Pathfinder
Description: The Pathfinder has an uncanny knack for blazing trails, a skill that allows
him to find the easiest routes, reduce travel time, and avoid natural hazards.
His acute sense of direction minimizes his chance of getting lost. He can
estimate the number of miles he's covered with startling accuracy. The Pathfinder
makes an invaluable guide, helping to ensure safe and efficient passage.
Though Pathfinders come from all walks of life, most have homelands in
sparsely settled or exceptionally hostile terrains where learning to find one's way
can mean the difference between life and death. A Pathfinder usually demonstrates
an aptitude for trailblazing early in life, but diligent practice is required
to refine his skills. Often, a young Pathfinder exercises his skill by asking a
companion to blindfold him, lead him into an unexplored area in the
wilderness, then abandon him. The Pathfinder must find his way home using only his wits.
Experienced Pathfinders occasionally engage in this game to brush up on their
technique or to impress potential clients.
Requirements: Same as standard ranger.
Primary Terrain: Forest, Hill, Jungle, Mountain, or Plains.
Role: Though some Pathfinders are retainers of kings or lords, most operate
independently. Pathfinders are generally regarded as honest, although their services
are rarely inexpensive.
Being characters of high principle, Pathfinders often offer their services to
parties undertaking adventures to promote the common good. Rarely will a
Pathfinder join a party purely for gain, though he may consider such an arrangement
when business is slow.
As a member of an adventuring party, the Pathfinder usually finds himself in
front, scouting the terrain ahead to ascertain the best route and spot potential
hazards. Unless the Pathfinder has organized the party himself, he usually
leaves the leadership role to someone else while he concentrates on trailblazing.
Secondary Skills: Farmer, Forester, Groom, Hunter, Navigator, Trapper/Furrier.
Weapon Proficiencies: A Pathfinder must fill an initial weapon slot with the machete (see Chapter
7), hand axe, or sword; such weapons are useful for cutting away brush and
clearing paths. Subsequent slots may be filled with any weapons of his choice (see
also Special Benefits).
Nonweapon Proficiencies: Bonus: Direction Sense, Distance Sense*, Trail Marking*. Required: Alertness*. Recommended: Camouflage*, Endurance, Fire-building, Foraging*, Mountaineering, Navigation,
Signaling*, Trail Signs*, Weather Sense.
Armor/Equipment: Because he spends a lot of time on foot, the Pathfinder favors light armor,
such as leather or padded. He seldom carries a shield. Otherwise, the Pathfinder
has no particular preferences or requirements.
Species Enemy: Any.
Followers: All species are eligible, though the Pathfinder is likely to attract followers
with higher movement rates (12+), as he tends to have little patience with
creatures that can't keep up with him.
Special Benefits:
The first two benefits, trail sense and overland guiding, apply only when the Pathfinder leads the party. At least 20 feet must
separate the Pathfinder from the rest of the party; the proximity of others distracts
the Pathfinder, making him unable to take advantage of these benefits.
Trail Sense: The Pathfinder's chance of getting lost in any outdoor land setting is
reduced by 10%. Furthermore, his base chance of getting lost in his primary terrain
(i.e. the Surroundings column of Table 81 in the DUNGEON MASTER Guide) will not exceed 20%. This is not cumulative with other benefits, such as the
one for the direction sense proficiency.
Overland Guiding: A Pathfinder is able to find the optimum trail through rough terrain,
increasing the party's movement rate when traversing long distances. To determine
terrain costs for overland movement when a Pathfinder leads the party, use Table 49
in this book in place of Table 74 in Chapter 14 of the DUNGEON MASTER Guide. The movement costs indicate points of movement spent per mile of travel;
when moving through the various terrain types, subtract the points from the total
movement available to the party for that day. (Note that less rugged terrain
types are relatively unaffected, as the optimum paths are usually obvious, even
without the help of a Pathfinder.)
Table 49: Terrain Costs for Pathfinders
Terrain Type
| Movement Cost
|
Barren, wasteland
| 1
|
Clear, farmland
| 1/2
|
Desert, rocky
| 1
|
Desert, sand
| 2
|
Forest, light
| 1
|
Forest, medium
| 2
|
Forest, heavy
| 3
|
Glacier
| 1
|
Hills, rolling
| 1
|
Hills, steep (foothills)
| 3
|
Jungle, medium
| 4
|
Jungle, heavy
| 6
|
Marsh, swamp
| 6
|
Moor
| 3
|
Mountains, low
| 3
|
Mountains, medium
| 4
|
Mountains, high
| 6
|
Plains, grassland,
|
|
heath
| 1
|
Scrub, brushland
| 1
|
Tundra
| 2
|
Marksmanship: Owing to his steady hand and acute vision, the Pathfinder has a +1 bonus to
the attacks made with a favorite missile weapon. It must be one in which he has
proficiency and selected as a weapon of choice.
Recognize Trail Hazard. By observing subtle changes in the terrain, the Pathfinder is able to
recognize natural hazards, enabling him and his companions to avoid them. Typical
hazards include quicksand, sinkholes, slippery slopes, and thin ice. A Pathfinder
has no special ability to recognize man-made hazards, such as pit traps or
dangerous bridges, nor does he have any special talent for anticipating encounters
with hostile natives or animals.
A Pathfinder's chance of recognizing a hazard is 10% per experience level; to
a maximum chance of 90% at ninth level. If the DM determines that the
Pathfinder is approaching an area containing a natural hazard, he secretly rolls
percentile dice. If the roll is equal to or less than the Pathfinder's chance, the
Pathfinder recognizes a potential hazard. (Optionally, the DM might only describe
an unusual aspect of the terrain and let the Pathfinder come to his own
conclusions. For example, if the Pathfinder is approaching a pool of quicksand, the DM
might say that the ground feels exceptionally spongy. If the Pathfinder nears
a patch of thin ice, the DM might point out that the ice ahead is discolored
and laced with tiny cracks).
Special Hindrances: By moving ahead of the party, the Pathfinder places himself in a position of
risk. Separated from his companions, the Pathfinder is more likely to be the
victim of enemy attacks. He runs a greater risk of drawing fire from snipers, and
is more susceptible to ambushes from hostile creatures. If he fails to
recognize a hazard, he'll probably be the first to become a victim.
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