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<blockquote data-quote="Steverooo" data-source="post: 2325488" data-attributes="member: 9410"><p>All (N)PCs receive a number of extra Racial Background Skill, depending upon Race & Age. The skills are chosen from a Racial list, which always includes some Crafts, Knowledges, Languages, Performance styles, Professions, and (more rarely) some "adventuring skills".</p><p></p><p>Barbarians, Clerics of Travel, Druids, and Rangers who can track can also tell certain things about the thing being tracked, IF they roll above the level needed to track it by a certain amount. The "certain amount" depends upon where the thing resides, and how rare it is. Exceeding the required number by 20 or more yields: Type, direction of travel, number and pace, time of passage**, features, natural clues (if any), Size and weight (for Humanoids, only), Above, plus size, weight, and load carried (for anything).</p><p></p><p>** "Time of passage" is how long ago a track was made, and generally only applies in areas with air movement and either dirt/dust or precipitation which can "age" the tracks, and where the tracker is familiar with the weather. On other planes, when teleported halfway around the world, etc., this information cannot be gained for at least a day (and then only for tracks made within that day). It is normally not available indoors or underground, either, although, for instance, a tracker could tell that the dried, muddy bootprint on the floor was at least a week old, since it was totally dry and crumbly. They could also probably tell you the last time that it rained.</p><p></p><p>"Features" are distinctive things noticable about a track (such as the tread on a bootprint, or a scarred paw) which could aid in identifying a creature, telling its tracks from another's, or give some other useful bit of information (walks with a limp, has his hands tied, trips a lot).</p><p></p><p>"Natural clues" are things that can be learned from in and around the tracks (but not items findable with a Search/Spot check), such as a blood smear on a rock or inside a track (indicating a cut foot), a large blood drop and associated spatters on the ground (indicating a wound), impressions (indicating a fall, where a creature sat or lay), etc. Lost and discarded items, for instance, are not natural clues!</p><p></p><p>Actions are declared in reverse order of Initiative. Highest Initiative roll declares last, and moves before anyone else can even think of stopping them! <Swish!></p></blockquote><p></p>
[QUOTE="Steverooo, post: 2325488, member: 9410"] All (N)PCs receive a number of extra Racial Background Skill, depending upon Race & Age. The skills are chosen from a Racial list, which always includes some Crafts, Knowledges, Languages, Performance styles, Professions, and (more rarely) some "adventuring skills". Barbarians, Clerics of Travel, Druids, and Rangers who can track can also tell certain things about the thing being tracked, IF they roll above the level needed to track it by a certain amount. The "certain amount" depends upon where the thing resides, and how rare it is. Exceeding the required number by 20 or more yields: Type, direction of travel, number and pace, time of passage**, features, natural clues (if any), Size and weight (for Humanoids, only), Above, plus size, weight, and load carried (for anything). ** "Time of passage" is how long ago a track was made, and generally only applies in areas with air movement and either dirt/dust or precipitation which can "age" the tracks, and where the tracker is familiar with the weather. On other planes, when teleported halfway around the world, etc., this information cannot be gained for at least a day (and then only for tracks made within that day). It is normally not available indoors or underground, either, although, for instance, a tracker could tell that the dried, muddy bootprint on the floor was at least a week old, since it was totally dry and crumbly. They could also probably tell you the last time that it rained. "Features" are distinctive things noticable about a track (such as the tread on a bootprint, or a scarred paw) which could aid in identifying a creature, telling its tracks from another's, or give some other useful bit of information (walks with a limp, has his hands tied, trips a lot). "Natural clues" are things that can be learned from in and around the tracks (but not items findable with a Search/Spot check), such as a blood smear on a rock or inside a track (indicating a cut foot), a large blood drop and associated spatters on the ground (indicating a wound), impressions (indicating a fall, where a creature sat or lay), etc. Lost and discarded items, for instance, are not natural clues! Actions are declared in reverse order of Initiative. Highest Initiative roll declares last, and moves before anyone else can even think of stopping them! <Swish!> [/QUOTE]
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