Lazeram Posted December 27, 2023 Clone Share Posted December 27, 2023 Gerbimble likewise follows suit, some 10 ft behind Urd. "Obviously, the orcs were not aware of the secret passage," he says in a low voice. "There may be more of them down th path we haven't explored yet. We need to make sure we don't risk facing enemies on two sides as we continue." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted December 27, 2023 Author Clone Share Posted December 27, 2023 Urd, in fact, doesn't have to search long to find that the statue is trapped. Before even stepping outside the door she sees that there is a pressure plate outside the door that would, if pressed down, activate a trap of some kind built into the statue's head. It is easy enough to avoid stepping on, however, and further searching reveals no other dangers in the area. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted December 29, 2023 Clone Share Posted December 29, 2023 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 ________________________________________________________________________ Moving slowly forward the same time Urd moves ahead, Brother Vanleaf stands just inside the orc room's doorway and uses the door frame as partial cover while continuing to cover the group's 'trap master' as Urd investigates the statue for its secrets and surprises, who is closely followed by Gerbimble. Staying motionless and quiet with his long bow in hand, Christo keeps one eye and his ear focused down the hallway opposite his colleagues as the Elven Priest watches and listens for the sight or sound of movement or anything unusual in the immediate area as he provides rudimentary perimeter security. Whispering, the holy man asks in a hushed voice, "Find anything?" Show Mechanics Free Action: Move: Swift Action: Move Action: Standard Action: Continuing Effects: None Edited December 29, 2023 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spot 10 1d20+3 7 Listen 22 1d20+6 16 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted December 29, 2023 Author Clone Share Posted December 29, 2023 (edited) You see a closed door around the corner to the south. A passage leads 100 feet to the east, terminating in a door. A torch and the end of the passage illuminates another side passage. You don't hear anything. Edited December 29, 2023 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedRajah Posted December 29, 2023 Clone Share Posted December 29, 2023 "Pressure plate there -- watch your step. Looks like it sets something off in the statue. Gonna go check that closed door first, try to hear if there's anything behind it. Watch my back please..." Urd's bow was back at the ready as she carefully crept towards the corner and its closed door.... Statblock [URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: 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, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (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. 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 cover 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 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Urd Dóttir til Manngi F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2 MW Shortbow (40) +5 (1d6, x3) MW Dwarven Waraxe +5 (1d10+2, x3) Mithril shirt (+4 Armor, +2 Dex, +2 Misc) Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 Condition Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: 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, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (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. 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 cover 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 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Name xDiceName xDiceResult xDiceString xDiceRolls Move Silently/Hide/Listen 16; 11; 23 1d20+7;1d20+7;1d20+6 [9]; [9,4]; [9,4,17] Link to comment Share on other sites More sharing options...
snugglepooh Posted December 31, 2023 Clone Share Posted December 31, 2023 Sugrin Velicent, Illusionist Extraordinaire Male Gnome Illusionist 3 Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4 Sugrin would take up his customary spot next to Christo, keeping his eyes and ears alert to the room behind them while Urd inspects the other door, waiting for the elf to advance into the corridor beyond that he might follow. . Show Mechanics Actions Free Action: Swift Action: Move Action: Standard Action: Skill Checks Listen, Spot Continuing Effects: none Name xDiceName xDiceResult xDiceString xDiceRolls Listen, Spot 8; 18 1d20+3; 1d20+1 [5]; [5,17] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 5 Author Clone Share Posted January 5 None of them hear anything. Peeking around the corner, Urd and Gerbimble sees a couple steps up that lead up to a large, ironbound door. A bloodstained human skull is fixed to the center of the door by an iron spike. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedRajah Posted January 6 Clone Share Posted January 6 Urd crept back to the others, whispering "There's a small set of stairs leading up to an ironbound door. Human skull, blood on it, fixed on the center of the door with an iron spike. Really welcoming..."she added drily. Then with a wry grin, she turned towards the correct shortygnome. "Sugrin. Can you come with me and do that trick you do to tell if anyone who happens to be quieter than anyone can normally pick up might be behind it?" After her last mix-up, the dwarf's tone was contrite. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted January 6 Clone Share Posted January 6 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 ________________________________________________________________________ When Urd whispers for Surgrin to come forward and use his unusual ability to 'sense' nearby movement, Brother Vanleaf looks down at his diminutive friend and nods affirmatively to him with a smile indicating to the Gnome that, as usual, he has his back. Pointing out the pressure plate to remind his friend of the trap, the Elven Priest quietly moves forward around the corner so that the holy man is in position to cover his colleagues with his long bow while they investigate the iron portal. The ominous warning which is exemplified by the blood-covered human skull spiked to the exterior of the portal put Christo unsarcastically on edge causing the padre to use his low-light vision and keen Elven hearing to keep one eye focused down the unexplored hallway to his right-hand side. Show Mechanics Free Action: Move: Swift Action: Move Action: Standard Action: Readied Action to attack any foe that appears in range with his long bow Continuing Effects: None Edited January 7 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spot 11 1d20+3 8 Listen 23 1d20+6 17 Link to comment Share on other sites More sharing options...
snugglepooh Posted January 7 Clone Share Posted January 7 (edited) Sugrin Velicent, Illusionist Extraordinaire Male Gnome Illusionist 3 Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4 Sugrin smiles back at Christo before turning to Urd, sure thing, lass. Let me see here. Oh yes, right, he steps around the pressure plate, that's good. Clever that, he smiles at the trap as an afterthought before moving to the door where he plants his feet and listens. Show Mechanics Actions Free Action: Speak Swift Action: Move Action: Using Earth Sense Standard Action: Skill Checks Listen Continuing Effects: None Edited January 7 by snugglepooh (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Listen 7 1d20+3 4 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 9 Author Clone Share Posted January 9 Sugrin sense 3 creatures to the south. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted January 13 Clone Share Posted January 13 Christo makes eye contact with Sugrin to determine if his small friend senses anyone ahead of the party. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
snugglepooh Posted January 13 Clone Share Posted January 13 Sugrin turns around, holding up three fingers, then pantomimes casting a spell against the potential adversaries as he grins mischievously and nods eagerly. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted January 13 Clone Share Posted January 13 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 ________________________________________________________________________ Brother Vanleaf had worked with his younger, much smaller friend Surgrin for so many years now that the pair often communicated strategy without actually talking out loud, something that might be disconcerting to their colleagues. Hence, Christo quietly translates so everyone is on the same page whispering, "Three creatures nearby ahead of us. Surgrin has indicated that he would like to hit them with a magical spell before the rest of us act." "I'm not exactly sure 'what' he has in mind, but I suggest we all prepare ourselves to rush forward and attack if necessary. Until then, I'm willing to let Sugrin spin his spell and let things play out and then act," the Elven priest adds in the same hushed tone but also looks to his comrades for their suggestions, input or objections. As he awaits the group's consensus, the domain priest stands ready to move forward when Sugrin indicates it's time holding his loaded long bow firmly in hand, while using his low-light vision and keen Elven hearing to watch and listen for movement or anything unusual in the surrounding environs. Show Mechanics Free Action: Move: Swift Action: Move Action: Standard Action: Readied Action to attack any foe that appears in range with his long bow Continuing Effects: None Edited January 13 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spot 4 1d20+3 1 Listen 15 1d20+6 9 Link to comment Share on other sites More sharing options...
RedRajah Posted January 13 Clone Share Posted January 13 "Fine by me," grunted Urd. "Though, there are some steps leading upward to the door. May make rushing in and aiming a bit tricky, even with spells. Better get Astra ready. I don't want him stuck in the back again in case we've bitten off more than we thought..." On tap though was the usual checking for traps and locks first... Statblock [URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: 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, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (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. 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 cover 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 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Urd Dóttir til Manngi F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2 MW Shortbow (40) +5 (1d6, x3) MW Dwarven Waraxe +5 (1d10+2, x3) Mithril shirt (+4 Armor, +2 Dex, +2 Misc) Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 Condition Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: 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, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (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. 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 cover 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 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Name xDiceName xDiceResult xDiceString xDiceRolls Move Silently/Hide/Search 20; 21; 11 1d20+7;1d20+7;1d20+6 [13]; [13,14]; [13,14,5] Link to comment Share on other sites More sharing options...
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