Vaalingrade
Legend
It's for a different system for 5e, but here's the Woodcraft feat from my Ranger path for the Rogue:
Woodcrafts [Ranger]
The difference between surviving in an environment and thriving in it is the ability to adapt your surroundings to your needs.
Benefit: Choose two of the options below and gain their benefits:
Balm Wounds: You are skilled in the formulation of healing poultices. As a Standard Action a number of times per encounter equal to your WIS modifier, one ally you can touch may spend 1 Vitality to regain their reeling value in HP and end all ongoing damage effects.
Bountiful Foraging: When foraging for food, you automatically find enough food for two medium creatures in addition to the normal result as long as there actually is food in the area. You may take this woodcraft ability multiple times. Each time you do, you fine enough food for an additional Medium creature automatically (maximum 10)
By Leaps and Bounds: You clear an additional 2 squares when jumping regardless of the result of your roll. You may take this woodcraft multiple times. Each time you do, you clear an additional square while jumping.
Craft Alarm: You may rig an area with noise-making traps. Rigging a 5x5 square area takes thirty minutes and a Survival or Engineering check and you can gather the materials to rig a number of such areas equal to 1 + your INT modifier. Creatures attempting to enter an area rigged with alarms must succeed on a Perception check opposed to your Survival or Engineering or suffer a -(10 + your INT modifier) penalty to Stealth checks made while entering or moving through the rigged squares.
Detect Poison and Disease: You may use Heal to determine if food or drink is infected with a poison or disease. The DC to determine such is equal to the saving throw of the disease or poison. This is a passive check for any food or drink you are personally handling.
Efficient Stride: Once per encounter, as a Minor Action, you may move up to your movement speed in addition to your normal movement this turn.
Jury-Rigged Essentials: You may spend one hour of downtime to craft a usable facsimile of a piece of equipment worth 5cp or less. This piece of equipment can be used for a full day before falling apart. One hour of maintenance extends the durability of such a piece of equipment by another full day.
Superior Tracker: While tracking, if you fail, you only lose half the time proscribed to failure and if you critically succeed, you make up an extra hour.
Wild Guide: You and all allies within 10 squares of you ignore difficult terrain caused by natural means.
Special: You may take this feat multiple times. Each additional time you take this feat, you may choose one more option to gain the benefits of.
Woodcrafts [Ranger]
The difference between surviving in an environment and thriving in it is the ability to adapt your surroundings to your needs.
Benefit: Choose two of the options below and gain their benefits:
Balm Wounds: You are skilled in the formulation of healing poultices. As a Standard Action a number of times per encounter equal to your WIS modifier, one ally you can touch may spend 1 Vitality to regain their reeling value in HP and end all ongoing damage effects.
Bountiful Foraging: When foraging for food, you automatically find enough food for two medium creatures in addition to the normal result as long as there actually is food in the area. You may take this woodcraft ability multiple times. Each time you do, you fine enough food for an additional Medium creature automatically (maximum 10)
By Leaps and Bounds: You clear an additional 2 squares when jumping regardless of the result of your roll. You may take this woodcraft multiple times. Each time you do, you clear an additional square while jumping.
Craft Alarm: You may rig an area with noise-making traps. Rigging a 5x5 square area takes thirty minutes and a Survival or Engineering check and you can gather the materials to rig a number of such areas equal to 1 + your INT modifier. Creatures attempting to enter an area rigged with alarms must succeed on a Perception check opposed to your Survival or Engineering or suffer a -(10 + your INT modifier) penalty to Stealth checks made while entering or moving through the rigged squares.
Detect Poison and Disease: You may use Heal to determine if food or drink is infected with a poison or disease. The DC to determine such is equal to the saving throw of the disease or poison. This is a passive check for any food or drink you are personally handling.
Efficient Stride: Once per encounter, as a Minor Action, you may move up to your movement speed in addition to your normal movement this turn.
Jury-Rigged Essentials: You may spend one hour of downtime to craft a usable facsimile of a piece of equipment worth 5cp or less. This piece of equipment can be used for a full day before falling apart. One hour of maintenance extends the durability of such a piece of equipment by another full day.
Superior Tracker: While tracking, if you fail, you only lose half the time proscribed to failure and if you critically succeed, you make up an extra hour.
Wild Guide: You and all allies within 10 squares of you ignore difficult terrain caused by natural means.
Special: You may take this feat multiple times. Each additional time you take this feat, you may choose one more option to gain the benefits of.