Survival: Difference between revisions
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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 in hostile 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 an 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 in hostile 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 an all such environments. | ||
== Avoid Getting Lost/Avoid Natural Hazards == | |||
== | |||
{{Template:SkillUse | {{Template:SkillUse | ||
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}} | }} | ||
== Avoid Encounters == | |||
{{Template:SkillUse | {{Template:SkillUse | ||
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| Core-Skill = | | Core-Skill = | ||
| Benefit = | | 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 make the check by just double the CR, while the random encounter notices you, you are able to evade it by using the terrain to make chasing you more difficult. 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 penalty to the check to move unnoticed (at GM discretion, generally between -2 and -10), but not to the base evade pursuit check. | ||
| Action = | | Action = | ||
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| DC = | | DC = | ||
| Modifiers = | | Modifiers = * '''Familiar Territory''': +5 to the roll. | ||
| Take10-Take20 = | | Take10-Take20 = | ||
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| Failure = | | Failure = | ||
| Retry = | | Retry = Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. | ||
| Provokes = | | Provokes = | ||
}} | }} | ||
== Conceal Campsite == | |||
{{Template:SkillUse | {{Template:SkillUse | ||
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| Core-Skill = | | Core-Skill = | ||
| Benefit = | | 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. | ||
| Action = | | Action = | ||
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| DC = | | DC = | ||
| Modifiers = | | Modifiers = * '''Familiar Territory''': +5 to the roll. | ||
* '''Your homeland''': +10 to the roll. | |||
| Take10-Take20 = | | Take10-Take20 = | ||
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| Failure = | | Failure = | ||
| Retry = | | Retry = Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. | ||
| Provokes = | | Provokes = | ||
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}} | }} | ||
=== | == Provoke Encounters += | ||
{{Template:SkillUse | {{Template:SkillUse | ||
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| Core-Skill = | | Core-Skill = | ||
| Benefit = | | 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.... | ||
| Action = | | Action = | ||
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| DC = | | DC = | ||
| Modifiers = | | Modifiers = * '''Familiar Territory''': +5 to the roll. | ||
| Take10-Take20 = | | Take10-Take20 = | ||
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| Failure = | | Failure = | ||
| Retry = | | Retry = Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. | ||
| Provokes = | | Provokes = | ||
}} | }} | ||
== Follow Tracks == | |||
{{Template:SkillUse | {{Template:SkillUse | ||
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| Core-Skill = | | Core-Skill = | ||
| Benefit = | | 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 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). | ||
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 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. | *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. | ||
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*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. | *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 = | |||
| Modifiers = * Very Soft Ground: Any surface (fresh snow, thick dust, 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''': 15 to the DC | |||
* '''Your homeland''': -10 to the DC | |||
* '''Dense Territory:''' Inside a city, temperate forest, verdant jungle, etc. +5 to the DC | |||
* '''Familiar Territory''': | |||
* '''Your homeland''': | |||
* '''Inside a city, temperate forest, verdant jungle, | |||
* '''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 | ||
* '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +5 to the DC | * '''Stormy Conditions''': Rain and wind, rain and lightning, similar inclement conditions such as a dust storm, +5 to the DC | ||
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* '''Unable to Sense''': Being effectively Blind to a major sense, such as total darkness, whiteout, loud sound, overwhelming stench, etc. +5 to 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" | |||
{| border="1" cellpadding="5" style="text-align:left" | |||
! Condition || Survival DC Modifier | ! Condition || Survival DC Modifier | ||
|- | |- | ||
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| Tracked party hides trail (and moves at half speed) || +5 | | 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>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. | :::* <sup>2</sup> Apply only the largest modifier from this category. | ||
| Take10-Take20 = | | Take10-Take20 = | ||
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| Failure = | | Failure = | ||
| Retry = | | Retry = For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching. | ||
| Provokes = | | Provokes = | ||
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}} | }} | ||
== Survive in the Wilderness == | |||
{{Template:SkillUse | |||
| Skill-Use = | |||
| Core-Skill = | |||
| Benefit = You can keep yourself and others safe and fed in the wild. See Table: Survival DCs by Task for DCs for various tasks that require Survival checks. | |||
| Action = Varies. A single Survival check may represent activity over the course of hours or a full day. | |||
= | | DC = {{#!: | ||
{| border="1" cellpadding="5" style="text-align:left" | {| border="1" cellpadding="5" style="text-align:left" | ||
! Survival DC || Task | ! Survival DC || Task | ||
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| 15 || Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance. | | 15 || Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance. | ||
|} | |} | ||
}} | |||
| Modifiers = * '''Familiar Territory''': +5 to the roll. | |||
* '''Familiar Territory''': +5 to the roll. | |||
* '''Your homeland''': +10 to the roll. | * '''Your homeland''': +10 to the roll. | ||
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | * '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | ||
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* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +60 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 | * '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +75 to the DC | ||
| Take10-Take20 = | | Take10-Take20 = | ||
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| Failure = | | Failure = | ||
| Retry = | | Retry = For getting along in the wild or for gaining the Fortitude save bonus noted in Table: Survival DCs by Task, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. | ||
| Provokes = | | Provokes = | ||
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}} | }} | ||
== Trailblazer (Epic Use) == | |||
{{Template:SkillUse | |||
=== | | Skill-Use = | ||
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. | |||
| Core-Skill = | |||
| 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. | |||
| Action = | |||
| DC = 15 | |||
| Modifiers = * '''Familiar Destination''': +5 to the roll. | |||
* '''Familiar Destination''': +5 to the roll. | |||
* '''Very Familiar Destination''': +10 to the roll. | * '''Very Familiar Destination''': +10 to the roll. | ||
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | * '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | ||
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* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +60 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 | * '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +75 to the DC | ||
| Take10-Take20 = | | Take10-Take20 = | ||
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}} | }} | ||
== Forage at Full Speed (Epic Use) == | |||
{{Template:SkillUse | |||
| Skill-Use = | |||
| Core-Skill = | |||
| Benefit = Allows full speed overland travel, while hunting and foraging. | |||
= | | Action = | ||
| DC = DC 20, +2 per additional person you want to feed | |||
| Modifiers = * '''Familiar Territory''': +5 to the roll. | |||
* '''Familiar Territory''': +5 to the roll. | |||
* '''Your homeland''': +10 to the roll. | * '''Your homeland''': +10 to the roll. | ||
* '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | * '''Inside a city, temperate forest, verdant jungle, or otherwise resource-rich territory''': +5 to the roll | ||
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* '''Very Bad Places''': The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc. +60 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 | * '''The Edge of Reality''': Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc. +75 to the DC | ||
| Take10-Take20 = | |||
| Assist = | |||
| Success = | |||
| Failure = | |||
| Retry = | |||
| Provokes = | |||
}} |
Revision as of 13:20, 28 May 2017
Description
Ability Score Used: Wisdom Usable Untrained? Yes 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 in hostile 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 an all such environments.
