Overview

Every Player Character picks three Paths at character creation from the list in this document. This page is an overview of all available Paths, with links to the full pages.

The descriptions you'll find on this page are meant to help inspire you when creating your character and selecting which Paths would be the best matches for it. They are not binding in the way you need to play them out. If you feel like the Thief Path grants you bonuses that match your character, but you do not wish to literally be a thief and a criminal, you can alter what that Path means in the context of your own character, and how those bonuses truly manifest themselves in the game's world. The goal of the Paths is to form the mechanical basis for your character, not to steer their personality or storylines in any direction. As such, only use the provided flavor text if you find it inspiring.

Paths grant one perk upon being selected. Whenever a player obtains a new perk point during play, they can choose to spend it on any perk from any of the three Paths they've picked, or to save it for later use. Every perk point spent on a perk grants one level to the character.

Some Paths also have mutually exclusive perks which cannot be picked together, or perks that require other perks to have been picked first. Any requirement or exclusion will clearly be indicated on the individual perks. Some Paths also have duplicate perks, or perks with duplicated effects. For the purpose of acquiring perks, if two of them have the same name, picking it from one Path counts as picking it from all paths, with its effect only applying once. In other words, you cannot pick it multiple times. If two perks have the same effect but a different name, they can be picked separately and will stack together.

Acolyte

Main page: Acolyte

The Path of the Acolyte is one walked by those who have decided to dedicate their lives to a set of ideals, sometimes religious, but not always. They exist in communities, usually small and secluded, taking time to meditate, philosophize, and sometimes discuss with like-minded individuals. They also train their body, mind, or both, to withstand the rigors predicted by their beliefs.

In gameplay terms, Acolytes can manipulate the magical energy within themselves to create useful effects during combat and exploration, or occasionally social encounters. They are not spellcasters, however, as their control is entirely internal. They tend to be wise and calm, but rowdy and rebellious ones have been known to exist. If you choose to pick this Path, it is recommended that you consider whether your other Paths were also part of the community you lived in, or if you picked them up elsewhere.

When you pick this Path, your Insight and another stat of your choice increase by a die size each.

The Acolyte's first perk is a choice between the ability to self heal a wound, to launch a ranged attack without the need for a weapon, or to meditate to obtain a bonus to a future action.

Alchemist

Main page: Alchemist

The Path of the Alchemist is one walked by those with a strong desire to manipulate the nature of the physical world around them. Some use their knowledge for good, crafting medicine, tonics, and various protective items, while others instead choose to focus on explosives, poisons, acids, and other destructive endeavors. Of course, these two approaches aren't mutually exclusive. Others yet concern themselves with finding the secret to immortality, or attempt to turn lead into gold, but such pursuits are simply wastes of time in the eyes of much of their contemporaries.

In gameplay terms, Alchemists are crafters of consumable items. They collect ingredients and mix them according to recipes they know, making use of the various effects available to them.

When you pick this Path, your Knowledge and another stat of your choice increase by a die size each.

The Alchemist's first perk allows them to collect ingredients and gives them access to two recipes.

Assassin

Main page: Assassin

The Path of the Assassin is one walked by those who are willing to go to any lengths to take the lives of specific people. Different Assassins have different motivations and ideals, some killing out of loyalty for a master, others because they receive payment for it, others still out of a desire to take justice into their own hands. One's reason for killing will often inform how they treat people around their targets, and how they view their own selves.

In gameplay terms, Assassin is a combat-focused Path with an emphasis put on taking advantage of lapses in enemy attention and obstacles in the environment. While some of them might prefer sneaking around and striking out only when the time is right, they're still capable of holding their own in a direct confrontation.

When you pick this Path, your Agility and another stat of your choice increase by a die size each.

The Assassin's first perk grants a bonus when striking an enemy who was just attacked by an ally.

Brute

Main page: Brute

The Path of the Brute is one walked by those who place great value in their physical strength and fitness. To some of them, raw strength is the tool with which most, if not all, problems can be solved. To others, pure violence is simply one approach they like to keep available for themselves. Whatever the case may be, Brutes are powerful warriors whose large muscles turn heads and open doors.

In gameplay terms, Brute is a combat-focused Path with an emphasis put on hurting one's enemies with raw power. It is straightforward, without much surprises or complex decisions.

When you pick this Path, your Strength and another stat of your choice increase by a die size each.

The Brute's first perk allows them to bypass an enemy's Defense when striking.

Devout

Main page: Devout

The Path of the Devout is one walked by those who decided to dedicate themselves fully to a deity they've come to love, admire, or sometimes even fear. The form this worship takes varies greatly based on the deity as well as on the individual practicing it. While religious organizations generally enforce a standardized set of rules, not all Devouts are part of one.

In gameplay terms, Devout is a Path that focuses on your relationship with a specific deity. If you pick this Path, make sure to check with the Game Master to know what pantheon of gods, if any, is available for you to pick from. While Crossing Paths assumes a campaign setting where gods are present, campaigns where that is not the case can still allow for Devouts if they obtain their powers from something else, such as the strength of their own convictions, or maybe even delusions.

