Track (Feat)

You can follow the trails of creatures and characters across most types of terrain.

Benefit: To find tracks or follow them for one mile requires a Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.

Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft: Any surface soft enough to yield to pressure, but I firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.

Firm: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage (broken branches, tufts of hair), but only occasional or partial footprints can be found.

Hard: Any surface that doesn't hold footprints at all, such as bare rock, concrete, metal decks, or indoor floors (thick carpets, very dirty or dusty floors). The quarry leaves only traces, such as scuff marks. If you fail a Survival check, you can re-try after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

* Apply only the largest modifier for each of these categories.