Exploration Knacks
Talent | CP | Prerequisites |
---|---|---|
Ear to the Ground | 5 | - |
Expert Foraging | 5 | - |
Healing Salves | 5 | - |
Hunter’s Reflexes | 5 | - |
Monster Mimic | 5 | - |
Natural Explorer | 5 | - |
Poisons and Antidotes | 5 | - |
Snare | 5 | - |
Exploration Knack Desriptions
Ear to the Ground
Cost: 5 Character Points
By remaining still for 1 minute, using sound and vibrations alone you are able to sense your surroundings. You gain tremorsense as a precise sense with a range of 30 feet.
Expert Foraging
Cost: 5 Character Points
As part of a long rest, you can spend 10 minutes to collect a number of edible, non-poisonous plants or grubs equal to two times your Wisdom modifier. A creature can use 1 action to consume up to 5 plants or grubs, each of which restores 1 Stamina. The plants or grubs spoil if not consumed withing 24 hours of being collected.
Healing Salves
Cost: 5 Character Points
As part of a long rest, you can spend 1 hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. Using 1 action, you can use the salve to restore 1d4 Stamina to a creature within reach.
Monster Mimic
Cost: 5 Character Points
By imitating how a beast or Favoured Enemy sounds, looks and moves, you gain +1d on Depception and Imitation checks made to convince a creature that it is seeing or hearing that beast or Favoured Enemy.
Natural Explorer
Cost: 5 Character Points
You gain the following benefits:
- You ignore difficult terrain.
In addition, you gain the following benefits when traveling for an hour more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Poisons and Antidotes
Cost: 5 Character Points
Spending 1 hour and a successful DC 10 Survival check, you forage for poisonous plants in your area. With these plants you can spend 10 minutes as part of a short or long rest to extract 3 doses of liquid poison (when ingested, a creature makes a Constitution defence check vs your poisoner’s kit skill, on a failure it is Poisoned for 1 hour. Alternatively, using the same plants you can spend an hour making 1 dose of antitoxin.
Snare
Cost: 5 Character Points
Using a 25-foot length of rope, you spend 1 minute to create a snare trap on the ground using other available materials to camoflauge the trap. This trap is nearly invisible, requiring a successful Investigation check vs your Survival skill to be perceived.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity defence check vs your Survival skill or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until it is freed. A Restrained creature can make a Dexterity defence check vs your Survival skill at the end of each of its turns. On a success, it frees itself from the trap.