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[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Skills]]
[[Category:Skills]]
[[Image:Survival_1.jpg|500px|right|You cannot escape, for these woods are mine.]]
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==Description==
==Description==
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| width="250" style="font-weight:bold" | Ability Score Used: || Wisdom
| width="250" style="font-weight:bold" | Ability Score Used: || Wisdom
|-
| width="250" style="font-weight:bold" | Usable Untrained? || Yes
|-  
|-  
| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No
| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No
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You are skilled at surviving in inclement conditions and settings.  Massive storms in a dark forest, lava falls in the City of Brass, sandstorms scouring through cave systems, hard-living on the mean, muddy streets, whiteout conditions atop an iceberg, color storms in the Plane of 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 wilderness with or without landmarks, and surviving in any hostile environments such as unforgiving cityscapes, cave complexes, vast sewer systems, ancient buried temples, vast universes of crates, other Planes, etc. You also excel at following trails and tracks left by others in any and all such environments.
You are skilled at surviving in inclement conditions and settings.  Massive storms in a dark forest, lava falls in the City of Brass, sandstorms scouring through cave systems, hard-living on the mean, muddy streets, whiteout conditions atop an iceberg, color storms in the Plane of 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 wilderness with or without landmarks, and surviving in any hostile environments such as unforgiving cityscapes, cave complexes, vast sewer systems, ancient buried temples, vast universes of crates, other Planes, etc. You also excel at following trails and tracks left by others in any and all such environments.


== Avoid Getting Lost/Avoid Natural Hazards ==
This skill is often affected by [[Environmental Effects]].
 
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
 
== Tracking ==
{{Template:SkillUse
{{Template:SkillUse


| Skill-Use = Avoid Getting Lost/Avoid Natural Hazards
| Skill-Use = Tracking


| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = You can use the Survival skill to avoid getting lost or avoid natural hazards. This includes avoiding minor hazards ("don't touch those leaves!"), as well as scouting out a good trail.
| Benefit = You can use ''survival'' to follow the tracks of one or more creatures through the wilderness. The DC of this check is the Maneuver Defense of the lowest CR creature in the group you are attempting to follow, among those creatures capable of leaving tracks (those CR 1 peasants being carried in sacks, which the trolls have slung over their backs, don't leave any footprints. You'll have to track the trolls instead).  Higher level creatures are just better and scarier in general, and if you can't follow them, you probably don't want to catch them, either.
 
You must make a new Survival check every time something significantly changes the quality of the trail, such as a change of terrain (soft ground to stone, for example), or if the pursued group makes deliberate moves to throw you off (such as wading into a river for a mile or two).  


This check does not cover the avoidance of major hazards, such as dangerous storms, unstable ground, fire geysers, etcThese sorts of things are usually resolved as traps or encounters, rather than a simple survival check.
You can use either ''survival'' or [[Perception]] to locate a creature's trail in the first place (with the same target DC as tracking the creature), but you can only follow the creature's trail using ''survival''.
 
While tracking a creature, you move at half your normal speedYou may move at your normal speed (a double move) with a -5 penalty on the check, or at a [[Run]] with a -20 penalty on the check. Tracking DC's are heavily dependent on the surface and the prevailing conditions (see modifiers).


This skill check does not cover the foraging of food, or seeking out fresh water.  See [[#Forage|Forage]] for rules on gathering food and water in the wilderness.
While ''tracking'', your attention is fully occupied, leaving you unable to perform any other tasks, such as making [[Perception]] checks to avoid surprise, etc.  This is also true for any character which is assisting you with ''tracking''.


| Action = 1 day per check
| Action = Varies. Typically several minutes to several hours, depending on how much of a lead your target has.


| DC = 15
| DC = [[Maneuver Defense]] of the lowest CR creature being tracked, that could conceivably leave tracks.


| Modifiers =  
| Modifiers = * '''Respective Speeds:'''
* '''Familiar Territory''': +5 to the roll.
:* '''Track at Full Speed:''' If you are moving at full speed (double move) while tracking, the DC is increased by +5.
* '''Your homeland''': +10 to the roll.
:* '''Track at a Run:''' If you are moving at a run while tracking, the DC is increased by +20.
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll
:* '''Reckless Trail:''' If the tracked creature is callously storming through the countryside, or deliberately leaving a trail, the DC is reduced by -5.
* '''Unusual or rare terrain''': Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc. +10 to the DC
:* '''Careful Trail:''' If the tracked creature is moving cautiously (half speed) to deliberately leave less of a trail, the DC is increased by +5.
* '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +5 to the DC
* '''Quality of Trail:'''
* '''Violent Conditions''': A tornado, a hurricane, a volcanic eruption, riding an avalanche,etc.  +10 to the DC  
:* '''Very Soft Ground:''' If you are following a trail across a surface (fresh snow, thick dust, loose marrow, wet mud) that holds deep, clear impressions of footprints, the DC is reduced by -5.
* '''Massive Hail''': Massive hail or similar, rains of gravel, outbursts of clotted blood, spiders and toads, etc. +10 to the DC
:* '''Soft Ground:''' If you are following a trail across a surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent, but shallow, footprints, the DC is reduced by -2.
* '''Unable to Sense''': Being effectively Blind to a major sense, such as total darkness, whiteout, loud sound, overwhelming stench, etc. +5 to DC.
:* '''Firm Ground:''' If you are following a trail across a most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (e.g., thick rugs, dirt floors, dusty floors), the creature might leave some traces (e.g., broken branches, tufts of hair), but it leaves only occasional or partial footprints, the DC is not modified.
* '''On a different but similar plane of existence''': The Ether, the Plane of Shadow, The First World, etc.  +20 to the DC
:* '''Hard Ground:''' If you are following a trail across a surface that doesn't hold footprints at all (e.g., bare rock, indoor floor, a streambed, etc.), and the creature leaves only traces (e.g., scuff marks, displaced pebbles), the DC is increased by +5.
* '''On a different but non-hostile plane of existence''': The Plane of Air, Elysium, The Silver Fields, etc. +30 to the DC
:* '''Cold Trail:''' For every 24 hours since the trail was made, the DC increases by +1.
* '''On a wildly different plane of Existence''': The Azure Sea, The Plane of Earth, the Plane of Water, etc. +40 to the DC
:* '''Wet Trail:''' For every hour of rain or equivalent since the trail was made, the DC increases by +1.
* '''On a wildly different and hostile plane of existence''': The Plane of Fire, the Nine Hells, the Abyss, etc +50 to the DC
:* '''Covered Trail:''' If fresh snow, a dust storm, or something else has covered up the trail since it was made, the DC is increased by +5.
* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +60 to the DC
* '''Familiarity With Area:'''
* '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +75 to the DC
:* '''Familiar Territory:''' If you know the area well, the DC is reduced by -5.
:* '''Your homeland:''' If you've lived in the area your whole life, and know it like the back of your hand, the DC is reduced by -10.
:* '''Unusual or Rare Terrain:''' If the tracked creature is moving through very peculiar terrain, where normal signs of passage may be wrong (e.g., atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.), the DC is increased by +5.
* '''Conditions:'''
:* '''Poor Visibility:''' If it is a cloudy, moonless night, there is a light fog, or otherwise poor visibility, the DC is increased by +2.
:* '''Dense Territory:''' If the tracked creature is moving through a place with very poor sight lines (e.g., a city, a temperate forest, a verdant jungle, etc.), the DC is increased by +5.
:* '''Stormy Conditions:''' If rain, wind, lightning, and similar inclement conditions are happening while you follow the creature, the DC is increased by +5.
:* '''Violent Conditions:''' If you are tracking a creature through a tornado, a hurricane, a volcanic eruption, while riding an avalanche, etc., the DC is increased by +10.
:* '''Unable to Sense:''' If you are effectively [[Blind]] to a major sense (e.g. due to total darkness, whiteout, loud sound, overwhelming stench, etc.), the DC is increased by +5.
* '''Nature of Quarry:'''
:* '''They Come In Packs:''' For each creature above one in the group being tracked, the DC is reduced by -1.
:* '''Size:''' The size of the creatures being tracked affects the DC.  This modifier is only applied once, based on the largest creature present, regardless of how many creatures you are trackingFine creatures increase the DC by +8. Diminutive creatures increase the DC by +4. Tiny creatures increase the DC by +2. Small creatures increase the DC by +1. Medium creatures do not adjust the DC. Large creatures reduce the DC by -1. Huge creatures reduce the DC by -2. Gargantuan creatures reduce the DC by -4. Colossal creatures reduce the DC by -8. Titanic creatures reduce the DC by -12. The DC is further decreased by an additional -4 for each additional size category above titanic.


