General Skill Feats
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Survival Training (Int 12) - Become trained in Survival.
- Survival Training (Int 12) - Become trained in Survival.
1st Level Survival Feats (Req Trained in Survival)
- Experienced Tracker - Track at your full Speed at a -5 penalty.
- Forager - Forage for supplies to provide for multiple creatures.
- Survey Wildlife - Identify nearby creatures through signs and clues.
- Terrain Expertise - Bonus to Survival checks in certain terrain.
7th Level Survival Feats (Req Expert in Survival)
- Environmental Grace (deity who grants the cold, fire, nature, or travel domain) - You rapidly adapt to environments through a combination of skill, meditation, and divine grace.
- Master Guide - Increase your party's travel speed through wilderness terrain.
Survival Training (Feat 1)
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Skill
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Prerequisites Intelligence 12
You become Trained in Survival.
Experienced Tracker (Feat 1)
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Skill
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Prerequisites Trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
Forager (Feat 1)
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Skill
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Prerequisites Trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide 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.
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.
Survey Wildlife (Feat 1)
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Skill
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Prerequisites Trained in Survival
You can study details in the wilderness to determine the presence of nearby creatures. 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. 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.
Terrain Expertise (Feat 1)
General | Skill |
Prerequisites Trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
Environmental Grace (Feat 7)
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Skill
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Prerequisites Master in Survival, deity who grants the cold, fire, nature, or travel domain
You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.
Master Guide (Feat 7)
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Skill
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Prerequisites Master in Survival
You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter.
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