Ogre:CharacterCodex:Skills:Nature

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Nature[edit]

Your ability with flora and environment in general.

Herb Lore[edit]

Ability Intelligence
Action Instantaneous
Armor Penalty None
Untrained No
Concentration No

Proficiency: Herb Type

Description: You know to properly find and prepare herb that have benefic effect for individuals.

Check: Each plant have a find DC and a prepare DC. See equipment section.

Total Success: You can make an extra dose for each rank of total success.

Total Failure: The plant you prepare turn out to be a poison. The poison effect is lost of 1 ability points (roll random), the poison strength is you rank of total failure.

Action: Finding plant and preparing plant take different time depending of the plant. See equipment section.

Feats[edit]

Lasting Effect[edit]

The duration of the plant effect is multiply by 1.5.
Specialist: The duration of the plant effect is multiply by 2.
Expert: The duration of the plant effect is multiply by 3.
Master: The duration of the plant effect is multiply by 4.

Strong Effect[edit]

The strength of the plant you have prepared is multiply by 1.5.
Specialist: The strength of the plant you have prepared is multiply by 2.
Expert: The strength of the plant you have prepared is multiply by 3.
Master: The strength of the plant you have prepared is multiply by 4.

Survival[edit]

Ability Wisdom
Action See below
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Nature

Proficiency: Aquatic, Artic, Desert, Forest, Hill, Marsh, Mountain, Plain, Underground, Urban

Description: This skill represent your knowledge relative to animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, keeping yourself and others safe and fed in the wild.

Check: 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 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 by which your check result exceeds 10.
15 Gain a +2 bonus on all Fortitude resistance 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, you can predict the weather for one additional day in advance.

Total Success: You add one person you may help per rank of total success.

Total Failure: If you provide food, it is poisoned. If you find shelter, you worsen the saving throws. If you want to find direction, you get lost.

Action: Varies. A single Survival check may represent activity over the course of hours or a full day.

Try Again: For getting along in the wild or for gaining the Fortitude 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.

Feats[edit]

Hide Track[edit]

You can move at your normal speed and hide your tracks making you harder to follow. Some trying to Track you suffer a +5 penalty to its Track DC to follow you.
Specialist: The penalty is increased to +10.
Expert: The penalty is increased to +15.
Master: The penalty is increased to +20.

Time Sense[edit]

You can automatically determine what time of the day it is.

Trackless Step[edit]

You leaves less trail in natural surroundings and give -4 penalty to Track checks made to track you or Search check to see your trace. Your allies still left trail behind making it effective only when you walk alone, but it still can be usefull as the tracker might no know how many you are exactly.
Specialist: The penalty is increased to -8.
Expert: The penalty is increased to -16.
Master: The penalty is increased to -32.

Trap Sense[edit]

A character gains a +2 bonus on Resistance to avoid traps.
Specialist: Your bonus is increased to +4.
Expert: Your bonus is increased to +8.
Master: Your bonus is increased to +16.

True North[edit]

You can automatically determine where true north lies in relation to yourself.

Woodland Stride[edit]

You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed.
Specialist: You take no damage or suffering any other impairment when you move through any sort of undergrowth.

Track[edit]

Ability Wisdom
Action See below
Armor Penalty None
Untrained Yes
Concentration No

Proficiency: Aquatic, Artic, Desert, Forest, Hill, Marsh, Mountain, Plain, Underground, Urban

Description: You can find tracks left by other creatures in the environnement and can follow them wherever they go.

Check: To find tracks or to follow them for 1 mile requires a successful Track check. You must make another Track check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -4 penalty on the check, or at up to twice your normal speed with a -16 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface DC Surface DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

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).

Several modifiers may apply to the Track check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked: 1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor Visibility 2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
Tracked party leaves trail -5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

Retry: If you fail a Track check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.