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Survival

Full rules text, use cases, and edge-case handling for this skill.

Wisdom Usable Untrained

Description

Survival encompasses the wilderness arts — tracking creatures, finding food and water, navigating without a map, enduring harsh weather, and avoiding natural hazards. A skilled survivalist is at home in any terrain and can keep a group alive where others would perish.

Check

Survival has several distinct uses, each with its own DC.

Task DC
Get along in the wild (avoid getting lost, find food and water)10
Gain a bonus on Fortitude saves vs. severe weather (1 extra person per +1 DC)15
Keep the party from getting lost in poor visibility15
Avoid natural hazards (quicksand, thin ice, avalanche risk)15
Predict the weather up to 24 hours ahead15
Follow fresh tracks (last hour)10
Follow day-old tracks15
Follow week-old tracks25

Tracking Modifiers

Condition Modifier
Every 3 creatures in the group being tracked–1 DC
Prey is using trackless step or similar+5
Mud, snow, or dust (soft ground)–5
Dense undergrowth or rain in the last hour+5
Rain since the tracks were made+10
Mounted quarry–2
Each hour since tracks were made+1

Tracking pace: Move at half normal overland speed while tracking (or at full speed at a cumulative –5 penalty per hour). Failure by 5 or more loses the trail — you must restart from the last confirmed sign.

Action

Survival checks for foraging, weather prediction, or avoiding hazards are made once per day. Tracking is a move action per round of movement (or effectively part of overland travel). Gaining a weather-survival bonus for allies requires a check made before the severe weather begins.

Try Again

For avoiding hazards: No — you either avoided it or you didn't. For tracking: If you lose the trail, you can retry by returning to the last known point and spending additional time searching (DC +5). Weather predictions: Once per day.

Special

  • Ranger (Favored Terrain): Rangers gain a competence bonus on Survival checks in their favored terrain, making them exceptional trackers in specific environments.
  • Track (feat): Required to follow tracks using Survival. Without this feat (or the Ranger class feature), you cannot use Survival for tracking at all.
  • Ranger class feature — Track: Grants the Track feat as a bonus feat.
  • Druid (nature bond, spells): Many druid abilities complement Survival, including pass without trace (removes trackable signs for the party).
  • Self-sufficient (feat): +2 bonus on Heal and Survival checks; increases to +4 with 10 or more ranks in either.
  • Endurance (feat): Assists with the severe weather fortitude save that a successful Survival check supports.

Untrained

Yes, for most uses. However, tracking requires the Track feat (or Ranger's Track class feature) regardless of ranks — an untrained character without Track cannot follow a trail.