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{{Unreferenced}}
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==Survival (Wisdom)==
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Use this [[skill]] to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that [[owlbear]]s live nearby, predict the weather, or avoid quicksand and other natural hazards.
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===[[Skill Check|Check]]:===
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You can keep yourself and others safe and fed in the wild. The table below gives the [[Difficulty Class|DC]]s for various tasks that require survival [[Skill Check|checks]].
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Survival does not allow you to follow difficult tracks unless you are a [[ranger]], or have the [[Track]] [[feats|feat]] (see the Restriction section bellow).
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{|border=1
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!Survival [[Difficulty Class|DC]]!!Task
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|-
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|10||Get along in the wild. Move up to one-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 your [[check]] exceeds 10.
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|-
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|15||Gain a +2 bonus on all [[Fortitude]] [[save]]s against severe weather while moving up to one-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 Survival [[Skill Check|check]] result exceeds 15
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|-
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|15||Keep from getting lost or avoid natural hazards such as quicksand.
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|15||Predict the weather up to 24 hours in advance. For every 5 points by which your Survival [[Skill Check|check]] result exceeds 15.
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|-
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|Varies||Follow tracks (see the [[Track]] [[feats|feat]]).
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|}
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===[[Action]]:===
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Varies. A single Survival [[Skill Check|check]] may represent activity over the course of hours or a full day. A survival [[Skill Check|check]] made to find tracks is at least a [[full-round action]], and it may take even longer at the [[DM]]'s discretion.
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===Try Again:===
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Varies. For getting along in the wild or for gaining the [[fortitude]] [[save]] bonus noted in the table above, you make a Survival [[Skill Check|check]] once every 24 hours. the result of that [[Skill Check|check]] applies until the next [[Skill Check|check]] is made. To avoid getting lost or avoid natural hazards, you make a Survival [[Skill Check|check]] whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed [[Skill Check|check]] after 1 hour (outdoors) or 10 minutes (indoors) of searching.
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===Restriction:===
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While anyone can use Survival to find tracks (regardless of the [[Difficulty Class|DC]]), or to follow tracks when the [[Difficulty Class|DC]] is 10 or lower, only a [[ranger]] (or a character with the [[Track]] [[feats|feat]],) can use survival to follow tracks when the task has higher [[Difficulty Class|DC]].
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===Special:===
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* If you have 5 or more [[rank]]s in survival, you can automatically determine where true north lies in relation to yourself.
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* A [[ranger]] gains a bonus on Survival [[Skill Check|checks]] when using this [[skill]] to follow the tracks of a [[favored enemy]].
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* If you have the [[Self-Sufficient]] [[feats|feat]], you get a +2 bonus on Survival [[Skill Checks|checks]].
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===[[Synergy]]===
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* If you have 5 or more [[rank]]s in Survival, you get a +2 bonus on [[Knowledge]] (nature) [[Skill Check|checks]].
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* If you have 5 or more [[rank]]s in [[Knowledge]] (dungeoneering), you get a +2 on Survival [[Skill Check|checks]] made while underground.
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* If you have 5 or more [[rank]]s in [[Knowledge]] (nature), you get a +2 on Survival [[Skill Check|checks]] in aboveground, natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
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* If you have 5 or more [[rank]]s in [[Knowledge]] (geography), you get a +2 on Survival [[Skill Check|checks]] made to keep from getting lost or avoid natural hazards.
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* If you have 5 or more [[rank]]s in [[Knowledge]] (the planes), you get a +2 on Survival [[Skill Check|checks]] made while on other planes.
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* If you have 5 or more [[rank]]s in [[search]], you get a +2 bonus on Survival [[Skill Check|checks]] to find or follow tracks.
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[[Category:Skills]]

Latest revision as of 09:14, 28 June 2010

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Survival (Wisdom)[]

Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Check:[]

You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require survival checks.

Survival does not allow you to follow difficult tracks unless you are a ranger, or have the Track feat (see the Restriction section bellow).

Survival DC Task
10 Get along in the wild. Move up to one-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 your check exceeds 10.
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-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 Survival check result exceeds 15
15 Keep from getting lost or avoid natural hazards such as quicksand.
15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15.
Varies Follow tracks (see the Track feat).

Action:[]

Varies. A single Survival check may represent activity over the course of hours or a full day. A survival check made to find tracks is at least a full-round action, and it may take even longer at the DM's discretion.

Try Again:[]

Varies. For getting along in the wild or for gaining the fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. the result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Restriction:[]

While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC is 10 or lower, only a ranger (or a character with the Track feat,) can use survival to follow tracks when the task has higher DC.

Special:[]

  • If you have 5 or more ranks in survival, you can automatically determine where true north lies in relation to yourself.
  • A ranger gains a bonus on Survival checks when using this skill to follow the tracks of a favored enemy.
  • If you have the Self-Sufficient feat, you get a +2 bonus on Survival checks.

Synergy[]

  • If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
  • If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 on Survival checks made while underground.
  • If you have 5 or more ranks in Knowledge (nature), you get a +2 on Survival checks in aboveground, natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
  • If you have 5 or more ranks in Knowledge (geography), you get a +2 on Survival checks made to keep from getting lost or avoid natural hazards.
  • If you have 5 or more ranks in Knowledge (the planes), you get a +2 on Survival checks made while on other planes.
  • If you have 5 or more ranks in search, you get a +2 bonus on Survival checks to find or follow tracks.