| Take10-Take20 = You can take 10 (outside of combat), but you cannot take 20.
| Take10-Take20 = No


| Assist = Yes (up to 5 allies).
| Assist = Yes (up to 5 allies).


| Success = You retain your bearings and know where you are and how to get to where you want to go.  You also successfully avoid harmful and deleterious effects from your surroundings.
| Success = You maintain firm contact with the trail of the creature(s) being followed, and may or may not close the distance upon them.
 
| Failure = If you fail by 4 or less, or if you roll a natural 1 on the die, if this is the first time you failed, you may immediately attempt to find the trail again, losing only a single round to search.  If you have already retried due to an earlier failure, your must spend 10 minutes searching before you can try again.  If you fail a second time, you must spend an hour searching before you can try again.  If you fail a third time, you lose the trail of the creature(s) being followed.  You no longer know where they went, and cannot continue to follow them.


| Failure = You get lost and no longer know where you are or how to get to where you want to go.
If you fail by 5 or more, you have lost the trail, and will not pick it up again.


| Retry = You can try to reorient yourself every 24 hours.
| Retry = If you fail by less than 4 all three times, or fail by 5 or more even once, you have lost the trail, and will not pick it up again.


| Provokes = No
| Provokes = Yes.


}}
}}


== Avoid Encounters ==
== Orienteering ==
{{Template:SkillUse
{{Template:SkillUse


| Skill-Use = Avoid Encounters
| Skill-Use = Orienteering


| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = Survival can also be used to make it harder for random encounters to find you.  The DC of this check is 10 + double the CR of the encounter.  However, if you fail the check by 5 or less the random encounter notices you. You are still able to evade it if you wish by using the terrain against your pursuersYou are assumed to be moving at full speed (double moves) while performing this actionTaking actions which draw attention to yourself can inflict a circumstance penalty to the check to move unnoticed  (at GM discretion, generally between -2 and -10), but not to the base evade pursuit checkNamely, you can wander around playing a brass horn and shooting fireballs to get a +6 to the roll for the monster to notice you, and still evade them as if you were not doing such foolish things.  This allows players to 'draw out' monsters in an area, for example.
| Benefit = You can use the ''survival'' skill to avoid getting lost or avoid natural hazardsThis includes avoiding minor hazards ("don't touch those leaves!"), as well as scouting out a good trail''Orienteering'' can be attempted in any untamed area, regardless of terrain typeIt even applies to orienteering on alternate planes of existence, though it can be significantly more difficult to avoid getting lost in such alien environments.


| Action = Part of Overland Movement
This check does not cover the avoidance of major hazards, such as dangerous storms, unstable ground, fire geysers, etc.  These sorts of things are usually resolved as traps or encounters, rather than a simple survival check. 


| DC = 10 + 2x CR of the encounter, campaign, or area
This skill check does not cover the foraging of food, or seeking out fresh water.  See [[#Forage|Forage]] for rules on gathering food and water in the wilderness.


| Modifiers =  
| Action = 1 day per check
* '''Familiar Territory''': +5 to the roll.


| DC = 15


| Take10-Take20 = No.
| Modifiers = * '''Familiar Territory:''' -5 to the DC
* '''Your homeland:''' -10 to the DC
* '''Inside a city or otherwise heavily modified ground:''' +5 to the DC
* '''Unusual or rare terrain:''' Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +10 to the DC
* '''On a different but similar plane of existence:''' The Ether, the Plane of Shadow, The First World, etc.  +15 to the DC
* '''On a different but non-hostile plane of existence:''' The Plane of Air, Elysium, The Silver Fields, etc.  +25 to the DC
* '''On a wildly different plane of Existence:''' The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
* '''On a wildly different and hostile plane of existence:''' The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
* '''Very Bad Places:''' The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +50 to the DC
* '''The Edge of Reality:''' Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +60 to the DC
 
| Take10-Take20 = You can take 10 (outside of combat), but you cannot take 20.


| Assist = Yes, up to 5 allies.
| Assist = Yes (up to 5 allies).


| Success = You avoid one encounter during a period of Overland Movement.  You do not interact with the creatures, do not see the creatures, and gain no knowledge about the creatures.  
| Success = You retain your bearings and know where you are and how to get to where you want to go.  You also successfully avoid harmful and deleterious effects from your surroundings.


| Failure = If you fail the Survival check by 5 or less, you still avoid the encounter, but the monsters in the area see you and become aware that you and your companions, if any, are in the area. This may lead to further modifiers and consequences as set by the GM.  If you fail the Survival roll by more than 5, even if you were not going to have an encounter, well, now you are. Roll for surprise!
| Failure = You get lost and no longer know where you are or how to get to where you want to go.


