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| paths:adventurer_path [2024/10/29 18:19] – [Improviser's Trail] elfinlocks | paths:adventurer_path [2026/03/12 22:09] (current) – [Medic's Trail] vondor |
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| * [[priority:skills:acrobatics|Acrobatics]] | * [[priority:skills:acrobatics|Acrobatics]] |
| * [[priority:skills:appraise|Appraise]] | * [[priority:skills:appraise|Appraise]] |
| * [[priority:skills:perception|Perception]] | * [[priority:skills:knowledge|Knowledge]] (History) |
| * [[priority:skills:heal|Heal]] | * [[priority:skills:heal|Heal]] |
| * [[priority:skills:stealth|Stealth]] | * [[priority:skills:pilot|Pilot]] |
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| <WRAP round box> | <WRAP round box> |
| * **Requirements:** 3 or more Hero Points, 15 EXP | * **Requirements:** 3 or more Hero Points, 15 EXP |
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| You may spend 4 TP as part of an attack roll, saving throw, or skill check to add a 1d4 luck bonus to the result. You may also spend TP to grant this bonus to an ally as an immediate action, even after the results of the roll are revealed. This Talent does not allow the check in question to be rerolled - it only adds a luck bonus. | You may spend 4 TP as part of an attack roll, saving throw, or skill check to add a 1d4 luck bonus to the result. You may also spend TP to grant this bonus to an ally as an Immediate Action, even after the results of the roll are revealed. This Talent does not allow the check in question to be rerolled - it only adds a luck bonus. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ==== Flashbang (Ex) ==== | ==== Flashbang (Ex) ==== |
| * **Requirements:** INT 14, Craft (Alchemy) 1, 10 EXP | * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 3, 10 EXP |
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| You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged touch attack with a range of 30 ft., dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to attempt a Fortitude save (DC 10 + your Intelligence modifier), or be deafened and blinded for 1d4 rounds. | You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged magic attack with a range of 30 ft., dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to attempt a Fortitude save (DC 10 + your Secondary modifier), or be Surprised and Winded for 1d4 rounds. |
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| Preparing and throwing a flashbang is a Half Action. For every 5 ranks in Craft (Alchemy) which you possess, the damage of the Flashbang increases by 1d4, the save DC increases by 2, and the range increment increases by 10 ft. | Preparing and throwing a flashbang is a Half Action and costs 2 TP. For every 2 CST which you possess, the damage of the Flashbang increases by 1d4, the save DC increases by 1, and the range increment increases by 10 ft. |
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| Some Material Impositions grant secondary effects that have the [explosive] descriptor; these impositions allow you to expend TP when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. | Some Material Impositions grant secondary effects that have the [explosive] descriptor; these impositions allow you to expend TP when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. |
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| ==== Payload Ammunition (Ex) ==== | ==== Payload Ammunition (Ex) ==== |
| * **Requirements:** Flashbang, [[chargen:common_terms#core_stats|CST]] 8, 30 EXP | * **Requirements:** Flashbang, [[chargen:common_terms#core_stats|CST]] 8, 15 EXP |
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| You learn how to affix your Flashbangs to bolts, arrowheads, and similar ranged projectiles (though typically not bullets). As part of an attack action made with a ranged weapon, you can affix a Flashbang to your chosen projectile, causing any creature struck by it to be treated as though it had also been struck by one of your Flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the attack as the center of their effect. A Flashbang delivered in this manner does not target touch AC, unless the projectile is capable of doing so on its own. | You learn how to affix your Flashbangs to bolts, arrowheads, bullets and similar ranged projectiles. As part of an attack action made with a ranged weapon, you can affix a Flashbang to your chosen projectile, causing any creature struck by it to be treated as though it had also been struck by one of your Flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the attack as the center of their effect. A Flashbang delivered in this manner does not target touch AC, unless the projectile is capable of doing so on its own. |
| </WRAP> | </WRAP> |
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| ==== Medical Training (Ex) ==== | ==== Medical Training (Ex) ==== |
| * **Requirements:** Heal 5, 15 EXP | * **Requirements:**[[priority:skills:heal|Heal]] 5, 15 EXP |
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| You may treat deadly wounds a number of times per day equal to your Wisdom modifier on a given creature. You may spend 5 TP to treat Deadly Wounds as a full round action, instead of an hour. You may add your INT instead of your WIS to the damage healed from treating deadly wounds, if desired. | You may treat deadly wounds a number of times per day equal to your Wisdom modifier on a given creature. You may spend 5 TP to treat Deadly Wounds as a Full Action, instead of an hour. You may add your INT instead of your WIS to the damage healed from treating deadly wounds, if desired. |
| </WRAP> | </WRAP> |
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| ==== Improved Aid (Ex) ==== | ==== Improved Aid (Ex) ==== |
| * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Acrobatics 5, 15 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 15 EXP |
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| When you successfully use the Aid Another action, you grant your chosen ally a minimum +4 bonus instead of +2. | When you successfully use the Aid Another action, you grant your chosen ally a minimum +4 bonus instead of +2. |
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| ==== Expert Aid (Ex) ==== | ==== Expert Aid (Ex) ==== |
| * **Requirements:** Improved Aid, Acrobatics 10, 25 EXP | * **Requirements:** Improved Aid, [[priority:skills:acrobatics|Acrobatics]] 10, 25 EXP |
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| You may use the Aid Another action as a Move Action instead of a Standard Action. Any specific ally may only receive the Aid Another bonus once per turn. | You may use the Aid Another action as a Swift Action instead of a Half Action. Any specific ally may only receive the Aid Another bonus once per turn. |
| </WRAP> | </WRAP> |
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| You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can spend 8 hours, and up to 2 TU per rank in [[priority:skills:survival|Survival]] which you possess, to gain an amount of unspecified equipment equal to the TU spent. This can be any kind of gear that can reasonably fit into a backpack or suitable container on your person, including potions and scrolls (but not any other sort of magic item). As long as you have any TU in your fund, you are treated as carrying 20 additional pounds of weight, regardless of whether the chosen storage is extradimensional in nature or not. | You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can spend 8 hours, and up to 2 TU per rank in [[priority:skills:survival|Survival]] which you possess, to gain an amount of unspecified equipment equal to the TU spent. This can be any kind of gear that can reasonably fit into a backpack or suitable container on your person, including potions and scrolls (but not any other sort of magic item). As long as you have any TU in your fund, you are treated as carrying 20 additional pounds of weight, regardless of whether the chosen storage is extradimensional in nature or not. |
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| As a Full-Round Action, you may dig through your pockets to retrieve an item you specify at that time (even if the time to retrieve an item from your person would normally be shorter), deducting its TU value from the established pool. This item cannot weigh more than 20 pounds. When the total remaining cost reaches 0, you can retrieve no more items until you refill your Deep Pockets by spending 8 more hours in an appropriate settlement. | As a Full Action, you may dig through your pockets to retrieve an item you specify at that time (even if the time to retrieve an item from your person would normally be shorter), deducting its TU value from the established pool. This item cannot weigh more than 20 pounds. When the total remaining cost reaches 0, you can retrieve no more items until you refill your Deep Pockets by spending 8 more hours in an appropriate settlement. |
| </WRAP> | </WRAP> |
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| | ==== Campcraft (Ex) ==== |
| | * **Requirements:** [[priority:skills:survival|Survival]] 5,[[priority:skills:craft|Craft]] (Culinary) 5, 10 EXP |
| | When traveling on the road, once a day, you may establish a camp. This normally takes about an hour to do and you must have some basic camping supplies to do such. Examples of supplies are Firewood, A fire starter, cookware, and serving dishes. In addition to the before mentioned hardware, you also need food; one meal per person you intend on feeding. After serving the meal, all those who participate gain a Camp Dice. This is a d20 that may be rolled at any time someone would normally roll a d20. They may than select the higher roll to be used, but the camp dice is consumed. You may only have a singe Camp dice at any given time |
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| | ==== Superior Campcraft (Ex) ==== |
| | * **Requirements:** [[priority:skills:survival|Survival]] 7,[[priority:skills:craft|Craft]] (Culinary) 10, Campcraft, 15 EXP |
| | This ability functions as Campcraft, however you may spend an additional 1 TU in supplies (culinary) per person to give a more powerful affect. All Camp dice may be shared amongst the party, regardless of distance or location. |
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| | ==== Camp Feast (Ex) ==== |
| | * **Requirements:** [[priority:skills:survival|Survival]] 7,[[priority:skills:craft|Craft]] (Culinary) 14, 20 EXP |
| | This ability functions as Superior, however you may spend additional 3 TU in supplies (culinary) per person to give a more powerful affect. All Camp dice may be shared amongst the party and in addition all participants gain 2 Camp Dice and the limit of Camp dice is raised to two until you camp again. |
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| | </WRAP> |
| ===== Scholar's Trail ===== | ===== Scholar's Trail ===== |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Academic, INT 18, 10 EXP | * **Requirements:** Academic, INT 18, 10 EXP |
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| You may always take 10 on [[priority:skills:knowledge|Knowledge]] skill checks. In addition, you may treat any Knowledge roll as a natural 20, once per day. | You may always take 10 on [[priority:skills:knowledge|Knowledge]] skill checks. In addition, you may treat any [[priority:skills:knowledge|Knowledge]] roll as a natural 20, once per day. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Recall the Archives, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 10, 30 EXP | * **Requirements:** Recall the Archives, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 10, 30 EXP |
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| If you have successfully identified a creature through a Knowledge check, you may spend a Full Round Action to instruct your allies on its weaknesses. This grants all allies who can see and hear you a +4 circumstance bonus to confirm critical hits against the creature targeted with this ability. In addition, the creature is considered flanked by all attackers. This applies to all such creatures if multiple creatures of the exact same type are present when this ability is used, but only for that encounter. These effects lasts for one minute for every 5 ranks you possess in Knowledge (Dungeoneering). You gain one piece of information as dictated in Examine Foe for every 5 ranks in Knowledge (Dungeoneering) which you possess, to a maximum of four at 20 ranks. | If you have successfully identified a creature through a [[priority:skills:knowledge|Knowledge]] check, you may spend a Full Action to instruct your allies on its weaknesses. This grants all allies who can see and hear you a +4 circumstance bonus to confirm critical hits against the creature targeted with this ability. In addition, the creature is considered flanked by all attackers. This applies to all such creatures if multiple creatures of the exact same type are present when this ability is used, but only for that encounter. These effects lasts for one minute for every 5 ranks you possess in [[priority:skills:knowledge|Knowledge]] (Dungeoneering). You gain one piece of information as dictated in Examine Foe for every 5 ranks in [[priority:skills:knowledge|Knowledge]] (Dungeoneering) which you possess, to a maximum of four at 20 ranks. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Recall the Archives, [[priority:skills:linguistics|Linguistics]] 10, 25 EXP | * **Requirements:** Recall the Archives, [[priority:skills:linguistics|Linguistics]] 10, 25 EXP |
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| With a successful DC 25 [[priority:skills:linguistics|Linguistics]] check, you can speak with a single individual with whom you share no common languages. You cannot take 10 on this check, nor can anyone aid you. You believe you are speaking your native language, and the listener believes you are speaking its native language; however, to everyone else able to hear you, you sound like you are speaking gibberish. Creatures that have truespeech or that are under the effects of [[priority:magic:spells:tier3:tongues|]] can understand Xenoglossy, and other creatures who succeed at a DC 25 Linguistics check can pick up the gist of what you are saying. Xenoglossy lasts for the length of the conversation, or for 1 minute per rank in [[priority:skills:linguistics|Linguistics]] which you possess, whichever is shorter. You can use Xenoglossy again to continue a longer conversation, and you gain a +2 on Linguistics checks to use Xenoglossy to communicate with someone with whom you previously communicated using this Talent. If you fail a Xenoglossy check, you can’t use the Xenoglossy Talent to attempt further communication with that creature until you gain additional ranks in [[priority:skills:linguistics|Linguistics]]. | With a successful DC 25 [[priority:skills:linguistics|Linguistics]] check, you can speak with a single individual with whom you share no common languages. You cannot take 10 on this check, nor can anyone aid you. You believe you are speaking your native language, and the listener believes you are speaking its native language; however, to everyone else able to hear you, you sound like you are speaking gibberish. Creatures that have truespeech or that are under the effects of [[priority:magic:spells:tier3:tongues|]] can understand Xenoglossy, and other creatures who succeed at a DC 25 [[priority:skills:linguistics|Linguistics]] check can pick up the gist of what you are saying. Xenoglossy lasts for the length of the conversation, or for 1 minute per rank in [[priority:skills:linguistics|Linguistics]] which you possess, whichever is shorter. You can use Xenoglossy again to continue a longer conversation, and you gain a +2 on [[priority:skills:linguistics|Linguistics]] checks to use Xenoglossy to communicate with someone with whom you previously communicated using this Talent. If you fail a Xenoglossy check, you can’t use the Xenoglossy Talent to attempt further communication with that creature until you gain additional ranks in [[priority:skills:linguistics|Linguistics]]. |
| </WRAP> | </WRAP> |
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