# Paths
Paths are at the heart of the Pathwalker One system. There is a Path for each core Trait and a “Pathless” option for those who prefer to start with a blank template rather than focus on a specific Trait. Each Path grants a bonus to a specific Trait Score but does not require a character to focus solely on that Trait. Paths are meant to serve as a starting point and do not restrict the ways a character can grow.
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/The_Artisan.png|centered|300]]
## **Artisan**
Artisans are intelligent and resourceful individuals who use their knowledge of magic or science to bring their ideas to fruition. They can use their crafting skills to overcome challenges and create a wide range of useful items.
- **Path Die:** d4
- **Key Trait:** Sage
- **Starting Bonus:** Add 1 Die to Sage, and then Add 1 to either Awareness or Survival
- **Starting Talent: Battle Partner** - When entering [[Combat#Combat Flow & Dual Combat|Combat Flow]], the Artisan selects an ally to partner with. The Artisan automatically enters Dual Combat with that ally, granting both a +2 bonus on one roll per rotation instead of the standard +1 from Dual Combat.
- **Life Point Bonus:** 1
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Brute.png|centered|300]]
## **Brute**
Brutes are powerful and formidable characters who excel at dealing damage to enemies. They can withstand large amounts of damage, and use their physical prowess to bludgeon through obstacles and foes.
- **Path Die:** d8
- **Key Trait:** Endurance
- **Starting Bonus:** Add 1 Die to Endurance, and then Add 1 to either Might or Survival
- **Starting Talent: Guardian** - If a Brute is Close to an ally about to take damage, the Brute can choose to take the attack instead. To do so, they must make an **ENDURANCE ROLL** and match or exceed the attack roll. If successful, the Brute takes the attack, receiving only half damage.
- **Life Point Bonus:** 4
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Courier 2.png|centered|300]]
## **Courier**
Couriers are swift individuals, capable of quickly traversing vast distances and open battlefields. They are adept at defending themselves, often outmaneuvering their opponents.
- **Path Die:** d4
- **Key Trait:** Swiftness
- **Starting Bonus:** Add 1 Die to Swiftness, and then Add 1 to either Subterfuge or Survival
- **Starting Talent: Haste** - Couriers may move "Near" without taking an action and “Far” in a single action. Additionally, a Courier may roll Swiftness instead of Might when wielding Melee Weapons.
- **Life Point Bonus:** 2
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Hunter.png|centered|300]]
## **Hunter**
Hunters are skilled trackers who can follow their targets across any terrain. They are highly vigilant and can detect any potential danger, providing valuable information to their group.
- **Path Die:** d8
- **Key Trait:** Awareness
- **Starting Bonus:** Add 1 Die to Awareness, and then Add 1 to either Sage or Swiftness
- **Starter Talent: Heightened Senses** - When Impaired, Hunters may still roll half their Awareness dice to sense the world around them. Additionally, Hunters cannot be deceived by the [[Tribulations|Invisible Tribulation]].
- **Life Point Bonus:** 3
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Nomad.png|centered|300]]
## **Nomad**
Nomads are characters who thrive in the wilderness, effortlessly living off the land; deeply in tune with the world around them.
- **Path Die:** d6
- **Key Trait:** Survival
- **Starting Bonus:** Add 1 Die to Survival, and then Add 1 to either Endurance or Might
- **Starting Talent: Field Medic** - Once per Sequence, a Nomad may craft (or otherwise conjure) a number of healing items equal to half their Survival Score (_rounded down_). Each item restores one Path Die worth of a character’s Life Points.
- **Life Point Bonus:** 2
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Pathless.png|centered|300]]
## **Pathless**
Pathless characters are versatile and open-ended, allowing for creativity and flexibility. They can be molded into anything a player desires, limited only by imagination, the constraints of the story world, and the Wayfinder.
- **Path Die:** d6
- **Key Trait:** None
- **Starting Bonus:** Add 2 Dice to any of the 9 Traits (_together or divided_)
- **Starting Talent:** Create a Starting Talent with the Wayfinder that aligns with the rules and restrictions present in other Paths.
- **Life Point Bonus:** 2
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Performer.png|centered|300]]
## **Performer**
Performers are skilled and charismatic individuals who use their talents to entertain, inspire, seduce, persuade, demoralize, or gain favor.
- **Path Die:** d4
- **Key Trait:** Charm
- **Starting Bonus:** Add 1 Die to Charm, and then Add 1 to either Magic or Sage
- **Starting Talent: Battle Hymn** - Instead of using their action to use a Power, a Performer may [[Powers#**Enchantments**|Enchant]] an ally's weapon. The Enchantment lasts until the start of the Performer's next turn.
- **Life Point Bonus:** 1
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Shade.png|centered|300]]
## **Shade**
Shades are stealthy and cunning individuals who excel at deception and secrecy, often using their wits and intelligence to outmaneuver opponents and achieve their goals.
- **Path Die:** d6
- **Key Trait:** Subterfuge
- **Starting Bonus:** Add 1 Die to Subterfuge, and then Add 1 to either Charm or Swiftness
- **Starting Talent: Shadow Veil** - The Shade may gain the [[Tribulations|Invisible Tribulation]] once per Sequence for a single Rotation. Additionally, the Shade gains an additional die for use on any roll while invisible.
- **Life Point Bonus:** 3
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/Spellweaver.png|centered|300]]
## **Spellweaver**
Spellweavers are characters who can wield magic or advanced technology to alter the world around them. They are respected and sought after for their powers, using their gifts to succeed where others are hindered.
- **Path Die:** d6
- **Key Trait:** Magic
- **Starting Bonus:** Add 1 Die to Magic, and then Add 1 to either Awareness or Sage
- **Starting Talent: Empowered Prodigy** - A Spellweaver gains 3 additional [[Powers]] to start the game with.
- **Life Point Bonus:** 2
<br>
![[Attachments/Publish Site Images/Web Rules Line Art/Placed/The_Warrior.png|centered|300]]
## **Warrior**
Warriors are skilled and formidable fighters who excel in combat, using their physical strength and combat prowess to overcome their foes.
- **Path Die:** d8
- **Key Trait:** Might
- **Starting Bonus:** Add 1 Die to Might, and then Add 1 to either Endurance or Survival
- **Starting Talent: Crushing Blow** - Once per Sequence, a Warrior may double the amount of damage dealt by a single attack.
- **Life Point Bonus:** 3
<br>
---
<p style="text-align: center;">
<a href="https://publish.obsidian.md/pathwalkerone/home"><img src="white.png" alt="white.png" width="150"></a>
</p>
<p style="text-align: center;">
<a href="https://discord.gg/dPydHjSkgm"><img src="Discord.png" alt="Discord" width="50"></a> <a href="https://bsky.app/profile/pathwalkerone.com"><img src="Bluesky.png" alt="Bluesky" width="50"></a>
</p>
<p style="text-align: center;">
Copyright © 2023 - 2025, Pathwalker, LLC
</p>