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wiki:wilderness survival [2016/11/05 21:48] caleymccready |
wiki:wilderness survival [2017/01/31 21:12] (current) caleymccready [Tracking] |
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| ^Survival DC^Surface^Examples^ | ^Survival DC^Surface^Examples^ | ||
| - | |10|Very soft ground|Fresh snow, thick dust, wet mud, sand| | + | |Easy|Soft ground|Fresh snow, thick dust, wet mud, sand| |
| - | |15|Soft ground|Moist earth| | + | |Moderate|Firm ground|Fields, scree| |
| - | |20|Firm ground|Fields, scree| | + | |Near Impossible|Hard ground|Bare stone| |
| - | |25|Hard ground|Bare stone| | + | |
| ^Condition^Survival DC Modifier^ | ^Condition^Survival DC Modifier^ | ||
| - | |You are moving at your normal speed while tracking|+5| | + | |You are moving at your normal speed while tracking|+1| |
| - | |Tracking a group of 3 or more|–5| | + | |Tracking a group of 3 or more|–1| |
| - | |Every 24 hours since the trail was made|+2| | + | |Every 24 hours since the trail was made|+1| |
| - | |Every hour of rain since the trail was made|+2| | + | |It has rained since the trail was made|+1| |
| - | |Fresh snow since the trail was made|+10| | + | |Fresh snow since the trail was made|+1| |
| - | |Poor visibility (Overcast, lowlight)|+5| | + | |Poor visibility (Overcast, lowlight)|[[combat#Disadvantage]]| |
| - | |Tracked party hides trail (and moves at half speed)|Add quarry's Wilderness Survival roll to DC| | + | |Tracked party hides trail (and moves at half speed)|Add quarry's skill roll to DC| |
| ^Creature Size^Modifier^ | ^Creature Size^Modifier^ | ||
| |Fine, Diminutive, Tiny|[[Combat#advantage|Disadvantage]]| | |Fine, Diminutive, Tiny|[[Combat#advantage|Disadvantage]]| | ||
| - | |Small, Medium Large|+0| | + | |Small, Medium, Large|No change| |
| - | |Huge, Gargantuan, Collosal|[[Combat#Advantage]]| | + | |Huge, Gargantuan, Collossal|[[Combat#Advantage]]| |
| For a group of mixed sizes, apply only the modifier for the largest size category | For a group of mixed sizes, apply only the modifier for the largest size category | ||
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| This skill applies to general hunting and foraging to provide food and water in the wilderness for yourself and others. If you are making camp, this action requires 1-2 hours depending on how plentiful your surroundings are. If doing so while travelling long distances, you move at half your speed | This skill applies to general hunting and foraging to provide food and water in the wilderness for yourself and others. If you are making camp, this action requires 1-2 hours depending on how plentiful your surroundings are. If doing so while travelling long distances, you move at half your speed | ||
| - | You provide food and water for yourself with a DC of 10. For each 2 points that the check exceeds 10, you find food and water for one additional person | + | You provide food and water for yourself for 1 day with a DC of 1. For each additional point, you find food and water for one additional person |
| Try Again: Yes | Try Again: Yes | ||
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| Trapping represents a more industrial approach to gathering food or capturing a target creature alive. You make and set traps in an area, and then return the next day to check the traps. For each hour you spend preparing and checking traps, make a check | Trapping represents a more industrial approach to gathering food or capturing a target creature alive. You make and set traps in an area, and then return the next day to check the traps. For each hour you spend preparing and checking traps, make a check | ||
| - | The DC is 10. A successful check provides enough food for one person for one day, and one extra person for every two points your check exceeds the DC | + | The DC is 1. A successful check provides enough food for one person for one day, and one extra person for every point your check exceeds the DC |
| You may also make a trap intended for catching larger creatures, intelligent creatures, or a specific creature, provided you have the material and location required to do so. The DC of detecting or disabling the trap is equal to your Survival roll | You may also make a trap intended for catching larger creatures, intelligent creatures, or a specific creature, provided you have the material and location required to do so. The DC of detecting or disabling the trap is equal to your Survival roll | ||
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| - | ====Rope work==== | + | ==== Rope work ==== |
| - | Ropes are quite useful for a wide range of tasks in the wilderness, including use for building shelters and setting snares. You can also use rope for climbing, binding creatures, securing items and many other tasks. | + | Ropes are quite useful for a wide range of tasks in the wilderness, including use for building shelters and setting snares. You can also use rope for climbing, binding creatures, securing items and many other tasks |
| - | ^Rope Use^DC^ | + | ^DC^Rope use^ |
| - | |Easy Task|10| | + | |Easy|Securing an object with a favorable anchor, fastening a bundle on a cart, fastening a door shut, undoing a poorly tied knot| |
| - | |Moderate Task|15| | + | |Moderate|Securing rope in unfavorable conditions, using a rope in a complex machine, tying specialty knots| |
| - | |Hard task|20| | + | |Hard|Using rope where tolerances are minimal, or skill is involved, such as lassoing a creature or distant object, or creating a makeshift trebuchet| |
| - | + | ||
| - | **Easy Task**: This includes tasks such as fixing rope securely with a favorable anchoring item, such as a tree or properly shaped rock. Or securing a bundle to a cart or a horse, or fastening a door or hinge shut. Or undoing a tough knot that was poorly tied | + | |
| - | + | ||
| - | **Moderate Task**: This includes fixing rope securely in bad conditions, where there is no good place to anchor the rope and/or surfaces are slippery. It could also be using rope as a part of a machine to accomplish a complicated task. It also includes successfully making specialty knots that behave as intended when in use | + | |
| - | + | ||
| - | **Hard Task**: Using rope in situations where the tolerances for error are minimal, or some skill is required in the moment, such as making and using a lasso, or the creation of a makeshift trebuchet, or casting rope and hitting a small target | + | |
| You may also use rope to bind a creature as a contested skill. The creature must make an [[wiki:acrobatics#Escape Bindings|Escape Bindings]] check against your Use Rope roll. You gain [[combat#advantage]] on your roll when using Rope Work in this way | You may also use rope to bind a creature as a contested skill. The creature must make an [[wiki:acrobatics#Escape Bindings|Escape Bindings]] check against your Use Rope roll. You gain [[combat#advantage]] on your roll when using Rope Work in this way | ||
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| ==== Knowledge nature ===== | ==== Knowledge nature ===== | ||
| - | You have knowledge of the natural world and its workings. Answering a question regarding the natural world or its history requires a check correlating to the difficulty of the question (Trivial, Easy, Moderate, Hard, Near Impossible) | + | You have knowledge of the natural world and its workings. Answering a question regarding the natural world or its history requires a check correlating to the difficulty of the question (Easy, Moderate, Hard, Near Impossible) |
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| ==== Knowledge geography ==== | ==== Knowledge geography ==== | ||
| - | You have knowledge of the shape of the world and can easily identify your location and are familiar with prominent cities and landmarks. Identifying your location requires a check correlating to the amount of information you have (Trivial, Easy, Moderate, Hard, Near Impossible) Knowledge of a geographical formation depends on the obscurity of the formation | + | You have knowledge of the shape of the world and can easily identify your location and are familiar with prominent cities and landmarks. Identifying your location requires a check correlating to the amount of information you have (Easy, Moderate, Hard, Near Impossible). Knowledge of a geographical formation depends on the obscurity of the formation |