Slots: 1
Stalking a Wounded Animal
The Hunting Proficiency
Ability: WIS-1
Artemis (goddess of the hunt)
Uller (god of hunting skills)
Solonor Thelandira
(god of hunting)
Obad-hai (god of hunting)
Malar (god of hunting)
Common Proficiencies
Wilderness Proficiencies
Oriental Proficiencies

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.

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 one additional character,
    +3 for two additional characters,
    +6 for three,
    +10 for four, and
    +15 for five.
Obviously, a hunting Skill Check will automatically fail (and thus need
not be made) whenever a hunting party contains six 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.

- - 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

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 ld6 indicates that a small group of size M creatures are
within range of the group’s weapons (the roll of ld3 comes up a 3,
which means that pickings are as good as they could be). Using
the result of 5 as a reference, the Dungeon Master 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.)

Stalking a Wounded Animal

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.

The Hunting Proficiency

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

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.