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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

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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.

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Enhance Movement: The Pathfinder’s base speed is increased by 5 ft.

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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.

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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.

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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).

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Travel Domain 2: The Pathfinder may now use the 2nd level spell from the Travel Domain once per day in addition to the 1st

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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.

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Enhance Movement 2: The Pathfinder’s speed is increased by 5 ft.

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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.

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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. 

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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.

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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.

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Armor Restrictions: The Pathfinder may not wear armor other than light armor.

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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.”

 

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