Navigate [Int]
This skill allows you to use maps and charts to plot a course from one place to another. Useful on land or sea, it's essential in space.
Check
Plotting a proper course requires one round for every point of the base DC. For example, determining the best route across a city takes 5 rounds—half a minute. For each round by which you want to reduce this time, down to a minimum of a full-round action, add +2 to the DC. You can take 10 if you have the time.
Failure means you have chosen an improper route. If you follow it you are off course. If you can't get your bearings and determine your location, you're lost.
If you roll a 1, make the check again. If you fail again, you have chosen a dangerous route. It's up to the DM to determine your exact fate. If you're trying to find your way through a city, perhaps you hit a dead end or wind up in a bad neighborhood. If you're navigating a star system, you might find yourself in an asteroid field or in an unstable orbit in the gravity well of a planet.
| Course | DC |
|---|---|
| Crossing a city | 5 |
| Finding your location by the stars (on land) | 10 |
| Crossing a continent | 15 |
| Crossing a sea or ocean | 20 |
| Finding your location by the stars (in known space) | 25 |
| Crossing a solar system | 30 |
| Finding your location by the stars (in uncharted space) | 35 |
| Crossing between star systems | 40 |
| Crossing uncharted space | 45 |
Try Again
Once per hour traveled along a course, you can try to re-plot a route. You start by finding your location and seeing if it's where you expected to be. If it's not, you know you're off course and can try again. If you fail, you believe yourself to be on course.
Special
You must have the Technical Proficiency feat to navigate in space. A computer or robot with the proper programming (which includes a map of the area to be navigated) grants a +20 circumstance bonus.
