in danger of killing itself into extinction, the c
    26 KB (4,321 words) - 15:57, 4 August 2021
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    79 KB (9,393 words) - 21:51, 11 February 2023
  • : Druids get <span style="color:#734f96">'''''6 + Int modifier'''''</span> skill ranks per Druid [[class level]]. :* '''Bailiwick Skill:''' [[Naturalism]]
    122 KB (18,719 words) - 18:12, 22 January 2022
  • | Skill3 = Survival <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
    79 KB (9,513 words) - 21:48, 11 February 2023
  • ...The PCs are '''not''' on this board. Instead, they engage in encounters, skill challenges, and other types of 'traditional' encounters during each Engagem ...ad, just a bunch of panicked creatures thinking only of their own personal survival.
    28 KB (4,800 words) - 15:16, 13 August 2022
  • ...lions of the most hardened veterans in the Empire, stalwarts of incredible skill and might. The Seventh Expedition was a military juggernaut which the exhau ...s. The Empire shattered and the various pieces had nightmarish journeys to survival. Lurain rocketed to prominence in this era through her godlike efforts to p
    21 KB (3,463 words) - 13:49, 10 March 2016
  • ...ling rigs and other nautical affairs, but that is not their most important skill. Sharp eyes and ears are the most valued traits for a lakeman, because thos ...little doubt that the Fane Dar were severely affected by the struggle for survival. The women of the Fane Dar own most of the property and a Matriarch is the
    50 KB (8,849 words) - 14:51, 30 October 2013