|
Pathfinder
In a world devoid of maps, a guide is the best way to get around. They may
come from any race or nation. They may come in any shape or size. The
guide may be costly, or may freely take on travelers. The only way to be
sure is to find a pathfinder.
For as long as Habololy has been traversed, there has been a need for those
who can get safely from one place to another without getting lost. Out of
greed and need, some of the first rangers honed their skills in
trailblazing. They were the first to travel across the main continent.
After years and then centuries of travel, these trailblazers were given the
name pathfinders. They formed a guild that spanned all the civilized
nations of Habololy, and to the present day that same guild can be found in
over half of Habololy’s cities.
Although the majority of pathfinders come from a ranger background, there
have been pathfinders of almost every class. Monks and clerics of certain
deities are the most rare among their number. Every race has produced
pathfinders, as they all have a need to travel. Some pathfinders are
specialists on the open sea, while others are best in the caverns and
tunnels. The lifestyle of a pathfinder appeals more to the chaotic, but
there are pathfinders of every alignment.
Requirements
Alignment:
any
Base Attack Bonus: +3
Ability: Wisdom 14+
Feats: Track,
Endurance
Knowledge (Geography):
8 ranks
Profession (Guide): 5
ranks
Survival: 5 ranks
Hit Dice:
d8
Class Skills:
Skill points at each level: 4+ Intelligence modifier
Balance (Dex), Climb (Str), Diplomacy (Cha),
Hide (Dex), Knowledge (Geography, Politics, Royalty & Nobility,Animals,
Plants) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride(Dex),
Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str),
Use Rope (Dex).
The Pathfinder
|
Lvl |
BAB |
FrtSv |
RfxSv |
WllSv |
Special
|
|
1st |
+0 |
+0 |
+2 |
+2 |
Placement; Enhanced Movement |
|
2nd |
+1 |
+0 |
+3 |
+3 |
Trail Sense; Travel Domain |
|
3rd |
+2 |
+1 |
+3 |
+3 |
Bonus Feat |
|
4th |
+3 |
+1 |
+4 |
+4 |
Travel Domain 2 |
|
5th |
+3 |
+1 |
+4 |
+4 |
Curse of the Pathfinder |
|
6th |
+4 |
+2 |
+5 |
+5 |
Enhance Movement 2; Travel Domain 3 |
|
7th |
+5 |
+2 |
+5 |
+5 |
Bonus Feat |
|
8th |
+6 |
+2 |
+6 |
+6 |
Travel Domain 4 |
|
9th |
+6 |
+3 |
+6 |
+6 |
Miraculous Walk |
|
10th |
+7 |
+3 |
+7 |
+7 |
Travel Domain 5 |
Class
Features
 |
Placement:
The Pathfinder is so in tune with the world around her that she receives a
+4 bonus on all Knowledge (Geography), Profession (Guide), and Survival
skill checks. |
 |
Enhance Movement:
The Pathfinder’s base speed is increased by 5 ft. |
 |
Trail Sense: The Pathfinder travels so much that she has an innate sense of
when the last time another creature used the trail she is on, and who it
was that used it. She receives a +4 bonus on all Search skill checks and
Track feat checks. |
 |
Travel Domain: The Pathfinder may cast the 1st level spell form the
Travel Domain once per day at a level equal to her Pathfinder level + any
cleric level + any ranger level. |
 |
Bonus Feat: Whenever the Pathfinder receives a bonus feat due to gaining a
Pathfinder level, it must be chosen from the following list: Alertness,
Dash, Run, Sea Legs, Skill Focus (Craft, Knowledge, Profession, Ride,
Survival). |
 |
Travel Domain 2:
The Pathfinder may now use the 2nd level spell from the Travel
Domain once per day in addition to the 1st |
 |
Curse of the Pathfinder:
When a Pathfinder is killed; their killer is cursed to be lost for the
rest of its life. This has the following effects on the killer: any
Knowledge (Geography) or Survival skill check has a –5 modifier,
regardless of the creature’s Wisdom or ranks put towards those skills; the
creature receives a –2 saving throw penalty against any Confusion,
Maze, or similar spell; the creature cannot see maps, meaning that
if one is placed in front of them, they don’t believe that its there; and
the creature cannot remember directions given to it. This curse can be
broken, but is treated as having been cast at a level equal to the
Pathfinder’s total levels + 20, and requires a creature of equivalently
higher level to remove the curse. |
 |
Enhance Movement 2:
The Pathfinder’s speed is increased by 5 ft. |
 |
Travel Domain 3:
The Pathfinder may now use the 3rd
level spell from the Travel Domain once per day in addition to the 1st
and 2nd. |
 |
Travel Domain 4:
The Pathfinder may now use the 4th level spell from the Travel
Domain once per day in addition to the 1st, 2nd, and
3rd. |
 |
Miraculous Walk:
A Pathfinder that has been reduced to below
0 hit points will begin to move back to the last safe location she was
at. The Pathfinder may move for one hour per point of Constitution, at
the end of which, she collapses for a number of days equal to the number
of hours she was walking. This overcomes any ability that would allow the
Pathfinder to continue taking actions after she was reduced to 0 or fewer
hit points. The Pathfinder will automatically stabilize on the first roll
after she is reduced below 0 hit points. This ability does not apply if
the Pathfinder dies. |
 |
Travel Domain: The Pathfinder may now use the 5th level spell from the
Travel Domain once per day in addition to the 1st, 2nd,
3rd, and 4th. |
 |
Armor Restrictions:
The Pathfinder may not wear armor other than light armor. |
 |
Weapon Restriction:
The Pathfinder may not use weapons that a larger in size than she is.
(Ex. a medium-sized Pathfinder may not use a large weapon.) |

Pathfinders –
“He
who drinks from the jug is no guide.”
|