The material below is Open Game Content
To half-orcs, wilderness lore encompasses much more than simply “getting along in the wild.” There are many specific, practical uses to which this skill can be applied, as detailed below.
Fashion Savage Tools (DC10)
Use of the skill in this fashion allows the character to create simple tools from wood, stone, bone, etc. It includes the ability to build and ignite a fire pit. These tools are insufficient for use as weapons (but may subsequently be used with the Craft skill to fashion more complicated items; see above). Use of this skill requires an entire day; a successful check means that the character can retire for the evening with a fire and a set of savage tools.
With the proper tools at hand (savage or otherwise) the character can use Wilderness Lore for these additional applications:
- Preserve Meat (DC15) Instead of living off the land from day to day, the character can preserve the meat from a larger kill. With a successful check, the character can preserve enough meat from a single Medium creature to provide food for one Medium character for one week.
- Preserve Hide (DC10) With a successful check, the character can preserve enough of the hide to use as materials for clothing, armor, etc. This check assumes optimum conditions in bringing down the creature with minimum damage to its hide. Adjust the DC as follows:
- Used slashing or piercing weapon: +5
- Used fire or acid: +10
The DC is further modified by the type of creature in question (see General Modifiers, below).
Note that this check only applies to gathering the materials. Actually crafting anything from the hide requires the Craft skill (see above).
- Harvest Components (DC15) Use of the skill in this way allows the character to harvest important parts of the hide for use in magical processes. Apply modifiers as above for the method in which the prey is killed, as well as the general modifiers for the type of creature.
The GM may wish to allow a discount to the base price of magic items from fresh, suitable materials. For example, a character who harvests ichor from a freshly slain red dragon might be able to brew a Potion of Fire Breath at reduced cost.
As a general rule of thumb, the GM should permit a 10% reduction for any suitable material. If the CR of the creature is greater than the caster level of the item, the GM may allow an additional 10% for every point of difference, up to 50%. Thus, if a character creates an item at caster level 5 from an appropriate CR9 creature, he would receive a 50% discount (base 10% + 10% x4).
Only the final, base price is reduced; XP costs should be calculated as normal before any reduction.
- Harvest Poison (DC15)
You may use the Wilderness Lore skill to harvest poison from poisonous creatures. The poison will keep for one week, though its potency is reduced. The poison save DC drops by 5 and all ability score damage is halved. With a single successful check the character can recover one dose of venom from a Tiny creature. Double this amount for every increase in size category of the slain creature.
For any of the above Wilderness Lore checks where the carcass of some creature is concerned, the GM may apply a modifier to the DC for more unusual creatures, depending on their type.
|Animal, Plant, Vermin, Fungus||DC + 0|
|Humanoid, Fey, Giant, etc.||DC + 2|
|Beast||DC + 5|
|Magical Beast||DC + 7|
|Dragon||DC + 10|
|Aberration||DC + 15|
|Other (outsider, etc.)||DC + 20|
This material originated in a 3rd Party Source (License).