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.
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 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
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
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
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 INVISIBLE TRIBULATION.
Life Point Bonus: 3
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
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
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 ENCHANT an ally's weapon. The Enchantment lasts until the start of the Performer's next turn.
Life Point Bonus: 1
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 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
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
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