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Difference between revisions of "Forest Walking"

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==[GENERAL]==
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'''[GENERAL]'''
  
 
==Prerequisites:==
 
==Prerequisites:==
Survival Skill 2 ranks. This feat is only available in select games, most notably, the Crescent Valley game and the Emerald Talons game, depending on PC background. Ask your DM if it is an option for you.
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Survival Skill 1 rank. This feat is only available to characters with a background related to one of the Wold's magical forests, such as the [[Culverwood]] or the [[Crying Woods]]. Ask your DM if it is an option for you.
  
 
==Benefit:==
 
==Benefit:==
You were born within the [[Geography: Culverwood|Culverwood]] and therefore gain a +1 on all survival checks and knowledge (nature) checks made in forests. You also gain an additional +2 on all survival checks and knowledge (nature) checks in the Culverwood (total +3). You also gain an additional +7 on checks to keep from getting lost in the Culverwood (total +10). These bonuses stack with bonuses from other feats and with the Druid Nature Lore ability.
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You were born within (or have somehow gained a special connection to) one of the Wold's magical forests and therefore gain a +2 on all survival checks and knowledge (nature) checks made in forests. You also gain an additional +2 on all survival checks and knowledge (nature) checks in the Wold's magical forests (total +4). You also gain an additional +6 on checks to keep from getting lost in such forests (total +10). These bonuses stack with bonuses from other feats and with the Druid Nature Lore ability.
  
 
==Normal:==
 
==Normal:==
DCs to keep from getting lost are higher in the Culverwood than in normal forests; characters without this feat are much more likely to get lost.
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DCs to keep from getting lost are higher in the Wold's magical forests than in normal forests; characters without this feat are much more likely to get lost.
  
 
==Special:==
 
==Special:==
Because this feat reflects an inborn ability, it can only be taken when the PC is level 1. The DM may rule that NPC creatures who are both born in and who live in the Culverwood all the time get this feat for free.
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Because this feat reflects an inborn ability, it usually is taken when the PC is level 1. The DM may rule that NPC creatures who are both born in and who live in the Culverwood all the time get this feat for free.
  
[By Cayzle and Jerry, Approved by Jerry on 2004-07-17]
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[By Cayzle and Jerry, Approved by Jerry on 2004-07-17. Slight revisions made by Cayzle 2012-7-7.]

Latest revision as of 05:32, 7 July 2012

[GENERAL]

Prerequisites:

Survival Skill 1 rank. This feat is only available to characters with a background related to one of the Wold's magical forests, such as the Culverwood or the Crying Woods. Ask your DM if it is an option for you.

Benefit:

You were born within (or have somehow gained a special connection to) one of the Wold's magical forests and therefore gain a +2 on all survival checks and knowledge (nature) checks made in forests. You also gain an additional +2 on all survival checks and knowledge (nature) checks in the Wold's magical forests (total +4). You also gain an additional +6 on checks to keep from getting lost in such forests (total +10). These bonuses stack with bonuses from other feats and with the Druid Nature Lore ability.

Normal:

DCs to keep from getting lost are higher in the Wold's magical forests than in normal forests; characters without this feat are much more likely to get lost.

Special:

Because this feat reflects an inborn ability, it usually is taken when the PC is level 1. The DM may rule that NPC creatures who are both born in and who live in the Culverwood all the time get this feat for free.

[By Cayzle and Jerry, Approved by Jerry on 2004-07-17. Slight revisions made by Cayzle 2012-7-7.]