When you pick this Path, your Insight and another stat of your choice increase by a die size each.

The Devout's first perk is a choice between a healing spell or a damaging one.

Diplomat

Main page: Diplomat

The Path of the Diplomat is one walked by those who seek to reach agreements through conversation, amicable relationships, and mutual benefit, or through blackmail, threats, and nonviolent displays of power. Depends which of them you ask. While some Diplomats hold that title literally and professionally, working for a government and traveling to other countries on diplomatic missions, some who walk this path simply happen to have a knack for diplomacy in their day-to-day or adventuring life.

In gameplay terms, Diplomat is a Path focused on social interactions, granting you various bonuses when dealing with non-player characters in conversations or arguments. Parts of the Path can also help you deal with political elements, if your campaign happens to include those.

When you pick this Path, your Charisma and another stat of your choice increase by a die size each.

The Diplomat's first perk allows them to manipulate conversations and steer them in their favor.

Duelist

Main page: Duelist

The Path of the Duelist is one walked by those who like focused, elegant, and proper combat, or who simply prefer to take down their opponents one-by-one. They usually fight with a single weapon, but might decide to carry a second one instead of a shield to use defensively. While this style of combat is more modern, it has proved itself reliable in various dangerous situations.

In gameplay terms, Duelist is a combat-focused Path with an emphasis on keeping the heat on one enemy at a time. While it's perfect for one-on-one confrontations, it can still shine in group combat encounters, which are far more common in Crossing Paths.

When you pick this Path, your Strength and another stat of your choice increase by a die size each.

The Duelist's first perk is a choice between a stacking bonus for repeated attacks against an enemy, or a special maneuver that lets them close the gap with an opponent who just moved away.

Elementalist

Main page: Elementalist

The Path of the Elementalist is one walked by those who wish to control the destructive forces of nature, bending them to their will in service of their goals. Elementalists are powerful mages, with the best among them capable of unleashing battlefield-wide chaos and devastation.

In gameplay terms, Elementalist is a combat-focused Path with an emphasis on offensive magic. They can wield various elements, making them perfectly suited to exploiting non-physical vulnerabilities in opponents. While their spell list is overall limited compared to some alternatives, they also have access to more powerful spells that align with their focus.

When you pick this Path, your Control and another stat of your choice increase by a die size each.

The Elementalist's first perk is a choice between a fire spell, an ice spell, or a lightning spell.

Explorer

Main page: Explorer

The Path of the Explorer is one walked by those who aren't afraid of the unknown, and even find themselves thrilled at the idea of delving into it. They're almost fearless in the face of untamed jungles, dark caverns, raging seas, or anything else that promises to yield treasures, knowledge, or new experiences. While some explorers do this as a profession, others who walk this Path simply have a tendency to dive headfirst into dangerous places.

In gameplay terms, Explorer is a Path focused on dungeon delving and exploration, allowing the use of various effects to make a party's time spent in dangerous places smoother. Explorers are better at finding treasures and secret passages, and at not getting lost.

When you pick this Path, your Insight and another stat of your choice increase by a die size each.

The Explorer's first perk allows them to quickly glean information when first entering a new room in a dungeon.

Healer

Main Page: Healer

The Path of the Healer is one walked by those who seek to heal and protect those around them, whatever their reasons for doing so might be. Commonly seen in hospitals, religious temples dedicated to specific gods, armies, and adventuring parties, they do the best they can to reduce or remove the suffering around them. While most healers can only handle minor wounds and scratches or alleviate pain without fixing the underlying issue, some of the most proficient ones can regrow lost limbs, cure diseases without known treatments, and even bring the dead back.

In gameplay terms, Healer is a Path focused on healing a party's wounds, or preventing them from being inflicted in the first place. They have access to a wide array of spells that provide utility, including access to the strongest healing spells. While having a party member capable of healing the group isn't required to play the game, it is recommended for inexperienced parties to agree on a player picking this Path.

When you pick this Path, your Control and another stat of your choice increase by a die size each.

The Healer's first perk grants them a healing spell.

Merchant

Main page: Merchant

The Path of the Merchant is one walked by those who find fulfillment in obtaining and subsequently selling items that are precious to, or at least desired by, others. They often have a knack for guessing what the population of a specific area might be in need of, and are more than happy to provide it, for a fee. While most Merchants consider this their career, some of them remaining stationary in towns or cities, others traveling the world in search of their next opportunity, some who walk this Path simply have a talent they use when necessary.

In gameplay terms, Merchant is a Path that focuses on your ability to obtain what you want from social interactions, especially in contexts where you wish to purchase or sell items. While it grants more general bonuses too, the focus remains on the acquisition of wealth.

When you pick this Path, your Charisma and another stat of your choice increase by a die size each.

