Difference between revisions of "Pathfinding II (sage ability)"
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− | '''Pathfinding II''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Scouting (sage study)|Scouting]] | + | '''Pathfinding II''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Scouting (sage study)|Scouting]] that builds upon those skills gained through [[Pathfinding I (sage ability)|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|saving throws]] and [[Ability Checks|ability checks]], with respect to treacherous ground. This bonus also applies to one other individual, designated by the pathfinder as being "looked after." |
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+ | 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 Checks|malady table]] or adventure spaces that have been mapped by the dungeon master. | ||
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+ | 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 [[Outlaw|outlaws]] — are liable to follow. Over time, six months to a year, this is liable to evolve into a recognised "[[Roads & Routes#Route Descriptions|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 Map|20-mile hex]] affected is adjacent to one that includes [[Infrastructure|infrastructure]]. | ||
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+ | 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. | ||
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[[Category: Sage Abilities]] | [[Category: Sage Abilities]] |
Revision as of 14:07, 22 January 2025
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.