Base Class: Ranger
Ancient Guild of Pathfinders is one of the very first orders established on Shattered Plains. When united races had to venture deeper into Undermire for resources or simply to find new places to live, Pathfinders were there, leading the way for others to follow. Highly skilled trackers, navigators and hunters, these men and women are often employed as scouts, navigators or protection for a hefty price as it is believed Pathfinder can never be lost.
But Pathfinder knows there is more to their craft than just guiding caravans. They also have another job, given to those that are considered "Trustworthy" in their ranks and that is to find and hide any secrets that might be considered dangerous. Fey Portals, entrances to the Underdark, Lairs of Ancient Dragons and many many others. Find them and make sure nobody will ever know about their existence. Shattered Plains wouldn't survive another Apocalypse.
Precise Shots
Your days spent hunting and living in the harsh wilderness made you more aware of your foes weak spots, where to aim to deal one clean blow. As a result, starting level 3, whenever you attack a creature that is your favoured enemy, your roll is considered critical on 19 and 20.
Tricks of Trade
Pathfinders are often employed by caravans, marching armies and alchemists, trying to collect more dangerous regents as they know every nook and cranny of the land. It is said that Pathfinder is never lost and that no matter where they are, they always know how to get home. How much of that is just superstition and how much of that is truth, nobody really knows, aside from you.
Starting level 3, you gain the option to pick 2 more types of Terrain for your Natural Explorer feature. In addition to bonuses granted by said feature you now can also communicate on a very basic basis with all civilized creatures living in the said environment even when you don't share a common language. Things like locations of things, hunting grounds and sources of water are topics you would be capable of understanding.
Pathfinder Magic
Every Pathfinder knows that relying just on yourself can be stupid and that you should use any advantage that you might get. A simple, but well-aimed spell will cause more harm than dozen of arrows or if the need arises, save one´s neck.
Upon choosing this archetype you gain access to the following spells
| Ranger Level | Spell |
|---|---|
| 3rd | Expeditious Retreat |
| 5th | Misty Step |
| 9th | Haste |
| 13th | Hallucinatory Terrain |
| 17th | Passwall |
Children of Forest
The more time you spend on the road, the more you learn about the importance of navigation, foraging and hiding your own tracks. After all, the forests and hills of Shattered Plains aren´t exactly the friendliest of places. One wrong step and you might find yourself sinking into the Undermire or facing very angry Owlbear. Thanks to that you now have expertise in Survival and Nature when you reach level 7, as a result of years honing your craft.
In addition, you gain the following benefits.
- Your group never leaves tracks
- You have an advantage on checks when trying to collect all your used ammunition
- Whenever you attack your target from high ground (Cliff, Tree, Large boulder etc) you have an advantage on that attack
- Whenever you attack from stealth, you may roll contested stealth check to determine if you remain hidden, however creature will be alert and know it's under attack
Friends at Right Places
Sometimes, the knowledge of where to go might come from unexpected sources. Skilled pathfinders know that nature around them can be of use and if asked the right questions, it just might reveal its secrets. Starting level 11 you gain the ability to cast Speak with Animals and Speak with Plants at will without expending a spell slot.
In addition, you now know the best tools to hunt down your favoured enemies and how to avoid any type of resistance they might possess, as a result, your attacks made against any creature that is considered your favoured enemy now ignore resistance and immunity.
Secrets of Order
Old Masters of Pathfinders guild deemed you worthy to share their secrets with you, how to navigate even in most desolate and forgotten places. How to ensure your strikes are as deadly as they can be, leaving no foe safe from your weapons.
Upon reaching level 15 in this class your weapon attacks are deadlier, causing your target to bleed for half the weapon damage it took from you on your turn. That damage happens at the start of their turn and is considered lethal and type is Necrotic. If the target has no blood to bleed out, he is immune to this mechanic such as skeleton or ghost.
Additionally, bonuses are given to you by your Natural Explorer now extend on all types of terrain, as you have been told the ancient secrets of your guild.
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