Table of Contents

Assorted Bits and Bobs

Croi's Rule of Equal Risk

To balance play between classes, all active rolls--not just skill and combat--are subject to a chance of critical failure and critical success. Casters will roll an additional d20 before casting a spell; a 1 is critical failure, a 20 is critical success. A critical failure usually results in simple spell failure, with a loss of components in the case of powders or liquids or if the component is very fragile, a critical success might significantly increase spell duration, intensity, or range, but all successes and failures will be adjudicated on a case-by-case basis. It is not necessary to roll for cantrips and orisons.

Apothecary (Alchemical) Weights

Pound Ounce Drachm Scruple Grain
1 12 96 288 5760
1 8 24 480
1 3 60
1 20

Primary Terrains

The Survival nonweapon proficiency must be applied to a specific environment. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.

A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day.

The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!

Here are the environments available. Note that these are broader definitions than the Complete Ranger's Guide.

The Foraging, Fishing, and Hunting nonweapon proficiencies are also environment specific.

Foraging

Although any character can try to locate a small amount of a desired material, such as food, a branch suitable crafting into a club or bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell, the chances of success without Foraging proficiency are negatively modified, sometimes heavily so. However, in the environment they are familiar with, the proficient characters' chances of success are the same as described in the PHB.
Available terrains are:

Fishing

The player can select:

Access to these environments may be restricted depending on character history. Full utilisation may be equipment dependent.

Hunting

Hunting terrains include knowledge of lakes and streams that are used as water sources by the target animal.