Difference between revisions of "Pathfinding I (sage ability)"
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An additional skill associated with pathfinding is the ability to identify a place — presuming it exists — where [[Rest (healing)|rest]] can be obtained in the wilderness. This will be a place with soft, dry ground, a minimum of dangerous wildlife, reasonably fresh water and retreat from harsh winds or exposure. | An additional skill associated with pathfinding is the ability to identify a place — presuming it exists — where [[Rest (healing)|rest]] can be obtained in the wilderness. This will be a place with soft, dry ground, a minimum of dangerous wildlife, reasonably fresh water and retreat from harsh winds or exposure. | ||
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Latest revision as of 17:34, 1 January 2023
Pathfinding I is an amateur-status sage ability in the study of Scouting which reduces the necessity for backtracking in order to find the best route through an untracked wilderness, saving travel time. The character will detect from the lay of the land the best way to go when attempting to cross a valley, desert or river, climb towards a mountain pass or to a high point, circumnavigate a large feature or otherwise avoid treacherous ground.
The skill does not allow any special bonuses when passing over treacherous ground (bonuses to saving throws or knowing precisely where to place one's steps) — for that, see Pathfinding II.
The skill improves the amount of distance the ranger (and associated party) can travel in the space of a day by 40%. Therefore, if a party would normally move overland at a distance of five miles per day, this level of skill would enable a distance of 7 miles.
An additional skill associated with pathfinding is the ability to identify a place — presuming it exists — where rest can be obtained in the wilderness. This will be a place with soft, dry ground, a minimum of dangerous wildlife, reasonably fresh water and retreat from harsh winds or exposure.