| Retry = You may only try this check once on a given interval of overland movement. You may try again if you make another interval of overland movement.
| Retry = You can try to reorient yourself once every 24 hours.


| Provokes = No.
| Provokes = No


}}
}}


== Conceal Campsite ==
== Avoid Encounters ==
{{Template:SkillUse
{{Template:SkillUse


| Skill-Use = Conceal Campsite
| Skill-Use = Avoid Encounters


| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = Survival can be used to make a campsite which is more difficult to discover by random encounters.  You make a survival check when you set up your campsite, and any random encounters must make a perception check against this DC discover it.  (This is an opposed check.) Setting up an obscured campsite takes an additional hour of preparation.
| Benefit = You can use ''survival'' during [[Types_of_Movement#Overland_Movement|overland movement]] to attempt to avoid random encounters.  This does not prevent the party from coming upon encounters which are important to the GM's plot, but they do allow the party to (potentially) bypass the inevitable pack of dire wolves that seem to be in every forest these days.


| Action = Part of the activity involved in setting up a campsiteGenerally requires about an hour of work, which may be divided between all allies who attempt to assist in the Conceal Campsite roll.
You are assumed to be moving at a normal pace for [[Types_of_Movement#Overland_Movement|overland movement]] while performing this action, and it is not necessary for the party to take extra precautions, such as moving stealthily at half speed, in order for this skill use to be successfulExceptionally noisy parties can incur a penalty, however (see modifiers, below).  


| DC = Opposed by the Perception rolls of the random encounter, if any.
| Action = Part of [[Types_of_Movement#Overland_Movement|overland movement]]


| Modifiers =  
| DC = 10 + double the CR of the encounter, campaign level, or area


* '''Familiar Territory''': +5 to the roll.
| Modifiers = * '''Familiar Territory:''' If you are in territory familiar to you, the DC is decreased by -5.
* '''Noisy:''' if you or your party are especially noisy (such as a bard playing songs the entire time, or the sorcerer blasting every squirrel they spot), the DC is increased by anywhere from +2 to +10, at GM's discretion.  Normal noises for non-stealthed travel do not inflict this penalty.


| Take10-Take20 = Yes, although taking 20 will involve twenty hours of work.  This may be divided among all allies who assist the roll, if desired.
| Take10-Take20 = No.
 
| Assist = Yes (up to 5 allies).


| Assist = Yes, up to five allies.
| Success = You avoid one encounter during this interval of [[Types_of_Movement#Overland_Movement|overland movement]].  You never see any creatures, and gain no knowledge about what the encounter might have been.  


| Success = You successfully conceal your campsite against Perception Spot checks up to the number you rolled on the Survival check.  Note that any result on this roll that is not a failure against an Average check for the CR of the campaign or area will hide the campsoight well enough that it is not possible to see it with passive perception, as Stealth.
| Failure = If you fail the check by 4 or less, or roll a natural 1, you come upon the random encounter (if there was going to be one).  Surprise is resolved normally, if the creatures are waiting in ambush.


| Failure = While you may think your campsite is well hidden, it is not. Enemy creatures may attack you while you are camped.
If you fail the check by 5 or more, you stumble into the encounter with no warning at all.  Surprise is resolved normally, if the creatures are waiting in ambush, but your whole party takes a -5 penalty to their [[Perception]] checks to avoid being surprised.


| Retry = Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure.  If you try to conceal the same campsite without moving, you take a cumulative -5 on the roll for each attempt after the first.
| Retry = No. A failed check results in an encounter you can't avoid.  You may perform this skill use a number of times per day equal to the number of possible random encounters in the area.


| Provokes = No.
| Provokes = No.
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| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = Survival can also be used to make it easier for random encounters to find you, if your party is feeling particularly pugnacious. The DC of this check is 10 + double the CR of the encounter you wish to provoke.  You are assumed to be moving at full speed (double moves) while performing this action.  Taking actions which draw attention to yourself can inflict a circumstance bonus to the check to provoke encounters (at GM discretion, generally between +2 and +10).  If you fail by one to five, you fail to provoke an encounter at all.  If you fail by five or more, you provoke an encounter which is one CR higher than the one you were looking for.  Ooops....
| Benefit = You can use ''survival'' during [[Types_of_Movement#Overland_Movement|overland movement]] to make it easier for random encounters to find you, if your party is feeling particularly pugnacious. Such encounters are typically of the 'random encounter' sort, over and above the ones necessary to whatever plotline your party may be following.


| Action = None, usually this is rolled as part of an overland movement interval.
You are assumed to be moving at a normal pace for [[Types_of_Movement#Overland_Movement|overland movement]] while performing this action.  During this time, your party is deliberately crashing through the wilderness with little regard for stealth or concern about leaving a trail. That's the whole point, in fact.


| DC = 10 + 2x CR of the encounter you wish to provoke, must be within a narrow range (GM decides) of the region or campaign.
You may declare what CR you would like the encounter to be, though this must be within +/-2 of the area or campaign level you are in.  However, depending on the success of your check, you may get more or less than you bargained for...


| Modifiers =  
| Action = Part of [[Types_of_Movement#Overland_Movement|overland movement]]


* '''Familiar Territory''': +5 to the roll.
| DC = 10 + double the CR of the encounter, campaign level, or area


| Take10-Take20 = No.  This is inherently risky.
| Modifiers = * '''Familiar Territory:''' If you are in territory familiar to you, the DC is decreased by -5.


| Assist = Yes, up to five allies may assist.
| Take10-Take20 = No.


| Success = You provoke an encounter, at some point, during your interval of overland movement.  Note that this does not give you any advantages against surprise!  It is possible you were looking to draw out a tribe of orcs, and you were so busy provoking them you stumble straight into a nest of crocodiles. Whoops!  Such is life.
| Assist = Yes (up to 5 allies).


| Failure = If you fail the roll by less than 4, you do not provoke an encounter. If you fail the roll by 5 or more, you may provoke an encounter of +1 CR to the one you were looking for...or maybe even higher.  GM's are encouraged to be fair, but keep it merciless.
| Success = You provoke an encounter. Surprise is resolved normally, if the creatures are waiting in ambush. ''Provoke encounters'' does not give you any advantages or mitigation against surprise.


| Retry = Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure.  You also need to expend another interval of overland travel, taking the normal time, although this may be spent to go back over the same territory you just crossed.  If you troll long enough, eventually you'll start SOMETHING.
| Failure = If you fail the roll by 4 or less, or roll a natural 1 on the die, you are simply unable to provoke an encounter.


| Provokes = Almost by definition, although this is a non-combat action only.
If you fail the roll by 5 or more, you provoke an encounter of +1 CR to the one you were looking for, or maybe even higher.  GM's are encouraged to be merciless, but fair.


