Pathfinder

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The Pathfinder

To take this advanced class, the Pathfinder must have six levels in the Scout class, and six levels in the Ranger class.

The Pathfinder has a wide variety of skills and abilities; while it doesnt excel in any single area, it can cover a wide variety of needs within an adventuring group.

The Pathfinder gains a strong companion that will serve him faithfully, his link with this companion grows stronger as he gains in experience.

The Pathfinder can employ a unique fighting style, incorporating a weapon and buckler into a dangerous melee style.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 16

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - High, Will - Low

Base Skill Points: 6 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Disable Device, Heal, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Spot, Survival, Tactician, Tumble and Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Battle Training, Bluff, Concentration, Diplomacy, Lore, Piety, Sleight of Hand, Spellcraft and Taunt

Automatic Feats Granted:


 * At Level 1: Animal Companion - An animal companion may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If an animal companion is killed, it cannot be summoned again until the character rests.
 * At Level 1: Trapfinding - Scouts are the only character class that can use the Disable Device skill to overcome traps with a DC of 20 or more. Characters without any levels in the Scout class will fail their Disable Device checks against these traps, regardless of how skilled they are.
 * At Level 1: Medium Armor Proficiency
 * At Level 1: Buckler Proficiency - This feat allows the Pathfinder to use a Buckler which has the same base statistics as a Light Shield. The Buckler is required for a number of Pathfinder only skills.
 * At Level 2: Blade and Buckler I - This feat allows the pathfinder to increase both his offense and defense when using a Buckler.
 * At Level 3: Buckler Joust I - One of the advantages of the Buckler is that it is easy to control and can be used offensively as well as defensively.  A further advantage lies in the fact that the opponent often times underestimates the threat it poses.  The Pathfinder can attempt a strike to the head of the target, doing 2-12 damage plus an amount equal to his parry skill.   In addition, should he score a critical hit, the target will be blinded for 1 round.   The buckler joust can be used once every 120 seconds as a free action.  Additional ranks in this feat increase the damage potential and the effectiveness of the criticals.
 * At Level 4: Forest Bond I - The Pathfinders inherant link with his faithful companion increases the regeneration rate of his companion. The companion will regenerate Hit Points at the same rate as the Pathfinders natural regeneration; including any bonuses for feats that increase such regeneration.  Additional ranks in the feat increase the regeneration rate further.
 * At Level 4: Forestwalk - In areas with heavy foliage, you can move about unnoticed by all but the most keenly aware.  Your chance of success is based on your Move Silently ability.  This feat lasts for 10 minutes and has a 10 minute cooldown.
 * At Level 5: Buckler Counter I - The Buckler is well suited to making attacks and counters that could not normally be accomplished using a shield. When needed, the Pathfinder can elect to make an instant attack with his buckler that has a 15% chance of disarming the shield or off-hand weapon of his foe.   This feat can be used every 120 seconds; additional ranks increase the success rate.
 * At Level 6: Nature's Bounty I - The Pathfinder is at home in wilderness areas and can quickly identify plants or herbs that might be beneficial. The Pathfinder has a 20% chance of locating any medicinal herbs that might be nearby.   This feat is passive and additional ranks increase the detection chance.
 * At Level 7: Lay of the Land I - When in a wilderness area, the user can increase the movement rate of himself and his companions by 10% for 10 minutes. Additional Ranks increase both the duration and movement rate bonus.   Activation of this feat expends one use of Natures Cunning.
 * At Level 8: Defensive Companion I - The Pathfinder's link with his companion has grown so strong that the companion will automatically take 10% of the damage directed at the Pathfinder. This feat is passive and additional ranks will increase the amount of damage diverted to the companion.

Master Feats Eligibility:


 * Ambusher's Way I - VI


 * Battle Intuition I - VI


 * Natural Cunning I - VI


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'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

New Feats not previously available to the Ranger

Custom Feats - one can be selected at each level up if you meet the prerequisites