Pathfinder
Difficulty: ★ Easy
It takes a special breed to push beyond the boundaries of civilization and reach your goals in the wilds. Explorer and diplomat, scout and voyager, the Pathfinder is the essential guide on this journey into the future.
In your story, a Pathfinder could be…
• A full-contact archeologist seeking history’s lost relics
• A seemingly gruff prospector who occasionally reveals a bit of charm
• A keeper of the old ways, close to the land even when standing amid new horizons
• A corporate operative looking to seize all the untapped wealth the wilds have to offer
In your story, a Pathfinder could be…
• A full-contact archeologist seeking history’s lost relics
• A seemingly gruff prospector who occasionally reveals a bit of charm
• A keeper of the old ways, close to the land even when standing amid new horizons
• A corporate operative looking to seize all the untapped wealth the wilds have to offer
Terrain mastery and simple toughness are fairly straightforward themes. Collect Terrain Studies to expand the availability of your main abilities. You also benefit from bringing less than total destruction to your enemies: treat enemies like allies and they might stop being enemies. While not a remarkable damage-dealer, you’ll still want to stay in the thick of things to shelter your allies.
Power: Will to Survive
You (and those close to you) push hard to survive and overcome even the most catastrophic turns of fate..
Party Role: Survivor/Tank
You’re used to roughing it, able to make the best of situations and environments. You seek out every opportunity to prevent or avoid lethal mishaps, be it enemy action or natural disaster.
Build: Dip into Pathfinder to get a solid base for navigating unusual terrain and getting out of no-win scenarios alive. Commit to Pathfinder to become even harder to bring down while building alliances out of the many unique personalities you meet along the way.
Class Features
Favored Attributes: Determination, Fitness
Max Luck per level: 6 + Determination modifier
Skill Ranks per level: 6 + Cunning modifier
Class Skills:Athletics, Acrobatics, Expertise, Focus, Profession, Survival, Vigilance
Class Abilities
Summer Camp:
(prologue) You and your teammates gain a +1 Teamwork bonus to all Athletics, Survival, and Vigilance checks and are considered skilled even if they have 0 ranks in those skills. You may spend 2 Twists to increase this bonus to +3 until the end of the session.
(Teamwork stacks, but cannot exceed +4).
Lay of the Land:
At Level 1, You gain formidable Survival and may make Profession & Vigilance checks using your Determination.
(Whenever you roll a 1-9 on a Survival check, turn the die to ‘10’. If you gain the same formidable skill a second time, you instead gain a bonus Skill Talent.)
Narrowest Escape:
(plot twist) Whether it’s falling off of a cliff, setting off a deadly trap, or even having a bomb dropped on you, you manage to wiggle out of peril that would slaughter others. At Level 2, once per character per scene when you and/or any adjacent non-enemy characters would have their Wounds reduced to 0 or less by environmental damage, a trap, or a multi-target attack, they are instead left with exactly 1 Wound.
At Level 11, once per character per scene when you and/or any adjacent non-enemy characters would have their Luck reduced to 0 or less by environmental damage, a trap, or a multi-target attack, they are instead left with exactly 1 Luck..
Cross-Country:
At Level 3, 9, and 15, you gain two Terrain Studies. You and all characters accompanying you gain a +1 Teamwork bonus to their Travel Speed.
(Teamwork stacks, but cannot exceed +4).
Common Ground I:
Even in times of strife, you reach out your hand in friendship. At Level 4, you create a new Contact with the ability to pull Delivery 4, Detention 4, Diversion 4, Reconnaissance 4, or Safe Passage 4 Strings.
At the beginning of each adventure, you gain a pool of 4 Twists which may only be spent pulling the Strings of your Contacts or Allies.
Common Ground II:
At Level 8, you create a second Contact with the Delivery 4, Detention 4, Diversion 4, Reconnaissance 4, or Safe Passage 4 Strings and your pool of Twists for Pulling Strings increases to 7 Twists.
Common Ground III:
At Level 12, you create a third Contact with the Delivery 4, Detention 4, Diversion 4, Reconnaissance 4, or Safe Passage 4 Strings and your pool of Twists for Pulling Strings increases to 10 Twists.<
Pathfinder Talent:
At Levels 5, 7, 9, 11, 13, and 15 you gain an additional Battlefield or Chase Talent.
Pull Through:
At Levels 6 and 12, you and each of your adjacent teammates and allies gain a +1 bonus to all Saving Throws.
Frontier Know-How:
At Level 10, your Chase Talents count as Battlefield Talents and your Battlefield Talents count as Chase Talents.
(If you gain the same cross-counting benefit a second time, you instead gain +1 to the Attribute of your choice.)
Wariness:
You are constantly scanning your surroundings. At level 14, all successful attacks on you that are not threats or critical hits become grazes if you are in a terrain you have Studied and not vulnerable.
(Grazes do ½ damage rounded up after Armor and Resistances have been applied.)