}}
| Retry = You may perform this skill use a number of times per day equal to the number of possible random encounters in the area.


== Follow Tracks ==
| Provokes = No.
{{Template:SkillUse
 
| Skill-Use = Follow Tracks
 
| Core-Skill = Survival
 
| Benefit = To find tracks or to follow them for 1 mile requires a successful Survival check. The DC of this check is the Maneuver Defense of the lowest CR creature in the group you are attempting to follow.  Higher level creatures are just better and scarier in general, and if you can't follow them, you probably don't want to catch them, either.  You must also make another Survival check every time the tracks become difficult to follow, such as a change of terrain (soft ground to stone, for example) or if the pursued group makes deliberate moves to throw you off (such as wading into a river for a mile or two).
 
*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.
 
*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 table.
 
| Action = A Survival check made to find tracks is at least a full-round action, and it may take even longer.
 
| DC = Maneuver Defense of the lowest CR creature being followed, that could conceivably leave tracks.  CR1 slaves trussed up by CR 12 Aranea leave no tracks, so you must defeat the monsters Maneuver Defense.
 
| Modifiers =
 
* Track at full speed: +5 to the DC.
* Track at double speed: +20 to the DC.
* Very Soft Ground: Any surface (fresh snow, thick dust, loose marrow, wet mud) that holds deep, clear impressions of footprints. -5 to the DC.
* 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. -2 to the DC.
* 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. 0 to the DC.
* 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). +5 to the DC.
* '''Familiar Territory''': -5 to the DC
* '''Your homeland''': -10 to the DC
* '''Tracked creature deliberately leaves signs''': -5 to the DC
* '''Dense Territory:''' Inside a city, temperate forest, verdant jungle, etc.  +5 to the DC
* '''Unusual or rare terrain''': Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +5 to the DC
* '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +5 to the DC
* '''Violent Conditions''': A tornado, a hurricane, a volcanic eruption, riding an avalanche,etc.  +10 to the DC
* '''Massive Hail''': Massive hail or similar, rains of gravel, outbursts of clotted blood, spiders and toads, etc. +10 to the DC
* '''Unable to Sense''': Being effectively Blind to a major sense, such as total darkness, whiteout, loud sound, overwhelming stench, etc. +5 to DC.
 
{{#!:
::{| border="1" cellpadding="5" style="text-align:left"
! Condition || Survival DC Modifier
|-
| Each creature above 1 in the group being tracked || -1 to DC
|-
! colspan="2" | Size of creature or creatures being tracked:<sup>1</sup>
|-
| Fine || +8 to DC
|-
| Diminutive || +4 to DC
|-
| Tiny || +2 to DC
|-
| Small || +1 to DC
|-
| Medium || +0 to DC
|-
| Large || -1 to DC
|-
| Huge || -2 to DC
|-
| Gargantuan || -4 to DC
|-
| Colossal || -8 to DC
|-
| Titanic || -12 to DC
|-
| Titanic Plus || -4 more to DC for each Plus
|-
| Every 24 hours since the trail was made || +1
|-
| Every hour of rain or equivalent since the trail was made || +1
|-
| Fresh snow, dust storm, etc, since the trail was made || +5
|-
! colspan="2" | Poor visibility:<sup>2</sup>
|-
| Overcast or moonless night || +3
|-
| Moonlight || +2
|-
| Fog, dust, whiteout, colors, etc || +3
|-
| Tracked party hides trail (and moves at half speed) || +5
|}
}}
 
:::* <sup>1</sup> For a group of mixed sizes, apply only the modifier for the largest size category.
:::* <sup>2</sup> Apply only the largest modifier from this category.
 
 
| Take10-Take20 = No.  Tracking is inherently time sensitive and stressful, and you cannot take 10 or 20 without some external ability that allows such.
 
| Assist = Yes, up to 5 allies.
 
| Success = You maintain firm contact with the trail of the creature(s) being followed, and may or may not close the distance upon them.
 
| Failure = You lose the trail of the creature(s) being followed.  You no longer know where they went, and cannot continue to follow them.
 
| Retry = For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.  While actively tracking, you may re-roll any failed roll you missed by 5 or less immediately.  If you fail the re-roll, you lose the tracks and must spend another hour or ten minutes to find them again (see above.) If you fail any tracking roll by more than five, you have lost the trail and cannot recover it.
 
| Provokes = Yes.  If you try to find or follow tracks during combat, it absorbs all of your attention and provokes.  Out of combat, this also makes you unable to make Spot checks to avoid surprise: All your attention is focused upon your (difficult) task.


}}
}}
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| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = You can keep yourself and others safe and fed in the wild. This ties into the 'roughing it' [[Lifestyle]] as well.   
| Benefit = You can keep yourself and others safe and fed in the wild, as described in the [[Lifestyle#Roughing_It|Roughing It]] lifestyle.   


A character who spends 6 hours hunting, tending to his campsite and generally carving out an existence for himself can make a survival check versus an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level | Easy DC]] for their level, to successfully rough it for a dayFor every 5 that the check exceeds an Easy DC, the character can support one additional character who can't fend for themselves, or they can store provisions for the next day.
You must spend at least 1 [[full day]] hunting, tending to your campsite and generally carving out an existence for yourself, in order to attempt to rough it.  The degree of your success can determine just how much food you are able to provide.


If a check is failed, the character goes without food for the day and gains the [[Fatigued]] condition the following morningThis fatigued condition cannot be removed except by getting a good meal and a full day of rest, either from a successful hunt or by some other means.
Creatures above size large require four times as much food per size category above large (i.e. 4x at huge, 16x at gargantuan, 64x at colossal, etc.).  Creatures below size small require 1/4th as much food per size category below small (e.g. 1/4th at tiny, 1/16th at diminutive, 1/64th at fine, etc.)Creatures of size small, medium, and large are presumed to require approximately the same amount of food.


