User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
paths:adventurer_path [2026/03/09 21:32] – Hyperlinking Craft entries elfinlockspaths:adventurer_path [2026/03/12 22:09] (current) – [Medic's Trail] vondor
Line 59: Line 59:
 <WRAP round box> <WRAP round box>
 ==== Medical Training (Ex) ==== ==== Medical Training (Ex) ====
-  * **Requirements:** Heal 5, 15 EXP+  * **Requirements:**[[priority:skills:heal|Heal]] 5, 15 EXP
  
 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 100: Line 100:
 <WRAP round box> <WRAP round box>
 ==== Campcraft (Ex) ==== ==== Campcraft (Ex) ====
-  * **Requirements:** Survival 5,[[priority:skills:craft|Craft]] (Culinary) 5, 10 EXP+  * **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 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
  
Line 107: Line 107:
 <WRAP round box> <WRAP round box>
 ==== Superior Campcraft (Ex) ==== ==== Superior Campcraft (Ex) ====
-  * **Requirements:** Survival 7,[[priority:skills:craft|Craft]] (Culinary) 10, Campcraft, 15 EXP+  * **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. 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.
  
Line 115: Line 115:
 <WRAP round box> <WRAP round box>
 ==== Camp Feast (Ex) ==== ==== Camp Feast (Ex) ====
-  * **Requirements:** Survival 7,[[priority:skills:craft|Craft]] (Culinary) 14, 20 EXP+  * **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. 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.
  
Line 131: Line 131:
   * **Requirements:** Academic, INT 18, 10 EXP   * **Requirements:** Academic, INT 18, 10 EXP
  
-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>
  
Line 138: Line 138:
   * **Requirements:** Recall the Archives, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 10, 30 EXP   * **Requirements:** Recall the Archives, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 10, 30 EXP
  
-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: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>
  
Line 145: Line 145:
   * **Requirements:** Recall the Archives, [[priority:skills:linguistics|Linguistics]] 10, 25 EXP   * **Requirements:** Recall the Archives, [[priority:skills:linguistics|Linguistics]] 10, 25 EXP
  
-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>