Difference between revisions of "Scouting (sage study)"
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== Amateur == | == Amateur == | ||
− | + | * '''[[Evasion (sage ability)|Evasion]]''': describes skills at avoiding detection in the wild by most onlookers. | |
− | + | * '''[[Fishing (sage ability)|Fishing]]''': describes the angling skill of catching fish with a line or net. | |
− | + | * '''[[Foraging (sage ability)|Foraging]]''': improved ability to find vegetables, roots, fruits and nuts in a wilderness environment. | |
− | + | * '''[[Hunting (sage ability)|Hunting]]''': locating, tracking and successfully bringing down small game in order to serve as a food supply. | |
− | + | * '''[[Pathfinding I (sage ability)|Pathfinding I]]''': improve distance covered when crossing untracked wilderness. | |
− | + | * '''[[Tracking (sage ability)|Tracking]]''': locating creatures and animals that move in the wild according to the trail they leave behind. | |
== Authority == | == Authority == |
Revision as of 17:09, 3 July 2022
Scouting is a sage study in the field of Wilderland, which offers a set of survival and orientation skills that ensure survival in the wild, ensuring a goodly supply of food, water, shelter and protection, whatever the landscape or weather.
Contents
Amateur
- Evasion: describes skills at avoiding detection in the wild by most onlookers.
- Fishing: describes the angling skill of catching fish with a line or net.
- Foraging: improved ability to find vegetables, roots, fruits and nuts in a wilderness environment.
- Hunting: locating, tracking and successfully bringing down small game in order to serve as a food supply.
- Pathfinding I: improve distance covered when crossing untracked wilderness.
- Tracking: locating creatures and animals that move in the wild according to the trail they leave behind.
Authority
- Camouflage: the ability to proficiently camouflage the body.
- Counter-Tracking: an advanced form of evasion, allowing a possibility of shaking off a tracker.
- Make Fire: the ability to produce fire using only dry tinder and friction.
- Pathfinding II: improves the safety of the ranger and others when crossing the wilderness.
- Sheltering: chooses the best place to rest and avoid the elements.
- Water Discipline: gives experience in knowing when to drink in order to avoid dehydration.
Expert
- Avoid Encounter: enables avoidance of dangerous creatures or monsters that are sensed to be active in the vicinity.
- Earth Hearing: the ability to track by hearing a distant quarry's footfalls through the earth.