If a character fails his survival check three days in a row, he gains the [[Exhausted]] condition, which can only be removed by getting a good meal, at which point, it reverts to fatigued.
| Action = 1 [[full day]]


If an exhausted character fails three checks after becoming exhausted, he dies.  So don't do that.
| DC = [[Skill DC|Easy DC]] based on the CR of the area.


| Modifiers = * '''Familiar Territory:''' If you are in territory familiar to you, the DC is decreased by -5.
* '''Your homeland:''' If you've lived in the area your whole life, and know it like the back of your hand, the DC is reduced by -10.
* '''Poor Visibility:''' If it is a cloudy, moonless night, there is a light fog, or otherwise poor visibility, the DC is increased by +2.
* '''Stormy Conditions:''' If rain, wind, lightning, and similar inclement conditions are happening while forage, the DC is increased by +5.
* '''On the Move:''' You can attempt to forage while you are engaging in [[Types_of_Movement#Overland_Movement|overland movement]], (essentially reducing the action required to "part of [[Types_of_Movement#Overland_Movement|overland movement]]"), but doing so increases the DC by +20.


See Table: Survival DCs by Task for DCs for various tasks that require Survival checks.
| Take10-Take20 = You may take 10, but you may not take 20.


| Assist = Yes (up to 5 allies).


| Action = Varies. A single Survival check may represent activity over the course of hours or a full day.
| Success = If you succeed, you feed, house, and sustain yourself and up to one other creature (of size small, medium, or large) within this environment. You do not suffer any harm or conditions, and maintain your current state of well-being.


For every 5 by which you exceed the DC, you may either feed, house and sustain two additional creatures (within 1 size category of yourself), or stow away two days' worth of provisions.


| DC = An Easy DC for the level of the character making the Survival check.  
| Failure = You go without food for the day and gain the [[Fatigued]] condition the following morning. This fatigued condition cannot be removed except by getting a good meal and a full night's rest, either from a successful hunt or by some other means. 


If you fail your ''survival'' check three days in a row, you gain the [[Exhausted]] condition, which can only be removed by getting a good meal and a full night's rest, at which point, it reverts to [[Fatigued]].


| Modifiers = * '''Familiar Territory''': +5 to the roll.
If you fail three ''survival'' checks after becoming [[Exhausted]], you die of starvation and exposure.
* '''Your homeland''': +10 to the roll.
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll
* '''Unusual or rare terrain''': Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +5 to the DC
* '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +2 to the DC
* '''Violent Conditions''': A tornado, a hurricane, a volcanic eruption, riding an avalanche,etc.  +5 to the DC
* '''Massive Hail''': Massive hail or similar, rains of gravel, outbursts of clotted blood, spiders and toads, etc. +5 to the DC
* '''Unable to Sense''': Being effectively Blind to a major sense, such as total darkness, whiteout, loud sound, overwhelming stench, etc. +5 to DC.
* '''On a different but similar plane of existence''': The Ether, the Plane of Shadow, The First World, etc.  +10 to the DC
* '''On a different but non-hostile plane of existence''': The Plane of Air, Elysium, The Silver Fields, etc.  +15 to the DC
* '''On a wildly different plane of Existence''': The Azure Sea, The Plane of Earth, the Plane of Water, etc. +20 to the DC
* '''On a wildly different and hostile plane of existence''': The Plane of Fire, the Nine Hells, the Abyss, etc +25 to the DC
* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +30 to the DC
* '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +35 to the DC


| Take10-Take20 = You may take 10. You may not take 20 without some ability that allows you to do so, as the time required grows far too long (120 hours).
| Retry = No. You may only make a ''forage'' check once every 24 hours, and the result of that check applies until the next check is made.


| Assist = Yes, up to five allies may assist your roll.
| Provokes = No
 
| Success = If you succeed, you feed, house, and sustain yourself in the hostile environment, do not suffer any harm or conditions, and maintain your state of well-being.
 
| Failure = If you fail, you suffer all deleterious effects for the hostile environment.
 
| Retry = You make a Survival check once every 24 hours. The result of that check applies until the next check is made.
 
| Provokes = This is a non-combat activity, so no.  In addition, this does not cause you to be susceptible to Surprise: You are allowed to make Perception Spot checks as normal.


}}
}}
Line 324: Line 243:
| Core-Skill = Survival
| Core-Skill = Survival


| Benefit = You intuitively know how to get to any non-unique destination you can uniquely visualize.  This can take you to the nearest spring, for example, but not to the villain's bedroom.  The nearest spring is not a unique location, because there are lots of springs in the world, but the villains bedroom is unique, because there's only one villain. This is frequently useful to do things like find a hidden dungeon nearby which is long-lost to the world at large. A dungeon isn't unique, so youc can use Trailblazer with a survival roll to 'noodle out' where the dungeon isNote that this is not a knowledge skill. You yourself don't know where the destination is in advance, so you can't write down how to find it until you have personally walked the path to get there yourself.  of course, you can being your fiends, if they are tough enough for the rigors of the journey. Note that all uses of this skill are subject to DM approval, to stop players from doing such clever things as trying to find a path to all the treasure. Nope!
| Benefit = You intuitively know how to get to any non-unique destination you can specifically visualize.  This can take you to the nearest inn, for example, but not to the inn the villain is staying in (since that inn would not be unique). You can use ''trailblazer'' to find the nearest dungeon, even if it has been lost to time by the world at large (since dungeons are not unique), but you cannot use it to find the Dungeon of Quasar the Magnificent, or even a dungeon with specific characteristics (e.g. one that isn't too high a level for you). 
 
''Trailblazer'' allows you to intuit where things might logically be located.  You don't know where the destination is in advance, so you can't write down how to find it until you have personally walked the path to get there.  You can, of course, lead as many people along with you as you wish, assuming they can survive the journey.
 
''Trailblazer'' does not provide you with the means of surviving any of the environments or locations you manage to find.  You'll have to figure that out separately.


You cannot use Trailblazer to find the lair of a monster, because that's following tracks.  You can't use trailblazer to draw a map for other people, because you have to go yourself to find the right way.  
You cannot use ''trailblazer'' as a substitute for other skills or skill uses, such as seeking out the lair of a specific monster (which is the domain of [[#Tracking|Tracking]]), or finding a magic weapons shop in a metropolis (which is the domain of [[Knowledge (Local)]]).


While ''trailblazing'', your attention is fully occupied, leaving you unable to perform any other tasks, such as making [[Perception]] checks to avoid surprise, etc.  You'll want to have some friends along to keep watch for you.


''This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.''


| Action = None.  This roll is usually combined with one or more instances of Overland Movement.
| Action = Part of [[Types_of_Movement#Overland_Movement|overland movement]]


| DC = 15
| DC = 15


| Modifiers = * '''Familiar Destination''': +5 to the roll.
| Modifiers = * '''Very Familiar Destination:''' -10 to the DC.
* '''Very Familiar Destination''': +10 to the roll.
* '''Familiar Destination:''' -5 to the DC.
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll
* '''Never seen but carefully studied destination:''' +5 to the DC
* '''Never seen but carefully studied destination''': +5 to the DC
* '''Casually seen or somewhat known of destination:''' +10 to the DC
* '''Casually seen or somewhat known of destination''': +10 to the DC
* '''Seen once or scryed destination:''' +15 to DC
* '''Seen once or scryed destination''': +15 to DC
* '''Only described to you destination:''' +20 to DC
* '''Only described to you destination''': +20 to DC
* '''Never seen, no available information, destination:''' +30 to DC
* '''Never seen, no available information, destination''': +30 to DC
* '''Unusual or rare terrain:''' Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +10 to the DC
* '''Unusual or rare terrain''': Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.  +10 to the DC
* '''On a different but similar plane of existence:''' The Ether, the Plane of Shadow, The First World, etc.  +15 to the DC
* '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +5 to the DC
* '''On a different but non-hostile plane of existence:''' The Plane of Air, Elysium, The Silver Fields, etc.  +25 to the DC
* '''Violent Conditions''': A tornado, a hurricane, a volcanic eruption, riding an avalanche,etc.  +10 to the DC
* '''On a wildly different plane of Existence:''' The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
* '''Massive Hail''': Massive hail or similar, rains of gravel, outbursts of clotted blood, spiders and toads, etc. +10 to the DC
* '''On a wildly different and hostile plane of existence:''' The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
* '''Unable to Sense''': Being effectively Blind to a major sense, such as total darkness, whiteout, loud sound, overwhelming stench, etc. +5 to DC.
* '''Very Bad Places:''' The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +50 to the DC
* '''On a different but similar plane of existence''': The Ether, the Plane of Shadow, The First World, etc.  +20 to the DC
* '''The Edge of Reality:''' Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +60 to the DC
* '''On a different but non-hostile plane of existence''': The Plane of Air, Elysium, The Silver Fields, etc.  +30 to the DC
* '''On a wildly different plane of Existence''': The Azure Sea, The Plane of Earth, the Plane of Water, etc. +40 to the DC
* '''On a wildly different and hostile plane of existence''': The Plane of Fire, the Nine Hells, the Abyss, etc +50 to the DC
* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +60 to the DC
* '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +75 to the DC


| Take10-Take20 = No.
| Take10-Take20 = You can take 10, but you cannot take 20.


| Assist = No.  No matter how many of your friends are along for the trip with you, you are following your own instincts, and yours alone.  You will succeed or fail on your own skill alone.
| Assist = No


| Success = You find a way to the destination you wished. The path may be long and fraught with peril, but it does exist.  Once found, you can now map it out and travel back and forth.
| Success = You find a way to the destination you wished. The path may be long and fraught with peril, but it does exist.  Once found, you may map it out to record the path for others.


| Failure = You do not find your way to the place you wanted. You usually find yourself in quite a spot by the time you figure out you missed the roll, and at the DM's discretion there may be a few unpleasant surprises waiting for you, such as an ambush or several by monsters of the appropriate CR or even at +1 CR.
| Failure = You do not find your way to the place you wanted. Of course, you end up somewhere...


| Retry = No.  If you cannot find the way to lost Shangri-la, then you will never be able to.
| Retry = No.  If you cannot find the vanishing gates of Shangri-la when you go looking for them, then you will never be able to.


| Provokes = Not usable in combat, and the amount of concentration upon your surroundings and the 'feel' of the proper way consumes so much of your attention, you may not make active Perception rolls against surprise.  Better have some friends along!
| Provokes = Yes


}}
}}

Latest revision as of 19:31, 24 August 2020

You cannot escape, for these woods are mine.

Description

Ability Score Used: Wisdom
Armor Check Penalty Applies? No


You are skilled at surviving in inclement conditions and settings. Massive storms in a dark forest, lava falls in the City of Brass, sandstorms scouring through cave systems, hard-living on the mean, muddy streets, whiteout conditions atop an iceberg, color storms in the Plane of 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 wilderness with or without landmarks, and surviving in any hostile environments such as unforgiving cityscapes, cave complexes, vast sewer systems, ancient buried temples, vast universes of crates, other Planes, etc. You also excel at following trails and tracks left by others in any and all such environments.

This skill is often affected by Environmental Effects.

As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.

Tracking

You can use survival to follow the tracks of one or more creatures through the wilderness. The DC of this check is the Maneuver Defense of the lowest CR creature in the group you are attempting to follow, among those creatures capable of leaving tracks (those CR 1 peasants being carried in sacks, which the trolls have slung over their backs, don't leave any footprints. You'll have to track the trolls instead). Higher level creatures are just better and scarier in general, and if you can't follow them, you probably don't want to catch them, either.

You must make a new Survival check every time something significantly changes the quality of the trail, such as a change of terrain (soft ground to stone, for example), or if the pursued group makes deliberate moves to throw you off (such as wading into a river for a mile or two).

You can use either survival or Perception to locate a creature's trail in the first place (with the same target DC as tracking the creature), but you can only follow the creature's trail using survival.

While tracking a creature, you move at half your normal speed. You may move at your normal speed (a double move) with a -5 penalty on the check, or at a Run with a -20 penalty on the check. Tracking DC's are heavily dependent on the surface and the prevailing conditions (see modifiers).

While tracking, your attention is fully occupied, leaving you unable to perform any other tasks, such as making Perception checks to avoid surprise, etc. This is also true for any character which is assisting you with tracking.

Action Required:

Varies. Typically several minutes to several hours, depending on how much of a lead your target has.

DC of Check:

Maneuver Defense of the lowest CR creature being tracked, that could conceivably leave tracks.

Modifiers to Check
  • Respective Speeds:
  • Track at Full Speed: If you are moving at full speed (double move) while tracking, the DC is increased by +5.
  • Track at a Run: If you are moving at a run while tracking, the DC is increased by +20.
  • Reckless Trail: If the tracked creature is callously storming through the countryside, or deliberately leaving a trail, the DC is reduced by -5.
  • Careful Trail: If the tracked creature is moving cautiously (half speed) to deliberately leave less of a trail, the DC is increased by +5.
  • Quality of Trail:
  • Very Soft Ground: If you are following a trail across a surface (fresh snow, thick dust, loose marrow, wet mud) that holds deep, clear impressions of footprints, the DC is reduced by -5.
  • Soft Ground: If you are following a trail across a surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent, but shallow, footprints, the DC is reduced by -2.
  • Firm Ground: If you are following a trail across a most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (e.g., thick rugs, dirt floors, dusty floors), the creature might leave some traces (e.g., broken branches, tufts of hair), but it leaves only occasional or partial footprints, the DC is not modified.
  • Hard Ground: If you are following a trail across a surface that doesn't hold footprints at all (e.g., bare rock, indoor floor, a streambed, etc.), and the creature leaves only traces (e.g., scuff marks, displaced pebbles), the DC is increased by +5.
  • Cold Trail: For every 24 hours since the trail was made, the DC increases by +1.
  • Wet Trail: For every hour of rain or equivalent since the trail was made, the DC increases by +1.
  • Covered Trail: If fresh snow, a dust storm, or something else has covered up the trail since it was made, the DC is increased by +5.
  • Familiarity With Area:
  • Familiar Territory: If you know the area well, the DC is reduced by -5.
  • Your homeland: If you've lived in the area your whole life, and know it like the back of your hand, the DC is reduced by -10.
  • Unusual or Rare Terrain: If the tracked creature is moving through very peculiar terrain, where normal signs of passage may be wrong (e.g., atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc.), the DC is increased by +5.
  • Conditions:
  • Poor Visibility: If it is a cloudy, moonless night, there is a light fog, or otherwise poor visibility, the DC is increased by +2.
  • Dense Territory: If the tracked creature is moving through a place with very poor sight lines (e.g., a city, a temperate forest, a verdant jungle, etc.), the DC is increased by +5.
  • Stormy Conditions: If rain, wind, lightning, and similar inclement conditions are happening while you follow the creature, the DC is increased by +5.
  • Violent Conditions: If you are tracking a creature through a tornado, a hurricane, a volcanic eruption, while riding an avalanche, etc., the DC is increased by +10.
  • Unable to Sense: If you are effectively Blind to a major sense (e.g. due to total darkness, whiteout, loud sound, overwhelming stench, etc.), the DC is increased by +5.
  • Nature of Quarry:
  • They Come In Packs: For each creature above one in the group being tracked, the DC is reduced by -1.
  • Size: The size of the creatures being tracked affects the DC. This modifier is only applied once, based on the largest creature present, regardless of how many creatures you are tracking. Fine creatures increase the DC by +8. Diminutive creatures increase the DC by +4. Tiny creatures increase the DC by +2. Small creatures increase the DC by +1. Medium creatures do not adjust the DC. Large creatures reduce the DC by -1. Huge creatures reduce the DC by -2. Gargantuan creatures reduce the DC by -4. Colossal creatures reduce the DC by -8. Titanic creatures reduce the DC by -12. The DC is further decreased by an additional -4 for each additional size category above titanic.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies).

Results of Success

You maintain firm contact with the trail of the creature(s) being followed, and may or may not close the distance upon them.

Consequences of Failure

If you fail by 4 or less, or if you roll a natural 1 on the die, if this is the first time you failed, you may immediately attempt to find the trail again, losing only a single round to search. If you have already retried due to an earlier failure, your must spend 10 minutes searching before you can try again. If you fail a second time, you must spend an hour searching before you can try again. If you fail a third time, you lose the trail of the creature(s) being followed. You no longer know where they went, and cannot continue to follow them.

If you fail by 5 or more, you have lost the trail, and will not pick it up again.

Retry Allowed?

If you fail by less than 4 all three times, or fail by 5 or more even once, you have lost the trail, and will not pick it up again.

Provokes AOO?

Yes.

Orienteering

You can use the survival skill to avoid getting lost or avoid natural hazards. This includes avoiding minor hazards ("don't touch those leaves!"), as well as scouting out a good trail. Orienteering can be attempted in any untamed area, regardless of terrain type. It even applies to orienteering on alternate planes of existence, though it can be significantly more difficult to avoid getting lost in such alien environments.

This check does not cover the avoidance of major hazards, such as dangerous storms, unstable ground, fire geysers, etc. These sorts of things are usually resolved as traps or encounters, rather than a simple survival check.

This skill check does not cover the foraging of food, or seeking out fresh water. See Forage for rules on gathering food and water in the wilderness.

Action Required:

1 day per check

DC of Check:

15

Modifiers to Check
  • Familiar Territory: -5 to the DC
  • Your homeland: -10 to the DC
  • Inside a city or otherwise heavily modified ground: +5 to the DC
  • Unusual or rare terrain: Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc. +10 to the DC
  • On a different but similar plane of existence: The Ether, the Plane of Shadow, The First World, etc. +15 to the DC
  • On a different but non-hostile plane of existence: The Plane of Air, Elysium, The Silver Fields, etc. +25 to the DC
  • On a wildly different plane of Existence: The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
  • On a wildly different and hostile plane of existence: The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
  • Very Bad Places: The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +50 to the DC
  • The Edge of Reality: Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +60 to the DC
Take 10? / Take 20?

You can take 10 (outside of combat), but you cannot take 20.

Allows Assists?

Yes (up to 5 allies).

Results of Success

You retain your bearings and know where you are and how to get to where you want to go. You also successfully avoid harmful and deleterious effects from your surroundings.

Consequences of Failure

You get lost and no longer know where you are or how to get to where you want to go.

Retry Allowed?

You can try to reorient yourself once every 24 hours.

Provokes AOO?

No

Avoid Encounters

You can use survival during overland movement to attempt to avoid random encounters. This does not prevent the party from coming upon encounters which are important to the GM's plot, but they do allow the party to (potentially) bypass the inevitable pack of dire wolves that seem to be in every forest these days.

You are assumed to be moving at a normal pace for overland movement while performing this action, and it is not necessary for the party to take extra precautions, such as moving stealthily at half speed, in order for this skill use to be successful. Exceptionally noisy parties can incur a penalty, however (see modifiers, below).

Action Required:

Part of overland movement

DC of Check:

10 + double the CR of the encounter, campaign level, or area

Modifiers to Check
  • Familiar Territory: If you are in territory familiar to you, the DC is decreased by -5.
  • Noisy: if you or your party are especially noisy (such as a bard playing songs the entire time, or the sorcerer blasting every squirrel they spot), the DC is increased by anywhere from +2 to +10, at GM's discretion. Normal noises for non-stealthed travel do not inflict this penalty.
Take 10? / Take 20?

No.

Allows Assists?

Yes (up to 5 allies).

Results of Success

You avoid one encounter during this interval of overland movement. You never see any creatures, and gain no knowledge about what the encounter might have been.

Consequences of Failure

If you fail the check by 4 or less, or roll a natural 1, you come upon the random encounter (if there was going to be one). Surprise is resolved normally, if the creatures are waiting in ambush.

If you fail the check by 5 or more, you stumble into the encounter with no warning at all. Surprise is resolved normally, if the creatures are waiting in ambush, but your whole party takes a -5 penalty to their Perception checks to avoid being surprised.

Retry Allowed?

