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.

Paths

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.

D4 Path Die

+1 Life Bonus

SAGE Key Trait

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.

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.

D8 Path Die

+4 Life Bonus

ENDURANCE Key Trait

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.

COURIER

Couriers are swift individuals, capable of quickly traversing vast distances and open battlefields. They are adept at defending themselves, often outmaneuvering their opponents.

D4 Path Die

+2 Life Bonus

SWIFTNESS Key Trait

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.

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.

D8 Path Die

+3 Life Bonus

AWARENESS Key Trait

STARTING BONUS

Add 1 Die to Awareness, and then Add 1 to either Sage or Swiftness

STARTING 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.

NOMAD

Nomads are characters who thrive in the wilderness, effortlessly living off the land; deeply in tune with the world around them.

D6 Path Die

+2 Life Bonus

SURVIVAL Key Trait

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.

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.

D6 Path Die

+2 Life Bonus

NONE Key Trait

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.

PERFORMER

Performers are skilled and charismatic individuals who use their talents to entertain, inspire, seduce, persuade, demoralize, or gain favor.

D4 Path Die

+1 Life Bonus

CHARM Key Trait

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.

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.

D6 Path Die

+3 Life Bonus

SUBTERFUGE Key Trait

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.

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.

D6 Path Die

+2 Life Bonus

MAGIC Key Trait

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.

WARRIOR

Warriors are skilled and formidable fighters who excel in combat, using their physical strength and combat prowess to overcome their foes.

D8 Path Die

+3 Life Bonus

MIGHT Key Trait

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.