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ADVENTURE SKILLS:
 ¤ Disguise
 ¤ Medicine
 ¤ Trapping / Hunting / Fishing
 ¤ Riding [horse]
 ¤ Pick Locks
 ¤ Sleight-of-Hand
 ¤ Stealth [[urban or wilderness]]
 ¤ Survival [[specify terrain]]
 ¤ Swimming
 ¤ Tracking [[urban or wilderness]]

CAREER SKILLS: SCHOLARLY SKILLS:
COMBAT SKILLS:
RACIAL SKILLS:

 

TRACKING (Intelligence):

The character is skilled at tracking his opponent. This skill encompasses both urban and wilderness tracking, including looking for footprints and trailing someone through a city. The success of this skill relies on the intelligence of both the tracker and his quarry and the prevailing conditions such as weather or the ground.

Note: this skill can be countered by the use of Stealth.

Novice: The character can follow through muddy ground and snow, and can make use of crowds to avoid notice in a city.

Proficient: The character can read tracks in soft ground, sand and through brush, and can estimate numbers, weight, and length of time. He is able to make successful inquiries of guards and innkeepers and guess at his quarry's next destination.

Advanced: The character can read tracks in vegetation, hard ground, or even while snow is covering the tracks. He can figure out exact numbers, size, and guess the age of the trail to within half a day. He can track an opponent through virtually any city, can almost always find a person in town who has actually seen or heard his quarry, and can predict what area of the city his quarry might visit next.

Expert: The character can track yesterday's wind over an ocean, or so it seems. He can read the smallest signs, guess the age of a trail to within a half hour, and when tracking through a city, can often predict the exact inn his quarry will be staying at.

 

 

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