Survival
Key Ability: Wis | Trained Only: No | Armor Check Penalty: No
You are skilled at surviving in the wild and at navigating in the wilderness.
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 DC | Task |
---|---|
10 | 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. |
10 | Identify edible parts of game and field dress slain creatures for food. |
15 | 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 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, you can predict the weather for one additional day in advance. |
15 | Skin and prepare hides, fur, ivory, bone, horn, teeth, and other useful parts of slain creatures. |
20 | Gather healing herbs, plants, and materials equivalent to a use of a healer's kit. |
5 + poison DC | Collect poison from slain venomous creatures for use by an alchemist in making poison. |
Opposed check | Hide a hunting blind or a campsite. |
Creating a hunting blind (or ambush) or hiding a campsite is a survival check opposed by the spot check of casual passers-by or the search check of those actively seeking you. This check is rolled once, secretly, by the game master. Subtract 2 from the survival check for each medium creature in the blind or camp (-1 for small creatures, -4 for large ones); subtract 10 if you have made a campfire. Blinds and hidden camps may be automatically discovered through successful detection by scent or tracking or magical divination, such as the spells Locate Creature and Find the Path.
Note that checks to harvest poison are risky. If you fail by five or more, you are exposed to the poison and must make a save or be affected.
Action: Varies. A single Survival check may represent activity over the course of minutes, hours, or a full day. Gathering medicinal supplies takes 10 minutes in lush environments, such as swamp, forest, and jungle; and up to an hour in desert or mountains. Creating a hunting blind requires 10 minutes; hiding a campsite, an hour.
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. You can make repeated checks to gather healing herbs. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. Retries to make use of slain creatures are also not allowed, since the body is ruined on a failed attempt.
Special: If you have 3 or more ranks in Survival, you can automatically determine where true north lies in relation to yourself.
Use the Track feat and Survival to track creatures in natural settings.
Liontaurs gain a +3 racial bonus on Survival checks.