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〈生存〉(【判】) Survival (Wis)

 You know how to survive in the wild, navigate the wilderness, and tend wounds.
 機能:Determine true north、痕跡を辿る、荒野で生き延びる、傷および病気の手当て 。
 基本技能:〈治療〉、〈生存〉。

Determine True North Determine True North

 If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.
 アクション:なし。

痕跡を辿る Follow Tracks

 You must succeed at a Survival check to find or follow tracks for up to 1 mile. You must attempt an additional check each time the tracks become difficult to follow. While following tracks, you move at half your speed. You can move at your normal speed by taking a -5 penalty on the check, or twice your normal speed by taking a -20 penalty on the check. The DC to follow tracks depends on the surface and the prevailing conditions (see Surfaces).

地面 〈生存〉DC
非常に柔らかい地面 5
柔らかい地面 10
堅い地面 15
非常に堅い地面 20

 Your Survival check might be modified based on any of the following conditions. Multiple conditions could affect the same roll, but apply only the size modifier for the largest creature in a group being tracked and apply only the most severe penalty for poor visibility.

Tracking Modifiers 〈生存〉DC修正値
集団に複数のクリーチャー クリーチャー3体毎に-1
追跡されるクリーチャーのサイズ
極小 +8
微小 +4
超小型 +2
小型 +1
中型 +0
大型 -1
超大型 -2
巨大 -4
超巨大 -8
痕跡ができてから過ぎた時間 24時間毎に+1
痕跡ができてから雨が降った 雨が1時間降る毎に+1
痕跡ができてから新雪が積もった +10
貧弱な視界
霧または降雨 +3
月明り +3
曇った夜、月のない夜 +6
追跡される一団が痕跡を隠している(移動速度の半分で移動しながら) +5

 アクション:全ラウンド・アクション以上の長さ。
 再挑戦:You can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors).
 未修得:You can follow tracks untrained, but only if the DC is 10 or lower.
 〈知覚〉:Detecting a footprint or similar sign of a creature's passage with the Perception skill uses the same DCs as Survival checks to follow tracks, but you can't use Perception to follow tracks.

地面 Surfaces

 This gives examples of surfaces for the first table presented in Follow Tracks.
 非常に柔らかい地面:Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
 柔らかい地面:Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
 堅い地面:Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
 非常に堅い地面:Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

荒野で生き延びる Survive in the Wild

 You can keep yourself and others fed and safe in the wilderness. Use the following DCs for certain tasks.

Task 〈生存〉DC
Get along in the wild 10
Endure severe weather 15
Avoid natural hazards, such as quicksand 15
Keep from getting lost 15
Predict the weather up to 24 hours in advance 15

 When you get along in the wild, you can move up to half your overland speed while hunting and foraging without needing food and water supplies. You can provide food and water for one other character for every 2 points by which your check exceeds 10.
 When you endure severe weather, you gain a +2 bonus on Fortitude saves against severe weather while moving at up to half your overland speed, or a +4 bonus if you remain stationary. You can grant this bonus to one other character for every 1 point by which your check exceeds 15.
 When you predict the weather, you can predict the weather for one additional day in advance for every 5 points by which your check exceeds 15.
 アクション:さまざま. A single check could represent activity over the course of hours or a full day.
 再挑戦:You can attempt a Survival check only once every 24 hours to get along in the wild or endure severe weather. You can attempt a check to avoid getting lost or avoid natural hazards for each situation that calls for one, but you can't retry a check to avoid getting lost in a specific situation or to avoid a specific natural hazard.

傷および病気の手当て Tend Wounds and Ailments

 This use of Survival functions as the Heal core skill.
 アクション:Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending to a creature that has been wounded by a spike growth or spike stones spell requires 10 minutes of work. Treating deadly wounds requires 1 hour of work. Providing long-term care requires 8 hours of light activity.
 再挑戦:さまざま。Generally speaking, you can't try to tend wounds and ailments without witnessing proof of the original check's failure. You can always retry a check to provide first aid if the target is still alive.