Survival (Wis)
Check: A character can keep his or herself and others safe and fed in the wild.
| DC | Task |
|---|---|
| 10 | Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character’s check result exceeds 10. |
| 15 | 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. |
| 18 | Avoid getting lost and avoid natural hazards, such as quicksand. |
With the Track feat, a character can use Survival checks to track a character or animal across various terrain types.
Special: A character can take 10 when making a Survival check. A character can take 20 when tracking, or if there is no danger or penalty for failure, but not on periodic checks to get along in the wild.
A character with the Guide feat gets a +2 bonus on all Survival checks.
Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using Survival with the Track feat to track a character or animal, checks are made according to distance, as described in the Track feat.
Swim (Str) Armor Penalty
Check: A successful Swim check allows a character to swim one-quarter his or her speed as a move action or half the character’s speed as a full-round action. Roll once per round. If the character fails, he or she makes no progress through the water. If the character fails by 5 or more, he or she goes underwater.
If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally), the character must hold his or her breath. A character can hold his or her breath for a number of rounds equal to the character’s Constitution score, but only if the character does nothing but take move actions or free actions. If the character takes an attack action or a full-round action, the amount of breath the character has remaining is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, the character must make a Constitution check (DC 10) every round to continue holding his or her breath. Each round, the DC of the check increases by 1. If the character fails the check, the character begins to drown.
The DC for the Swim check depends on the water:
| Water | DC |
|---|---|
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
Each hour that the character swims, make a Swim check against DC 20. If the character fails, he or she becomes fatigued. If the character fails a check while fatigued, the character becomes exhausted. If the character fails a check while exhausted, the character becomes unconscious. Unconscious characters go underwater and immediately begin to drown.
Try Again?: A new check is allowed the round after a check is failed.
Special: A character takes a penalty of –1 for every 5 pounds of gear he or she carries, including armor and weapons.
A character can take 10 when making a Swim check, but can’t take 20.
A character with the Athletic feat gets a +2 bonus on all Swim checks.
Time: A Swim check is either a move action or a full-round action, as described above.