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Path of the Adventurer

Adventurers rely on tried and true mundane means to tackle the challenges of their profession.

The Adventurer is daring, spontaneous, and often finds themselves in places where they aren't wanted, whether they intended to do so or not. Followers of this path learn to use their smarts to get a leg up in the world, and due to this all kinds of travelers to warriors to archaeologists leverage the Talents of this Path to great effect.


Key Skills

When you follow the Path of the Adventurer, you gain the following Key Skills:

Innovation (Ex)

  • Requirements: 3 or more Hero Points, 15 EXP

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.

Improviser's Trail

Flashbang (Ex)

  • Requirements: INT 14, Craft (Alchemy) 1, 10 EXP

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.

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.

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.

Payload Ammunition (Ex)

  • Requirements: Flashbang, CST 8, 30 EXP

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.

Material Impositions (Ex)

You have learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. Material Impositions are unique Talents only available to this Path, that emulate and interact with magic effects, but are themselves Extraordinary abilities.

See the Material Impositions page for more information.

Medic's Trail

Medical Training (Ex)

  • Requirements: 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.

Improved Aid (Ex)

  • Requirements: CST 5, Acrobatics 5, 15 EXP

When you successfully use the Aid Another action, you grant your chosen ally a minimum +4 bonus instead of +2.

Expert Aid (Ex)

  • Requirements: Improved Aid, Acrobatics 10, 25 EXP

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.

Traveler's Trail

Careful Packer (Ex)

  • Requirements: 10 EXP

You may use your Intelligence in place of your Strength score when determining your Carrying Capacity. If your Strength score is higher, you may instead add your Intelligence Modifier to the total.

For example, if Ragnar has 30 Strength and 14 Intelligence, he may consider his Strength as 32 instead for the purposes of calculating Carry Capacity with this Talent (30 STR + 2 INT modifier).

Deep Pockets (Ex)

  • Requirements: Careful Packer, Survival 5, 15 EXP

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 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.

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.

Scholar's Trail

Academic (Ex)

  • Requirements: INT 14, 5 EXP

You may make Knowledge checks untrained.

Recall the Archives (Ex)

  • Requirements: Academic, INT 18, 10 EXP

You may always take 10 on Knowledge skill checks. In addition, you may treat any Knowledge roll as a natural 20, once per day.

Monster Lore (Ex)

  • Requirements: Recall the Archives, 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.

Xenoglossy (Ex)

  • Requirements: Recall the Archives, Linguistics 10, 25 EXP

With a successful DC 25 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 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 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 Linguistics.