Survival

This proficiency must be applied to a specific environment - i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.

A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day. Success means food, water, or shelter is found. Typically it will take d6 hours to find water, and 2d6 turns to forage enough food for one person. The character can also interpret subtle changes in the environment to anticipate natural disasters.

The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!

All Rangers and Barbarians have basic survival skills in their primary terrain (they are considered experts and gain a +5 to their check). Additional proficiency slots may be spent to add more terrain types. Thus, if a Ranger spends slots to acquire this proficiency, he must choose a terrain type other than his primary terrain, giving him the survival proficiency in two types of terrain.

Class Grouping

Rogue

Slot Cost

2

Attribute

Intelligence

Modifier

0


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