The DM always makes the Proficiency Check
for this proficiency.
If the check is successful, it means that
the character has
determined the proper direction. If the
check is unsuccessful but
greater than 1, the roll is off by up
to 90 degrees to the left or the
right (DM’s decision). If the Proficiency
Check is a 1, the character
determines a direction that is exactly
opposite of the true
direction.
* This proficiency requires a d20 roll
for success (Proficiency Check) each time it is used.
Direction Sense (1, WIS, -1) (WSG):
Any group containing at least one character
with proficiency in direction sense has
a reduced chance of becoming
lost or disoriented in any type of terrain.
A Proficiency Check is required whenever
the DM determines
that the group has a chance of becoming
lost or disoriented, and
this die roll is always made by the DM
in secret. The
check is made with a die roll modifier
of +4 if the group is in total
darkness, or +2 in conditions of partial
darkness. Success indicates
that the group has no chance of straying
from its intended
path or losing its sense of direction.
If the check is unsuccessful
but less than 20, the character has incorrectly
sensed direction
by an error of 90 degrees to the left
or right (DM’s decision). If the
Proficiency
Check is a 20, the character determines a direction
that is exactly the opposite of the intended
path.
If a group includes more than one character
with this proficiency,
the Dungeon Master should make a Proficiency
Check
for each such character. If each character
determines that a different
direction is the one desired, then the
party will have to decide
among themselves which character’s sense
is to be trusted.
If more than one character makes the same
determination, it is
likely that both of their Proficiency
Checks have succeeded -
but it is also possible that they have
both made the same error.