Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| paths:adventurer_path [2024/10/29 18:36] – elfinlocks | paths:adventurer_path [2026/03/12 22:09] (current) – [Medic's Trail] vondor | ||
|---|---|---|---|
| Line 17: | Line 17: | ||
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
| <WRAP round box> | <WRAP round box> | ||
| Line 31: | Line 31: | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Flashbang (Ex) ==== | ==== Flashbang (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged | + | You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged |
| - | Preparing and throwing a flashbang is a Half Action. For every 5 ranks in Craft (Alchemy) | + | Preparing and throwing a flashbang is a Half Action |
| 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. | ||
| Line 42: | Line 42: | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Payload Ammunition (Ex) ==== | ==== Payload Ammunition (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You learn how to affix your Flashbangs to bolts, arrowheads, and similar ranged projectiles | + | You learn how to affix your Flashbangs to bolts, arrowheads, |
| </ | </ | ||
| Line 59: | Line 59: | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Medical Training (Ex) ==== | ==== Medical Training (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | 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. | ||
| Line 66: | Line 66: | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Improved Aid (Ex) ==== | ==== Improved Aid (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | ||
| Line 73: | Line 73: | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Expert Aid (Ex) ==== | ==== Expert Aid (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | 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. | ||
| Line 98: | Line 98: | ||
| 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. | 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 round box> | ||
| + | ==== Campcraft (Ex) ==== | ||
| + | * **Requirements: | ||
| + | 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 | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Superior Campcraft (Ex) ==== | ||
| + | * **Requirements: | ||
| + | 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. | ||
| + | |||
| + | </ | ||
| + | |||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Camp Feast (Ex) ==== | ||
| + | * **Requirements: | ||
| + | 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. | ||
| + | |||
| + | </ | ||
| ===== Scholar' | ===== Scholar' | ||
| <WRAP round box> | <WRAP round box> | ||
| Line 111: | Line 131: | ||
| * **Requirements: | * **Requirements: | ||
| - | You may always take 10 on [[priority: | + | You may always take 10 on [[priority: |
| </ | </ | ||
| Line 118: | Line 138: | ||
| * **Requirements: | * **Requirements: | ||
| - | If you have successfully identified a creature through a 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 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: |
| </ | </ | ||
| Line 125: | Line 145: | ||
| * **Requirements: | * **Requirements: | ||
| - | With a successful DC 25 [[priority: | + | With a successful DC 25 [[priority: |
| </ | </ | ||
