Orienteering
(Int) Trained Only
Orienteering is the method of navigating with the use of a map and compass.
Check: With the use of a map of the area and a compass the character can pinpoint his general position on land according to his maps. To do so is a DC12 skill check, if the check is failed the character is uncertain where he is – but can try again after moving to a new position where the character can see a new landmark (Game master digression is required).
If landmarks are difficult to see the DC gains +4 (e.g.: the character is in a jungle), or +8 if no landmarks are visible (e.g.: the character is in a desert). If the character is at a well-known landmark that is also marked on his maps (e.g.: a train station) the skill test is an automatic success.
Plotting an Accurate Map Grid Point: To plot an accurate map grid reference the skill check DC is increased by +4, and can only be carried out if the character has an accurate military map & compass. This skill test should be carried out by the Game master in secret. If successful the character has plotted the map points of his location correctly, if unsuccessful the character has incorrectly plotted the map points or maybe even written down the wrong map code letters/numbers. It is up to the Game Master as to where the incorrect map points lead too. A skill test failure of more than 8 points the character realizes that the measurements or map code letters/numbers are incorrect and can atempt to test again.
Synergy: The character gains +2 to all Navigate checks as long as he has a map of the area, +4 if he also has a compass.
Take 10 or 20?: Yes, but double the time for taking 10, and triple for taking 20.
Special: Without a Compass the character is at –6 to all Orienteering skill checks, without a map of the area the character cannot perform Orienteering skill checks.
Time: Finding the characters general map location is a full round action, pinpointing a grid point requires 1d4 rounds.
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