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.

Table of Contents