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! width="10%" style="text-align: right;" |Base DC | ! width="10%" style="text-align: right;" |Base DC | ||
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| style="background-color: #dddddd; text-align: left;" |'''Soft ground''' | |||
| style="background-color: #dddddd;" |Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints | | style="background-color: #dddddd;" |Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints | ||
| style="background-color: #dddddd; text-align: right;" |10 | | style="background-color: #dddddd; text-align: right;" |10 | ||
|- | |- | ||
| style="background-color: #f9f9f9; text-align: left;" |'''Firm ground''' | |||
|Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints of a creature’s passage | |Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints of a creature’s passage | ||
|style="text-align: right;" |20 | |style="text-align: right;" |20 | ||
|- | |- | ||
| style="background-color: #dddddd; text-align: left;" |'''Hard Ground''' | |||
| style="background-color: #dddddd;" |Any surface that doesn’t hold footprints at all (bare rock, concrete, metal deck plates) | | style="background-color: #dddddd;" |Any surface that doesn’t hold footprints at all (bare rock, concrete, metal deck plates) | ||
| style="background-color: #dddddd; text-align: right;" |30 | | style="background-color: #dddddd; text-align: right;" |30 |
Revision as of 23:19, 7 March 2024
Skill Traits
Key Ability: |
|
---|---|
Trained Only? |
Some; see individual skill applications |
Armor Check Penalty? |
No |
Retry: |
No inherent penalties. |
Special: |
You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so. |
Skill Applications
Basic Survival
Saga Edition Core Rulebook, page 73.
Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe and fed in the wild for the next 24 hours. You can provide food and water for one additional person for every 2 points by which your check result exceeds 10.Create Defensive Position
Clone Wars Campaign Guide, page 28.
Trained only
When you stop to rest (even in urban or otherwise civilized environments), you can take 10 minutes to prepare the place where you and your allies are resting as a defensive position. At the end of the 10 minutes, if you succeed on a DC 20 Survival check, you prepare an area no bigger than 20x20 squares as a defensive position. While you and your allies sleep within that area, you take no penalty to Perception checks to notice targets. Furthermore, all creatures take a −5 penalty on Stealth checks made within the prepared area. Lastly, you and all allies gain a +2 circumstance bonus to Reflex Defense while within this area. If you and your allies abandon the defensive position, the effect ends.Normal: Sleeping or unconscious characters take a −10 penalty on Perception checks.
Endure Extreme Temperatures
Saga Edition Core Rulebook, page 73.
Requires field kit
Once per day you can make a DC 20 Survival check to ignore the effects of extreme cold or extreme heat for the next 24 hours.Extended Survival
Force Unleashed Campaign Guide, page 31.
Trained only
If you are required to survive in an uncivilized area for more than 48 hours, you can make a DC 20 check to find a suitable location for a basic shelter and campsite. Success reduces the DC for your basic Survival check by 5 during those days spent using the campsite.Know Direction
Saga Edition Core Rulebook, page 73.
As a full-round action, you can ascertain which direction is north by succeeding on a DC 10 Survival check (assuming you’re somewhere where cardinal directions matter).Track
Saga Edition Core Rulebook, page 73.
Trained only
To find tracks or to follow them requires a full-round action and a successful Survival check. The DC of the check depends on the surface and the prevailing circumstances, as given below. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the terrain or prevailing circumstances change.
You move at half normal speed while tracking. You can choose to move your normal speed instead, but you take a −5 penalty on Survival checks made to follow tracks.
Ground Type | Description | Base DC |
---|---|---|
Soft ground | Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints | 10 |
Firm ground | Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints of a creature’s passage | 20 |
Hard Ground | Any surface that doesn’t hold footprints at all (bare rock, concrete, metal deck plates) | 30 |
Circumstance | DC Modifier |
---|---|
Every 3 creatures in the group being tracked | −1 |
Every day since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Fresh snow cover since the trail was made | +5 |
Poor visibility | +5 |
Tracked target hides trail (and moves at half speed) | +5 |
Largest creature being tracked | |
Huge or bigger | −10 |
Large | −5 |
Medium | 0 |
Smal; | +5 |
Tiny or smaller | +10 |