|
|
|
|
|
|
|
(god of hunting) |
|
|
|
|
Brokengulf |
|
|
OA, Hunting
(1, 18a) <(1, 90%)>: When in wilderness settings, the character can
attempt to stalk and bring down game. <wilderness: cf. MM2.140>
A die roll for success must be made and
if successful,
the character has managed to get within
bowshot of some type of game (deer, pheasant, wild
boar, etc.).
The DM determines the type of {game} encountered.
The range of the encounter is always at
long range for the missile weapon used (or the longest range of any missile
weapons in a group).
The character automatically has surprise
for the first round of the encounter.
It is up to the character to actually
bag {the game}.
a This skill req. a die roll
to determine success.
* Hunting at night is impossible, unless
the hunters have infravision or ultravision.
<is this line from OA? nope.>
-
WSG, Hunting
(1, Wis-1): Similar in effect to the proficiencies of fishing
&& foraging (see above),
the hunting proficiency enables a character
to locate and kill wild game for food more easily than a normal character
can.
Eirontalar
The best chance for success at hunting is afforded when the hunter goes out by himself.
For every additional character in the
hunting party, the hunter's Skill
Check die roll is modified
upward cumulatively according to
the # of characters accompanying him:
+1 for 1 additional
character,
+3 for 2 additional
characters,
+6 for 3,
+10 for 4, and
+15 for 5.
Obviously, a hunting Skill Check will
automatically fail (and thus need
not be made) whenever a hunting party
contains 6 or more members in +addition+ to the hunter.
This cumulative -penalty- applies even
when other characters with hunting skill are in the hunting party.
See below for details
on how to determine the success of a hunting attempt.
The general system for
hunting in the wilderness is quite similar
to the system for foraging, because the
circumstances are
much the same: in some places and at certain
times of the year,
characters almost cannot help encountering
wild game that
might end up as the evening meal. In other
places, the characters
themselves may TURN out to be the only
live animals within a radius
of several miles or more.
Table 31: HUNTING SUCCESS
- | - | Winter | Spring | Summer | Autumn |
Arctic | D | 5 | 5 | 10 | 5 |
- | H | 5 | 5 | 10 | 10 |
- | M | 5 | 5 | 5 | 5 |
- | P | 5 | 10 | 10 | 5 |
- | Se | 5 | 10 | 10 | 5 |
- | - | Winter | Spring | Summer | Autumn |
Subarctic | D | 5 | 10 | 10 | 5 |
- | F | 5 | 10 | 10 | 5 |
- | H | 5 | 10 | 15 | 15 |
- | M | 5 | 5 | 10 | 5 |
- | P | 5 | 10 | 15 | 15 |
- | Se | 5 | 15 | 20 | 20 |
- | Sw | 5 | 10 | 15 | 10 |
- | - | Winter | Spring | Summer | Autumn |
Temperate | D | 10 | 5 | 5 | 10 |
- | F | 30 | 50 | 50 | 50 |
- | H | 25 | 40 | 40 | 40 |
- | M | 15 | 30 | 30 | 30 |
- | P | 25 | 40 | 50 | 50 |
- | Se | 20 | 40 | 50 | 50 |
- | Sw | 20 | 35 | 50 | 50 |
- | - | Winter | Spring | Summer | Autumn |
Subtropical | D | 10 | 5 | 5 | 5 |
- | F | 50 | 50 | 50 | 50 |
- | H | 50 | 50 | 50 | 50 |
- | M | 35 | 35 | 35 | 35 |
- | P | 50 | 50 | 50 | 50 |
- | Se | 50 | 50 | 50 | 50 |
- | Sw | 40 | 50 | 50 | 50 |
- | - | Winter | Spring | Summer | Autumn |
Tropical | D | 5 | 5 | 5 | 5 |
- | F | 50 | 50 | 50 | 50 |
- | H | 50 | 50 | 50 | 50 |
- | M | 40 | 40 | 40 | 40 |
- | P | 50 | 50 | 50 | 50 |
- | Se | 50 | 50 | 50 | 50 |
- | Sw | 50 | 50 | 50 | 50 |
Each entry on this table represents the
percentage chance that
a normal character (one without proficiency
in hunting) will, of his
own volition, encounter some kind of wild
game during four turns
of solitary hunting. This chance is reduced
by 5%, cumulatively,
for each member of the hunting party beyond
the first; for instance,
three characters hunting together in a
tropical forest
have a 35% chance of scaring up some game
in four turns of
hunting.
The table entries assume that hunting is
being done either in
the very early morning or the very late
evening, since those are
the times of day when animals are most
active and when light
conditions enable characters to see what
they’re shooting or
swinging at. If hunting is attempted at
any time from mid-morning
to mid-evening, the chance of encountering
game is reduced by
10%. Hunting at night is effectively impossible
unless characters
are using infravisual || ultravisual capability,
in which case the
chance of encountering game is as given
on the table.
The only characters who can hunt successfully
are those who
are carrying (and have proficiency in
the use of) missile weapons
with the capability of causing an average
of 3 points of damage to
a size L creature. A bow && arrow
can be used, since the arrow’s
damage range is 1-6 points (average of
3 1/2); on the other hand, a
thrown dagger or hurled club is not a
useful weapon for hunting.
