Naturalism: Difference between revisions
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== Naturalism (Wis, Dex or Str; Trained Only) == | == Naturalism (Wis, Dex or Str; Trained Only; Bailiwick) == | ||
Only Barbarians, Druids and Rangers may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a new skill that represents the core competency of a style of adventure, and has many useful applications. | Only Barbarians, Druids and Rangers may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a new skill that represents the core competency of a style of adventure, and has many useful applications. | ||
Revision as of 20:25, 18 May 2015
Naturalism (Wis, Dex or Str; Trained Only; Bailiwick)
Only Barbarians, Druids and Rangers may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a new skill that represents the core competency of a style of adventure, and has many useful applications.
The Naturalism skill is an expression of your practical knowledge of the wilderness and nature. This skill may be used in any circumstance where Knowledge (Nature) is required.
At the time the player places her first ranks in this skill, she must select either Wisdom, Dexterity or Strength, and use that ability modifier as the key ability modifier for this skill. Note that this skill is subject to Armor Check Penalties if Strength or Dexterity is chosen. Once selected, this ability modifier may not be changed.
Check
Naturalism is used to simulate your ability at being an explorer of the untamed wilds. With Naturalism, you can identify spells as they are being cast, improve your party's overland travel speed and create better campsites.
Task | Naturalism DC |
---|---|
Identify a spell being cast in combat | 15 + Spell Level |
Create a secure campsite | 15 |
Improve Overland Travel | 20 |
Identify the properties of a magic item | 15 + item's caster level |
Craft a magic item with the Creator feat | Varies by item |
Action
Identify Spell Being Cast
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
Create a Secure Campsite
Creating a secure campsite takes one hour of searching for a useful site (which can be combined with travel time), and another hour of campsite preparation to establish clear sight-lines, set up warning triplines, and other minor activities. If successful, the chance for a random encounter while camped is reduced by half. Furthermore, anyone on watch receives a +4 circumstance bonus to their Perception checks to notice approaching creatures. If more than one character has the Naturalism skill, they may assist each other on this roll.
Improve Overland Travel
Improving overland travel for your party is a continuous process, but it is part of the movement. You must make a check each hour you travel. If successful, you can increase your party's overland movement by 1 mile for that hour, whether the party is walking or hustling.
Determine Properties of Magic Item
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.
Crafting Magic Items
Naturalism is one of the skills which, when combined with the Creator feat, may be used to create new magic items.
Try Again
Identify Spell Being Cast
You cannot retry checks made to identify a spell.
Create a Secure Campsite
No. The check represents your best efforts, and building up the camp site a second time doesn't let you anticipate something that you never considered in the first place.
Improve Overland Travel
No. Any check which is failed grants no benefits to overland speed for the next hour of travel. You get to make a new check each hour, however.
Crafting Magic Items
Yes, but resources used in the creation of the item are often expended and must be repurchased. Additionally, the process of the item's creation must be restarted from the beginning.
Determine Properties of Magic Item
When attempting to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts that day reveal the same results. Note that this skill may be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check.
Epic Skill Uses
Note: All uses below require a minimum of 21 Ranks in the skill to use.
Ideal Campsite
(DC 100) - create a campsite with no chance of random encounters for 8 hours.
Ignore Overland Movement Penalties for Terrain
(DC 90 + 2 per additional person with you).