Avoid Getting Lost/Avoid Natural Hazards
You can use the Survival skill to avoid getting lost or avoid natural hazards and you make a Survival check whenever the situation calls for one. The base DC for these sorts of Survival checks are DC15, which can be modified extensively by circumstances as below. | |
Action Required: |
Varies. Using Survival to avoid hazards in combat is usually a free action combined with your normal activities for the round. Outside of combat, these rolls may be nigh-instant (don't step on that, it's poisonous) to hours-long (the sunward slope collects light darts). |
DC of Check: |
Base DC 10 |
Modifiers to Check |
|
Take 10? / Take 20? |
No in-combat, yes out of combat. |
Allows Assists? |
Yes, up to five allies may assist you in making Survival checks |
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 and generally maintain your current state of well-being. |
Consequences of Failure |
You get lost and no longer know where you are or how to get to where you want to go. You fail to avoid harmful and deleterious effects from your surroundings and may suffer damage, maladies, and conditions due to your environment. In most cases, your state of well-being is degraded. |
Retry Allowed? |
To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. You generally may attempt a Survival roll to re-orient yourself out of combat, usually after an hour as passed. To avoid harm, no. |
Provokes AOO? |
No |
Avoid Encounters
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 make the check by just double the CR, while the random encounter notices you, you are able to evade it by using the terrain to make chasing you more difficult. 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 penalty to the check to move unnoticed (at GM discretion, generally between -2 and -10), but not to the base evade pursuit check. | |
Action Required: | |
DC of Check: | |
Modifiers to Check |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? |
Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. |
Provokes AOO? |
Conceal Campsite
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. | |
Action Required: | |
DC of Check: | |
Modifiers to Check |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? |
Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. |
Provokes AOO? |
= Provoke Encounters +
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.... | |
Action Required: | |
DC of Check: | |
Modifiers to Check |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? |
Varies. Generally speaking, you can't try this Survival check again without witnessing proof of the original check's failure. |
Provokes AOO? |
Follow Tracks
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 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).
| |||||||||||||||||||||||||||||||||||||||||||||
Action Required: |
A Survival check made to find tracks is at least a full-round action, and it may take even longer. | ||||||||||||||||||||||||||||||||||||||||||||
DC of Check: | |||||||||||||||||||||||||||||||||||||||||||||
Modifiers to Check |
| ||||||||||||||||||||||||||||||||||||||||||||
Take 10? / Take 20? | |||||||||||||||||||||||||||||||||||||||||||||
Allows Assists? | |||||||||||||||||||||||||||||||||||||||||||||
Results of Success | |||||||||||||||||||||||||||||||||||||||||||||
Consequences of Failure | |||||||||||||||||||||||||||||||||||||||||||||
Retry Allowed? |
For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching. | ||||||||||||||||||||||||||||||||||||||||||||
Provokes AOO? |
Survive in the Wilderness
You can keep yourself and others safe and fed in the wild. See Table: Survival DCs by Task for DCs for various tasks that require Survival checks. | |||||||||||
Action Required: |
Varies. A single Survival check may represent activity over the course of hours or a full day. | ||||||||||
DC of Check: |
| ||||||||||
Modifiers to Check |
| ||||||||||
Take 10? / Take 20? | |||||||||||
Allows Assists? | |||||||||||
Results of Success | |||||||||||
Consequences of Failure | |||||||||||
Retry Allowed? |
For getting along in the wild or for gaining the Fortitude save bonus noted in Table: Survival DCs by Task, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. | ||||||||||
Provokes AOO? |
Trailblazer (Epic Use)
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. | |
Action Required: | |
DC of Check: |
15 |
Modifiers to Check |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |
Forage at Full Speed (Epic Use)
Allows full speed overland travel, while hunting and foraging. | |
Action Required: | |
DC of Check: |
DC 20, +2 per additional person you want to feed |
Modifiers to Check |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |