You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.
You cover your tracks, moving up to half your travel speed. You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action.
Make a Navigate check when you are trying to find your way to a distant location without directions or other specific guidance. Generally, you does not need to make a check to find a small town or prominent landmark, or to follow an accurate map. However, the character might make a check to wend his or her way through a dense forest or a labyrinth of underground storm drains. For movement over a great distance, make a Navigate check. The DC depends on the length of the trip.
When faced with multiple choices, such as at a branch in a tunnel, you can make a Navigate check to intuit the choice that takes you toward a known destination. A character cannot use this function of Navigate to find a path to a site if the character has no idea where the site is located. The GM may choose to make the Navigate check for the character in secret, so he or she doesn't know from the result whether the character is following the right or wrong path.
Success: You move via the most reasonable course towards your destination.Failure: You reach the goal through a less efficient means, going down a few dead-end streets or doubling back a few times before you reach your destination. Your journey takes you twice as long.Critical Failure: You are completely lost. You may make another Navigate check in 6 hours to attempt to find your way towards your destination.You spend 1 hour searching for a safe and secure location and then setting up a campsite. Make a Survival check against the DC of the region you're in (determined by the GM). Once you have Prepared a Campsite in the same region, you can continue to use Prepare Campsite to automatically achieve the same level of success with only 1 hour of work.
Critical Success You find the perfect spot for a camp. You do not suffer any random encounters while at the campsite.Success You find a serviceable spot for a camp. You have a base 20% of a random encounter overnight.Failure Your campsite will work, but it's not the best. Your chance for random encounters increases from 20% to 40%.Critical Failure The campsite is a mess. You can use it to rest and to perform daily preparations, but your attempt to secure it attracted unwanted attention. You have a 60% of triggering a random encounter.Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). Without a compass or GPS, you take a –2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Success You find the trail or continue to follow the one you’re already following.Failure You lose the trail but can try again after a 1-hour delay.Critical Failure You lose the trail and can’t try again for 24 hours.