Survival

Use **Survival** to follow tracks, hunt wild game, guide a party safely through the wilderness, identify signs that a pack of wild dogs live nearby, or avoid quicksand and other natural hazards. A character can keep his or herself and others safe and fed in the wild.

**:** Wisdom

**T:** No

**AP:** No

**:** Dedicated Hero, Gunslinger, Soldier, and Tough Hero.

## Checks

Move up to half the character's overland speed while hunting and foraging (no food or water supplies needed; DC 10). The character can provide food and water for one other person for every 2 points by which the character's check result exceeds 10.

Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character's overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the same bonus to one other character for every 1 point by which the character's check result exceeds 15. Checks occur each day or whenever a new storm becomes obvious.

Avoid getting lost and avoid natural hazards, such as quicksand. Checks occur each day or whenever a new hazard becomes obvious.

Whether in the Jungle, Desert, Forest, or Tundra knowing how to build a natural shelter will extend every creatures chances of survival and comfort level. A successful shelter provides every residing creature a +4 circumstance bonus to fortitude saves made to resist ill effects of the climate. Shelters collapse naturally after one month if not maintained.

Building a shelter is done in three parts:

Gather Materials
Any intelligent creature can gather materials. A DC 10 survival check and 30 minutes is needed to gather enough material for a shelter for one medium creature. The GM may allow a shorter time if the characters have some equipment on hand that can be used.
Build the Structure
The structure needs to be made of sturdy materials like large branches, rock piles, or hard packed snow. It takes a DC 12 survival check and 2 hours to build a large enough structure for a shelter for one medium creature and an additional 30 minutes for every other medium creature that will reside in the shelter. This time is halved with 5 or more ranks in Survival.
Cover with insulating layers
Covering the structure takes 10 minutes regardless of the number of creatures. Coving sufficiently that it keeps out wind and hold heat requires a DC 12 roll. Covering so that it is well hidden requires a DC 18 to fool any intelligent creature using spot check to find it (DC 20 spot check). A DC 20 is needed to build it so well that it does not collapse when a medium creature stands on it.

You can use Survival checks to track a character or animal across various terrain types. The Track feat is required to perform this, however, a character without this feat can find tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

To find tracks or follow them for one mile requires a **Survival** check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character's normal speed with a -5 penalty on the check, or at up to twice the character's speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.

If the character fails a Survival check to track, they can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.}}

 Hard | 20 | Any surface that doesn't hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.

**Table: Feats**