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Prerequisite: Requires a Wisdom score of 14 or higher
 

 You posses the ability to navigate even the most bewildering mazes be they above/below ground, on or under the seas, man made, magical, or natural. It is nearly impossible for you to lose your way. A percentile roll 100 means you must make a Wisdom saving throw (with advantage) or be lost for 1d4 turns. Not only do you almost never lose your way, but you can spend an action communing with your surroundings and determine one of three pieces of information: the shortest route to your goal, The safest route, or if there is a specific Fey, Fiend, Undead, or Dragon currently along your chosen path. This information doesn't give you any specifics as to precise location, type, number, or size of these creatures. You can use this aspect of your ability once per short rest. Minotaurs can chose this feat regardless of their wisdom score, however a wisdom score of 12-13 results in a straight roll vs getting lost. A wisdom score less than 12 results in disadvantage vs getting lost, and a d8 is used to determine the duration of being lost. If a Minotaur character takes this feat, it is considered an innate ability with regards to being dispelled, charmed, or otherwise confused or beguiled. 

Uncanny Pathfinder Image

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