Pathfinding II (sage ability)
Pathfinding II is an authority-status sage ability in the study of Scouting that builds upon those skills gained through Pathfinding I. The skill improves the distance that can be travelled through wilderness an additional 20% per day (60% overall), while granting a +2 modifier that can be applied to both saving throws and ability checks, with respect to treacherous ground. This bonus also applies to one other individual, designated by the pathfinder as being "looked after."
Examples where such a bonus might be needed includes sink holes, slippery places, quicksand, natural pits, natural spikes and potential falls, any of which might occur associated with the malady table or adventure spaces that have been mapped by the dungeon master.
Pathfinders with this ability are able to mark safe "pathways" through the use of scratches on rocks, the position of rocks, tied cloth markers and small cairns, which others — including outlaws — are liable to follow. Over time, six months to a year, this is liable to evolve into a recognised "path," over which mounts may be ridden single file. This in turn should lead to the appearance of homesteaders within 18 months, if the 20-mile hex affected is adjacent to one that includes infrastructure.
The correctly implies that these routes, once marked, can be followed by anybody, providing a safe route out of the wilderness should injury or death occur to the pathfinder.
Additionally, markings can be added by the pathfinder that designates safe drinking water, the crossing of an animal trail that offers good hunting, and warnings that there are aggressive non-civilised humans in the area. Pathfinders with this ability can recognise these marks as left behind by others with Pathfinding II experience, thus allowing a shorthand communication of an area. Most hinterlands near to civilisation will bear these marks, as rangers and other like persons intentionally leave them behind.
See also,
Ranger Sage Abilities
The Adventure
Wilderland (sage field)