game to brush up on their technique or to impress potential clients.
Same as standard ranger. Forest, Hill, Jungle, Mountain, or Plains. 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 Path inder usually inds 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.
Farmer, Forester, Groom, Hunter, Navigator, Trapper/Furrier. A Path inder must ill 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
Marking*. Required: Alertness*.
Direction Sense, Distance Sense*, Trail Camouflage*, Endurance, Fire-
building, Foraging*, Mountaineering, Navigation, Signaling*, Trail Signs*, Weather Sense.
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.
Any. 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.
The first two benefits,
, 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.
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
) will not exceed
20%. This is not cumulative with other benefits, such as the one for the direction sense pro iciency.
A Path inder is able to ind 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 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