DISCIPLINE

Pathfinder

                   

CIRCLE

TALENT AVAILABLE

Discipline Talent

CIRCLE

TALENT AVAILABLE

Discipline Talent

1

KARMA RITUAL

 

13

SPECIAL ABILITY: + 1 Social Defense

Melee Weapons

 

Multi-Strike

 

Surprise Strike

 

OPTIONAL

 

Lock Mastery

D

14

SPECIAL ABILITY: +1 Initiative

OPTIONAL

 

Garrote

D

OPTIONAL

 

OPTIONAL

 

2

DURABILITY

 

15

SPECIAL ABILITY: + 1 Spell Defense

Shadow Walk

D

Spirit Strike

 

Sprint

 

OPTIONAL

 

3

Ethereal Darkness

 

Special Ability Descriptions

None

OPTIONAL

 

4

SPECIAL ABILITY: Karma on PER-only tests

THREADWEAVING

 

Trap Mastery

D

5

SPECIAL ABILITY: + 1 Initiative

Sleep Sand

 

Conceal Weapon

 

6

SPECIAL ABILITY: + 1 Social Defense

Second Weapon

D

OPTIONAL

 

7

SPECIAL ABILITY: + 1 Physical Defense

Keen Sense

 

OPTIONAL

 

8

SPECIAL ABILITY: + 1 Recovery Test / Day

Poison Mastery

 

OPTIONAL

 

9

SPECIAL ABILITY: +1 Recovery Test / Day

Disguise

 

Gain Surprise

D

OPTIONAL

 

10

SPECIAL ABILITY: + 1 Initiative Step

Ward Mastery

 

Discipline Description

Focus

Pathfinder's live to explore new territory and find new ways into closed places. Though the skills necessary to blaze trails can sometimes be used for suspect purposes, it is the thrill of being the first to experience the unknown which drives the Pathfinder.

Racial Restrictions: NONE

OPTIONAL

 

11

SPECIAL ABILITY: + 1 Physical Defense

Cobra Strike

 

OPTIONAL

 

12

SPECIAL ABILITY: + 10 Karma Point Maximum

Shadow Dance

 

OPTIONAL