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DnDSkill-Survival

Page history last edited by ShadowLord 16 years, 5 months ago

D&D 3.5 Survival, skill - New Tasks

Players Handbook; SRD Link

 

Shadow d20 Notes: The survival skill was a underpowered skill and their was no reason for this. Survival in wild places is a powerful ability and we wanted the Rangers/Scouts main skill to be as powerful as say the Tumble Skill, but in a different way. The following tasks where added for usefulness and inspirations taken from the TV show Man vs Wild. Some of the below are also tasks taken from the groups allowed books and put here to have everything in one place. We also added tasks regarding Ropes and Knots as the Use Rope Skill was removed from our games.

 

Survival Skill: New Tasks

 

Don't let the bed bugs bite(New): With 5 or more ranks in Survival you no longer have to worry about carrying a bedroll as nature provides a comfy spot.

 

Fast Foraging DC20(New): Get along in the wild. Move up to your full 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 20.

 

Herbalism DC15(New): You use Nature to provide bonus healing. You can provide a +2 Herbalism Bonus to your or an allies Heal Check. For every 5 points above DC15 you provide an additional +1 Herbalism Bonus. For example a DC20 gives +3 and a DC25 provides a +4.

  • Special Note: Similar to Aid Another rules you can NOT take 10 or 20 on a herbalism check and it can only be used once per day per character.

 

Tracking(Enhanced): Anyone with at least one rank in survival can attempt to follow tracks that have a DC higher than 10. The Track feat has been removed do to this enhancement and rangers receive a bonus to their survival check for finding or following tracks based on their level now.

 

Trailblazing(New): When traveling in poor conditions or Difficult terrain, you can attempt a Survival check to hasten your group's progress.

  • DC15 On a check result of 15 or better, you increase the movement modifier for overland movement by 1/4, to a maximum of x1 (see Overland Movement). For example, you could increase your movement rate through trackless jungle from x1/4 to x1/2 your normal overland movement rate.
  • DC25 With a result of 25 or higher, you can increase the movement modifier by 1/2 (and thus could travel through trackless jungle at x3/4 your normal rate).
  • Note: In either case the x1 maximum still applies – that is, you can improve up to but not exceed your normal movement rate by this means.
  • Group Size: You can guide a group of up to five individuals(including yourself) at no penalty. However, for each three additional people(rounded up) in the group being guided, apply a -2 penalty to the trailblazing attempt. Thus, a group of six to eight (yourself and five to seven others) would incur a -2 penalty, a group of nine to eleven a -4 penalty, and so forth.
  • Note: This ability applies only to long-distance overland movement – it has no effect on tactical movement.

 

Tying Knots(New): With the removal of the Use Rope skill tying of knots can be done using the survival skill. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes.

 

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