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Survival

You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.

Utility

Untrained

  • Sense Direction
    Sense Direction
    EXPLORATION

    Description Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. 
    Applications Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.             Degrees of Performance
    • Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
    • Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
     
    • Untrained determine a cardinal direction using the sun.
    • Trained find an overgrown path in a forest.
    • Expert navigate a hedge maze.
    • Master navigate a byzantine labyrinth or relatively featureless desert
    • Legendary navigate an ever-changing dream realm.
  • Subsist
    Subsist
    DOWNTIME

    Description You try to provide food and shelter for yourself, and possibly others as well.
    Applications The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.   Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty. Critical Success Success Failure Critical Failure Degrees of Performance
    • Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
    • Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
    • FailureYou’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
    • Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.

Trained

  • Cover Tracks
    Cover Tracks
    EXPLORATION

    Description You cover your tracks, moving up to half your travel Speed. 
    Applications You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.           Degrees of Performance
  • Track
    Track
    EXPLORATION

    Description You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
    Applications You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. Degrees of Performance Success You find the trail or continue to follow the one you’re already following. Failure You lose the trail but can try again after a 1-hour delay. Critical Failure You lose the trail and can’t try again for 24 hours.   Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther’s tracks through a jungle, tracks after the rain Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane
 
Access & Availability

Backgrounds 

  • Hunter 
  • Nomad⁣⁣
  • Scout⁣⁣
Related Materials

Feats

Trained
  • Forager
    Forager - Feat 1
    TRAIT

    Requirements trained in Survival

    Applications While using Survival to Subsist, if you roll any result worse than success, you get a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. Degrees of Performance On a success, you can provide a subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
  • Survey Wildlife Survey Wildlife
    Survey Wildlife - Skill Feat 1
    TRAIT

    Requirements trained in Survival
    Description You can study details in the wilderness to determine the presence of nearby creatures. 
    Applications You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are.  Degrees of Performance On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

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Articles under Survival


Survival


Name
Survival
Ability
Wisdom
Description
You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.
Actions
Untrained: Sense Direction, Subsist, Coerce, Demoralize; Trained: Cover Tracks, Track
Tags
Pathfinder 2e, Wisdom, Skill
IsShared
on

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