Wilderness Lore (Wis)
You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.
Check: You can use the Wilderness Lore skill to avoid getting lost or avoid natural hazards and you make a Wilderness Lore check whenever the situation calls for one.
SURVIVAL IN THE WILDERNESS
You can keep yourself and others safe and fed in the wild.
Task
Get along in the wild. Move up to half your overland speed while hunting and foraging
(no food or water supplies needed). You can provide food and water for one other
person for every 2 points by which your check result exceeds 10.
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half
your overland speed, or gain a +4 bonus if you remain stationary. You may grant the
same bonus to one other character for every 1 point by which your Wilderness Lore
check result exceeds 15.
Keep from getting lost or avoid natural hazards, such as quicksand.
Predict the weather up to 24 hours in advance. For every 5 points by which your
Wilderness Lore check result exceeds 15, you can predict the weather for one additional
day in advance.
DC
10
15
15
15
Retry: For getting along in the wild or for gaining the Fortitude save bonus, you make a Survival check once every 24 hours. The result of that check applies until the next check is made.
Special: You may take a 10 but not a 20 when making Wilderness Lore checks to survive in the wilderness.
Time: Varies. A single Survival check may represent activity over the course of hours or a full day.
FOLLOW TRACKS
To find tracks or to follow them for 1 mile requires a successful Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow. 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. Alternatively, 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.
Condition
Very soft ground
Soft ground
Firm ground
Hard ground
Every three creatures in the group being tracked
Size of creatures being tracked1:
Fine
Diminuitive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Every 24 hours since the tracks were made
Every hour of rain since the trail was made
Fresh snow since the trail was made
Poor visibility2:
Overcast or moonless night
Moonlight
Fog or percipitation
Tracked party hides trail (and moves at half speed)
DC
5
10
15
20
-1
+8
+4
+2
+1
+0
-1
-2
-4
-8
+1
+1
+10
+6
+3
+3
+5
Retry: For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Special: You may take a 10 and a 20 when making a Wilderness Lore check to follow tracks.
Time: A Wilderness Lore check made to find tracks is at least a full-round action, and it may take even longer.
WILDERNESS LORE UNCHAINED
By taking the Signature Skill feat, you can unchain the following special bonuses: