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.