Hand-held weapons may be useful to finish
off a kill, but missile
weapons are necessary to at least wound
the target first.
To determine the size of the animal(s)
encountered (and also
the distance at which the game is spotted),
the Dungeon Master
rolls ld6:
Die Roll | Game Encountered and Distance |
1 | Size S, 2d6 creatures at 20-40 yards |
2 | Size S, ld6 creatures at 20-40 yards |
3 | Size M, 1 dl 0 creatures at 20-40 yards |
4 | Size M, 1d6 creatures at 40-60 yards |
5 | Size M, 1d3 creatures at 40-60 yards |
6 | Size L, 1d3 creatures at 60-80 yards |
If no member of the hunting group has a
missile weapon that
can strike a target within the indicated
range, the encounter is negated
(the animals fled before the characters
could get close
enough) and the group may spend another
four turns in another
hunting attempt.
If an attack is possible, then the 1d6
roll made on the above table
also serves as an indicator of how many
creatures in the
group can ultimately be hit or killed.
Using this number as a reference,
the DM rolls 1d10. If the result of this
roll is
greater than the 1d6 roll, then someone
in the hunting party has
scored a hit on one of the target creatures.
The DM
continues to roll 1d10 until the hunting
party runs out of projectiles,
until the party chooses to stop, until
the total number of
creatures encountered is killed or wounded,
or until a roll of ld10
is equal to or less than the ld6 result
that was being used as a reference.
It takes one hit to kill a size S creature,
two hits to kill a
size M creature, and four hits to kill
a size L creature. Hits are applied
to one animal at a time until it is killed.
A creature is
wounded, and may be stalked and killed,
if it does not suffer
enough hits to cause its death.
Example: The percentile dice
roll on the Hunting Success Table
indicates that a character
or group of characters on a hunting
expedition will in fact
encounter some game. Sure enough, within
four turns of setting out,
they come upon tonight’s supper. A roll
of 5 on 1d6 indicates that
a small group of size M creatures are
within range of the group’s
weapons (the roll of 1d3 comes up a 3,
which means that pickings
are as good as they could be). Using
the result of 5 as a reference,
the DM begins rolling
1 d10. The characters have
lots of arrows, and they intend to keep
firing as long as there’s
something to shoot at. On three ld10
rolls in succession, the
Dungeon Master gets results of 6 or more;
on the fourth roll, the
result is a 3, which means that the hunt resulted
in three hits - killing
one animal and wounding another
one. (The third creature
was lucky and managed to escape.)
If characters elect to try to track
and finish off a wounded animal,
they must dispose of it either by the
use of a missile weapon
from no farther than 20 feet away, or
by the use of a melee
weapon at hand-to-hand (hand-to-claw?)
range.
A size L creature that has been wounded
is enraged. Getting
close to the animal is easy, but as soon
as each character in the
hunting party has established his position
the animal will charge
one character - either the closest one,
or a character at random
if all are equidistant. The animal has
a 50% chance of causing
ld8 points of damage to the character
it charges, and the success
or failure of this attack is determined
before any of the
hunters has a chance to retaliate. After
the charge, each character
has a chance to rush the animal (or fire
a missile). Any character
who chooses to attack must make a successful
“to hit” roll
against armor class 5 in order to score
a hit on the animal. If the
characters do not score enough hits to
kill the animal, the chargeand-
counterattack sequence is repeated (assuming
the characters
want to continue the hunt).
A size M creature that has been wounded
is panicked. If characters
attempt to close ranks with it, the animal
will move at an
18” rate in a random direction (roll ld4:
1 =toward the hunters; 2-
3 =perpendicular to the hunters, in one
direction or the other;
4 = directly away from the hunters). If
characters can get within
20 feet or closer, and if one character
makes a successful “to hit”
roll against armor class 5, the animal
is killed. If no character
scores a hit on the first available opportunity
(during the round in
which one or more hunters comes close
enough to make the attempt),
the animal manages to escape.
A character with proficiency in hunting
can be of substantial
help to an adventuring party. The presence
of such a character in
a hunting group does not increase the
chance of encountering
game, nor does it affect what size
of prey is encountered. However...
A character with hunting proficiency can
kill a size M creature
with one hit instead of two, and has a
50% chance of being able
to kill a wounded size M creature from
a distance instead of needing
to close with it. (Only one such attempt
is permitted; if it fails,
the creature has escaped.)
A character with hunting proficiency can
kill a size L creature
with two hits instead of four, and is
able to kill a wounded size L
creature with a single hit instead of
needing to score two or three
hits, as might be the case for a group
without such a character.
(Multiple attempts are permitted if the
animal is not dispatched on
the first attempt.)
To accomplish either of these feats, the
character with hunting
proficiency must make a successful Proficiency
Check when
game is encountered (before the 1d6 roll
to determine size and
number of prey) and he must be using a
missile weapon of the appropriate
sort.
A character or group of characters can
undertake hunting expeditions
as often as desired; animals, unlike plants,
do not remain
rooted to one spot and can be encountered
by a hunting
group even if the characters have been
searching the same area
for hours.
SA:
Human or elven player characters with sec-
ondary skills of Forester,
Hunter, and possibly Trapper might
reasonably be allowed a
limited skill in tracking animals
or
persons, around 20-50% in
accuracy, in outdoor (and maybe
indoor) environments.