Tracking
Tracking Modifiers

Terrain     Modifier
Soft or muddy ground    +4
Thick brush, vines, or reeds   +3
Occasional signs of passage, dust  +2
Normal ground, wood floor   0
Rocky ground or shallow water  -10
Every two creatures in the group  +1
Every 12 hours since trail was made  -1
Every hour of rain, snow, or sleet  -5
Poor lighting (moon or starlight)  -6
Tracked party attempts to hide trail  -5

ID uncommon=5th lvl ID rare=7th lvl

 

 The modifiers in Table 39 are cumulative--total the modifiers for all conditions that apply and combine that with the tracker's Wisdom score to get the modified chance to track.

To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement ("Yup, we saw them orcs just high-tail it up that trail there not but yesterday."), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances.

Once the trail is found, additional proficiency checks are rolled for the following situations:
  • The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc.).
  • A second track crosses the first.
  • The party resumes tracking after a halt (to rest, eat, fight, etc.).
 Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If several trackers are following a trail, a +1 bonus is added to the ability score of the most adept tracker. Once he loses the trail, it is lost to all.

If the modifiers lower the chance to track below 0 (for example, the modifiers are -11 and the character's Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). Other characters may be able to continue tracking, but that character cannot.
 A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the DM.

When following a trail, the character (and those with him) must slow down, the speed depending on the character's modified chance to track as found from Table 39.

Table 40:
Movement While Tracking

 Chance to Track  Movement Rate
  1-6   ¼ normal
  7-14   ¼ normal
 14 or greater   3/4 normal

 In the earlier example, Thule has a modified tracking chance of 9, so he moves at ½ his normal movement rate.
Tumbling: The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.

On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.
Ventriloquism: The character has learned the secrets of "throwing his voice." Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows:

Intelligence  Modifier
 less than 3     +6
      3-5     +4
      6-8     +2
      9-14       0
    15-16      -1
    17-18      -2
      19+      -4

 A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him).
 Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual ("Hey, his lips don't move!"). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused--or they may not be.
 
 
 

make it by:
0-3: direction traveling, animal or human like, shoed or unshoed
4-7: ID type if common, small, man sized, or large
8-11: ID animal type (5th=u 7th=r); run or walk; weight range
12-15: close weight, encumberance, relative speed, hunting prey?, are feet usable as weopons?, if outdoors & foliage, can tell if passed at night or day, w/ animal lore check may tell if this is animals' teritory
16-19: relative agility; type of shoe (if from area, may tell city where shoe made); damage done by claws, (at 7th lvl may tell strength and herbivor vs carnivor); 20% chance they dropped something
20-23: particular cobbler if seen before (IQ check to remember), exact weight, fighter class?, ranger?, tracking?, can tell if prey
was attempting to avoid being spotted, travelling w/ someone who doesn't leave tracks, male vs female (3rd level)
24-28: approx level of fighter, how many weopons & type carried, bow vs boomerang etc, how many arms, tell if creature was invisible, tell how wounded, how close to shelter, unnatural creature?
29-32: +5 on additional checks w/ creature, requires 5 hours tracking then: wisdom check to guess where prey is trying to get to, wisdom check to guess exactly where creature will rest or camp next, can tell const and endurance, emotional state of creature, type of food, if Greyhawkian (ranger & prey) can tell preys religion