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Request for help: If your PC had to spend 2 years in the wild, how would he survive?
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<blockquote data-quote="Sejs" data-source="post: 304022" data-attributes="member: 4910"><p>In addition to the point about DC 10 wilderness lore checks and taking 10, that was mentioned above you also have access to the cantrips Mage Hand and Prestidigitation (wizards start play with all cantrips in their spell books. At your GMs discretion this can also include .. and probably should.. the cantips from Tome and Blood, and Magic of Faerun).</p><p></p><p></p><p>Mage Hand allows you to telekinetically manipulate (move, more or less) any object weighing 5lbs or less, at ranges of 25ft at 1st level. This will come in very handy for basic gathering tasks.. gathering nuts out of trees you can't climb, or berries out of bushes that have thorns in them, etc.</p><p></p><p>Prestidigitation is the bigger kicker. Each casting lasts for 1 hour. With it you can telekinetically manipulate (slowly) objects weighing 1lb or less, you can chill, warm or flavor 1lb of non living material, etc. You can create tinkling etherial music and dancing lights (useful to impress those Fey you mentioned that may be in the area... faeries have pretty much always been written as being lovers of music and the like.), you can use it to cover tracks you may leave in an area, flavor food, use it to heat up water, etc.</p><p></p><p>Other suggestions ~ </p><p></p><p> As a 1st level wizard, you can get a familiar. Do this asap. A local creature that you are bonded to would be invaluable. While at your current level they can't speak with their master yet, they can impart empathic advice. A feeling of warning if you wander into a dangerous creature's area, etc. Hell, if you have a burrowing creature you could use it's supervision on making a burrow of your own. Keep an ear to it's feelings about what you're doing. If it sends a sense of approval, you're doing it right, if it sends disapproval, try something else. You have months before winter. You have time to get used to this sort of communication </p><p></p><p> Shelter. You need a burrow, and no foolin. A hole in the ground, covered by the surrounding terrain.. bushes, fallen trees, rocks, what have you.. that you sleep in. This is what will keep you alive in the winter, and largely safe from predation, humanoid or otherwise, the rest of the time.</p><p></p><p> The cantip Mending (again, you should have access to all the cantips, as listed in the PHB, page 54. "a wizard beings play with a spellbook containing all 0th level spells, and three 1st level spells of the players choice. For each point of intelligence bonus the wizard has, the book contains an additional 1st level spell") can, and should be used to keep your clothing, knife, hand axe, rope, spellbook, and waterskin in good repair. the sword, bow, and arrows are much less useful. You want to survive, not win a war. </p><p></p><p> Use your tinder box and oil <strong>very</strong> sparingly. Fire isn't easy to comeby in the wilds. Also ask your GM if you can use prestidigitation to make a spark.. enough to start a campfire, but still within the limits of the spell.</p><p></p><p> You should, at the minimum have access to one more 1st level spell (assuming the wizard in question has an int of 10-11). I would very very much so recomment getting Unseen Servant. Anything that can help you in preforming your various survival tasks if very good. And the material component is a bit of string and a small peice of wood. Both of which you shouldn't have any problems getting ahold of.</p><p></p><p> You mentioned that the character has access to the Profession (Herbalist) skill, or something to that effect, but then went on to mention that it's wizard's herbalism, and not healer's herbalism. To respond - there's no difference. Profession (Herbalist) is Profession (Herbalist). This would allow you to identify herbs and know how to prepare things that would help stave off the danger of infection. All in all, Profession (Herbalist) is a crude form of pharmacy. You can make medicines, don't let that go to waste if the need arrives.</p><p></p><p>As for the risk of disease, it's not as high as you might think. A burrow for shelter, keep clean via the nearby stream, and your cantrips, and be careful about what you eat. Disease-wise you should be just fine.</p></blockquote><p></p>
[QUOTE="Sejs, post: 304022, member: 4910"] In addition to the point about DC 10 wilderness lore checks and taking 10, that was mentioned above you also have access to the cantrips Mage Hand and Prestidigitation (wizards start play with all cantrips in their spell books. At your GMs discretion this can also include .. and probably should.. the cantips from Tome and Blood, and Magic of Faerun). Mage Hand allows you to telekinetically manipulate (move, more or less) any object weighing 5lbs or less, at ranges of 25ft at 1st level. This will come in very handy for basic gathering tasks.. gathering nuts out of trees you can't climb, or berries out of bushes that have thorns in them, etc. Prestidigitation is the bigger kicker. Each casting lasts for 1 hour. With it you can telekinetically manipulate (slowly) objects weighing 1lb or less, you can chill, warm or flavor 1lb of non living material, etc. You can create tinkling etherial music and dancing lights (useful to impress those Fey you mentioned that may be in the area... faeries have pretty much always been written as being lovers of music and the like.), you can use it to cover tracks you may leave in an area, flavor food, use it to heat up water, etc. Other suggestions ~ As a 1st level wizard, you can get a familiar. Do this asap. A local creature that you are bonded to would be invaluable. While at your current level they can't speak with their master yet, they can impart empathic advice. A feeling of warning if you wander into a dangerous creature's area, etc. Hell, if you have a burrowing creature you could use it's supervision on making a burrow of your own. Keep an ear to it's feelings about what you're doing. If it sends a sense of approval, you're doing it right, if it sends disapproval, try something else. You have months before winter. You have time to get used to this sort of communication Shelter. You need a burrow, and no foolin. A hole in the ground, covered by the surrounding terrain.. bushes, fallen trees, rocks, what have you.. that you sleep in. This is what will keep you alive in the winter, and largely safe from predation, humanoid or otherwise, the rest of the time. The cantip Mending (again, you should have access to all the cantips, as listed in the PHB, page 54. "a wizard beings play with a spellbook containing all 0th level spells, and three 1st level spells of the players choice. For each point of intelligence bonus the wizard has, the book contains an additional 1st level spell") can, and should be used to keep your clothing, knife, hand axe, rope, spellbook, and waterskin in good repair. the sword, bow, and arrows are much less useful. You want to survive, not win a war. Use your tinder box and oil [b]very[/b] sparingly. Fire isn't easy to comeby in the wilds. Also ask your GM if you can use prestidigitation to make a spark.. enough to start a campfire, but still within the limits of the spell. You should, at the minimum have access to one more 1st level spell (assuming the wizard in question has an int of 10-11). I would very very much so recomment getting Unseen Servant. Anything that can help you in preforming your various survival tasks if very good. And the material component is a bit of string and a small peice of wood. Both of which you shouldn't have any problems getting ahold of. You mentioned that the character has access to the Profession (Herbalist) skill, or something to that effect, but then went on to mention that it's wizard's herbalism, and not healer's herbalism. To respond - there's no difference. Profession (Herbalist) is Profession (Herbalist). This would allow you to identify herbs and know how to prepare things that would help stave off the danger of infection. All in all, Profession (Herbalist) is a crude form of pharmacy. You can make medicines, don't let that go to waste if the need arrives. As for the risk of disease, it's not as high as you might think. A burrow for shelter, keep clean via the nearby stream, and your cantrips, and be careful about what you eat. Disease-wise you should be just fine. [/QUOTE]
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