No. A failed check results in an encounter you can't avoid. You may perform this skill use a number of times per day equal to the number of possible random encounters in the area.

Provokes AOO?

No.

Provoke Encounters

You can use survival during overland movement to make it easier for random encounters to find you, if your party is feeling particularly pugnacious. Such encounters are typically of the 'random encounter' sort, over and above the ones necessary to whatever plotline your party may be following.

You are assumed to be moving at a normal pace for overland movement while performing this action. During this time, your party is deliberately crashing through the wilderness with little regard for stealth or concern about leaving a trail. That's the whole point, in fact.

You may declare what CR you would like the encounter to be, though this must be within +/-2 of the area or campaign level you are in. However, depending on the success of your check, you may get more or less than you bargained for...

Action Required:

Part of overland movement

DC of Check:

10 + double the CR of the encounter, campaign level, or area

Modifiers to Check
  • Familiar Territory: If you are in territory familiar to you, the DC is decreased by -5.
Take 10? / Take 20?

No.

Allows Assists?

Yes (up to 5 allies).

Results of Success

You provoke an encounter. Surprise is resolved normally, if the creatures are waiting in ambush. Provoke encounters does not give you any advantages or mitigation against surprise.

Consequences of Failure

If you fail the roll by 4 or less, or roll a natural 1 on the die, you are simply unable to provoke an encounter.

If you fail the roll by 5 or more, you provoke an encounter of +1 CR to the one you were looking for, or maybe even higher. GM's are encouraged to be merciless, but fair.

Retry Allowed?

You may perform this skill use a number of times per day equal to the number of possible random encounters in the area.

Provokes AOO?

No.

Forage

You can keep yourself and others safe and fed in the wild, as described in the Roughing It lifestyle.

You must spend at least 1 full day hunting, tending to your campsite and generally carving out an existence for yourself, in order to attempt to rough it. The degree of your success can determine just how much food you are able to provide.

Creatures above size large require four times as much food per size category above large (i.e. 4x at huge, 16x at gargantuan, 64x at colossal, etc.). Creatures below size small require 1/4th as much food per size category below small (e.g. 1/4th at tiny, 1/16th at diminutive, 1/64th at fine, etc.). Creatures of size small, medium, and large are presumed to require approximately the same amount of food.

Action Required:

1 full day

DC of Check:

Easy DC based on the CR of the area.

Modifiers to Check
  • Familiar Territory: If you are in territory familiar to you, the DC is decreased by -5.
  • Your homeland: If you've lived in the area your whole life, and know it like the back of your hand, the DC is reduced by -10.
  • Poor Visibility: If it is a cloudy, moonless night, there is a light fog, or otherwise poor visibility, the DC is increased by +2.
  • Stormy Conditions: If rain, wind, lightning, and similar inclement conditions are happening while forage, the DC is increased by +5.
  • On the Move: You can attempt to forage while you are engaging in overland movement, (essentially reducing the action required to "part of overland movement"), but doing so increases the DC by +20.
Take 10? / Take 20?

You may take 10, but you may not take 20.

Allows Assists?

Yes (up to 5 allies).

Results of Success

If you succeed, you feed, house, and sustain yourself and up to one other creature (of size small, medium, or large) within this environment. You do not suffer any harm or conditions, and maintain your current state of well-being.

For every 5 by which you exceed the DC, you may either feed, house and sustain two additional creatures (within 1 size category of yourself), or stow away two days' worth of provisions.

Consequences of Failure

You go without food for the day and gain the Fatigued condition the following morning. This fatigued condition cannot be removed except by getting a good meal and a full night's rest, either from a successful hunt or by some other means.

If you fail your survival check three days in a row, you gain the Exhausted condition, which can only be removed by getting a good meal and a full night's rest, at which point, it reverts to Fatigued.

If you fail three survival checks after becoming Exhausted, you die of starvation and exposure.

Retry Allowed?

No. You may only make a forage check once every 24 hours, and the result of that check applies until the next check is made.

Provokes AOO?

No

Trailblazer (Epic Use)

You intuitively know how to get to any non-unique destination you can specifically visualize. This can take you to the nearest inn, for example, but not to the inn the villain is staying in (since that inn would not be unique). You can use trailblazer to find the nearest dungeon, even if it has been lost to time by the world at large (since dungeons are not unique), but you cannot use it to find the Dungeon of Quasar the Magnificent, or even a dungeon with specific characteristics (e.g. one that isn't too high a level for you).

Trailblazer allows you to intuit where things might logically be located. You don't know where the destination is in advance, so you can't write down how to find it until you have personally walked the path to get there. You can, of course, lead as many people along with you as you wish, assuming they can survive the journey.

Trailblazer does not provide you with the means of surviving any of the environments or locations you manage to find. You'll have to figure that out separately.

You cannot use trailblazer as a substitute for other skills or skill uses, such as seeking out the lair of a specific monster (which is the domain of Tracking), or finding a magic weapons shop in a metropolis (which is the domain of Knowledge (Local)).

While trailblazing, your attention is fully occupied, leaving you unable to perform any other tasks, such as making Perception checks to avoid surprise, etc. You'll want to have some friends along to keep watch for you.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Part of overland movement

DC of Check:

15

Modifiers to Check
  • Very Familiar Destination: -10 to the DC.
  • Familiar Destination: -5 to the DC.
  • Never seen but carefully studied destination: +5 to the DC
  • Casually seen or somewhat known of destination: +10 to the DC
  • Seen once or scryed destination: +15 to DC
  • Only described to you destination: +20 to DC
  • Never seen, no available information, destination: +30 to DC
  • Unusual or rare terrain: Atop a fresh lava flow, inside a titanic beast, the Unterwelt, etc. +10 to the DC
  • On a different but similar plane of existence: The Ether, the Plane of Shadow, The First World, etc. +15 to the DC
  • On a different but non-hostile plane of existence: The Plane of Air, Elysium, The Silver Fields, etc. +25 to the DC
  • On a wildly different plane of Existence: The Azure Sea, The Plane of Earth, the Plane of Water, etc. +35 to the DC
  • On a wildly different and hostile plane of existence: The Plane of Fire, the Nine Hells, the Abyss, etc +40 to the DC
  • Very Bad Places: The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +50 to the DC
  • The Edge of Reality: Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +60 to the DC
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You find a way to the destination you wished. The path may be long and fraught with peril, but it does exist. Once found, you may map it out to record the path for others.

Consequences of Failure

You do not find your way to the place you wanted. Of course, you end up somewhere...

Retry Allowed?

No. If you cannot find the vanishing gates of Shangri-la when you go looking for them, then you will never be able to.

Provokes AOO?

Yes