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.

  • Trained: If you are trained in Wilderness Lore, you can automatically determine where true north lies in relation to yourself when above ground.  Dwarves can use this ability when underground.

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


  • Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
  • 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.
  • 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.
  • 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).

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.

  • Only rangers may follow tracks with a DC of 21 or higher.

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:

  • 5 Ranks: You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Wilderness Lore.
  • 10 Ranks: You can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on your Wilderness Lore check.
  • 15 Ranks: Once per day, you can spend 1 hour and attempt a DC 30 Wilderness Lore check.  Success grants you cold resistance or fire resistance 5 for 24 hours. You can share this with one ally for every 5 by which you exceeded the check.
  • 20 Ranks: You take only a –10 penalty when tracking creatures that leave no tracks.