Fast play rules


You can keep yourself and others safe and fed in the wild. See table below for various tasks that require Survival checks.

Survival DC Task
10 Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.
20 Find a path
10+ dc of poison Gather Natural Antidote
DC of the poison + 1/2 the creature’s HD. harvest Venom

Find Path: One excellent use of the Survival skill is to allow quick movement through wilderness terrain. Whenever you are moving in trackless terrain, you may, as a full-round action, make a DC 20 Survival check to
locate a path through the terrain as though it were a road or trail for the purpose of determining your overland speed. This benefit extends to one of your allies or traveling companions for every two ranks you have in
Survival. Using Survival in this way may be attempted once per day with no retries.

Gather Natural Antidote: The wilderness is full of poisonous animals and equally toxic plants. Fortunately, nature has a way of taking care of its own and there are many beneficial herbs which can limit the effects of
natural poisons, if one knows where to find them. When in a wilderness area, if you make a successful Survival check, you can gather the materials to make an herbal poultice as a full-round action. The DC of the check is equal to the DC of the poison. If applied to the victim of a poison attack, the recipient gains a +2 alchemical bonus to their saving throw. This check can only be made when you know the type of poison you are
attempting to cure and that poultice will only work against that particular poison. An herbal poultice lasts for one day before losing its potency. There are, of course, natural areas where there are no animals or plants, or the plants needed may not be in the local area. If the GM decides that it is nevertheless possible (there are some creatures, for instance, that live beneath the desert sands, but are very hard to find), the
DC will be higher. a secondary Knowledge Nature check is required to successfully identify a plant that may be a antidote.

Harvest Venom: You may use the Survival skill to milk venom from a slain, helpless, or pinned creature with the poison special attack (this ability must be extraordinary and not be supernatural, spell-like or a class feature) into a proper container. The poison will keep for one week. The DC of this check is equal to the DC of the poison + 1/2 the creature’s HD. If it fails by 4 or less, you have failed but can try again. Failure by 5 or more results in ruining the poison sacks of all doses if sl (you cannot retry), one point of hit point damage due to selfinjury (no damage reduction), and suffering the effects of the poison you were attempting to harvest. With a single successful check, you can recover one dose of venom from a Tiny creature, double this amount for each size category of the creature above Tiny. If injured or slain, a creature’s venom sacks can be ruined in the attack(s), especially those involving critical hits or massive damage. A seriously injured (suffered half its hit point total in damage, suffered a critical hit, or massive damage) or slain creature has the number of potential doses reduce by 1d2 doses, a creature injured by a critical hit doubles this amount. In addition, you double this amount for very size category above Small the creature possesses.

Follow Tracks

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.

You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below.

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: 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.

Firm Ground: 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.

Hard Ground: 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).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked 1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow since the trail was made +10
Poor visibility 2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

Cover Tracks

You know not only how to find signs that mark the passage of men and animals but also how to make your own tracks more difficult to follow. If you move at three-quarters your normal movement rate, you can make a Survival check with a -10 circumstance penalty to destroy signs of your passage (you may take 10 on this). Anyone attempting to track you must not only beat the DC of the environmental conditions, but their own check must equal or beat yours. If they fail to do this, they cannot track you.


Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.

Try Again

Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in table one, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.


If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.

A ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.

If you have the Self-Sufficient feat, you get a +2 bonus on all Survival checks. If you have 10 or more ranks in Survival, the bonus increases to +4.

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