The Merchant's first perk is a choice between a bonus when haggling, or the ability to guess the true value of an item.

Performer

Main page: Performer

The Path of the Performer is one walked by all manners of artists, from musicians to dancers to circus members, and many more. They showcase their talent for the pleasure of their audience, sometimes for a salary, sometimes for the joy of seeing happy faces, and other times because they're not being given any other choice. Despite how important their work is considered, Performers are often treated poorly, but they carry on for the sake of their craft, or because they know nothing else.

In gameplay terms, Performer is a Path that focuses on social interactions and combat enhancements for the rest of the party. The perks picked allow to lean more one way than the other, or to do both at the same times, depending on how much you invest in this Path. Their abilities are fairly versatile overall, including bonuses when the party rests, or when dealing with difficult Non-Player Characters.

When you pick this Path, your Charisma and another stat of your choice increase by a die size each.

The Performer's first perk is a choice between an ability that makes NPCs easier to talk to and convince or a healing bonus when the party rests.

Pugilist

Main page: Pugilist

The Path of the Pugilist is one walked by those who choose to trust their own body and fists when it comes to combat rather than rely on the craftsmanship of others. They fight barehanded, usually without wearing armor, and often manage to make it through despite the odds. While their methods baffle others, they remain steadfast.

In gameplay terms, Pugilist is a combat-focused path that functions in opposition to the weapons-focused approach of Crossing Paths. For this reason, Pugilists are extremely unreliable when it comes to exploiting enemy weapon weaknesses, but in exchange are more efficient at taking advantage of opponents who were destabilized by allies. As such, this Path is not recommended for beginners.

When you pick this Path, your Strength and another stat of your choice increase by a die size each.

The Pugilist's first perk allows them to take advantage of a destabilized opponent when attacking.

Scholar

Main page: Scholar

The Path of the Scholar is one walked by those with an insatiable thirst for knowledge, and an understanding that this thirst will never be quenched. They have questions they feel the need to answer, and more questions waiting to be given some attention in the back of their mind. Thanks to this, however, they also tend to have an impressive catalogue of knowledge tucked away in their brain and in notebooks, making them reliable when it comes to creating links between pieces of information, or recognizing things in the world such as creatures, plants, locations, and so forth.

In gameplay terms, Scholar is a Path focused on knowing things. It grants various bonuses to rolls that attempt to identify things or connect dots in some way, which can be useful in all situations.

When you pick this Path, your Knowledge and another stat of your choice increase by a die size each.

The Scholar's first perk grants them one improved Knowledge Specialization.

Shieldbearer

Main page: Shieldbearer

The Path of the Shieldbearer is one walked by those who wish to stand between their allies and the dangers they face. Wielding large shields that provide as much protection as possible, they keep enemies occupied and intercept attacks aimed at their allies. Many parties rely on a Shieldbearer to keep them safe, organizing their combat strategies around their relative stability on the battlefield.

In gameplay terms, Shieldbearer is a combat-focused Path with an emphasis on protecting the party. They can passively impede enemy movement, and benefit from a higher Defense stat to soak up more damage than their allies can handle. While it's not necessary to be a Shieldbearer to use a shield, they also get access to increased benefits from doing so.

When you pick this Path, your Strength and another stat of your choice increase by a die size each.

The Shieldbearer's first perk grants them a "Zone of Control" that heavily penalizes enemies who attempt to leave adjacent tiles.

Spellcaster

Main page: Spellcaster

The Path of the Spellcaster is one walked by those who decided to learn and become proficient in magic, but did not settle on a specific direction in which to take their learning. As such, they're versatile spellcasters who, as a consequence of their broad approach to magic, have access to none of the more powerful spells.

In gameplay terms, Spellcaster is a generic Path that allows a player who picks it to access a wide variety of spells, from damaging and healing effects to support and utility spells. It can be used as a way to add some magical flair to a character, or to expand the list of spells available to a character who already picked another magic-centric Path.

When you pick this Path, your Control and another stat of your choice increase by a die size each.

The Spellcaster's first perk allows them to learn a spell.

Thief

Main page: Thief

The Path of the Thief is one walked by those who believe they can make better use of certain items than their original owners, or who believe the owners of certain items are undeserving of them. Some also consider that this vast world is there to be explored, and that locks are simply an obstacle on their path to seeing more of it. Whatever a Thief's reasons are, they exist on the edge of or outside of the law, and feel perfectly comfortable there.

In gameplay terms, Thief is a Path focused on getting you the things you want and getting you in the places you wish to explore. It offers little combat utility, but it grants you useful abilities when exploring dungeons or in the maybe not-so-rare occasions where infiltrating a home to find blackmailing material is useful.

When you pick this Path, your Agility and another stat of your choice increase by a die size each.

The Thief's first perk grants them one improved Agility Specialization.

Weaponmaster

Main page: Weaponmaster

The Path of the Weaponmaster is one walked by those who reached the conclusion that more weapons is better, and who trained accordingly. They carry and master more weapons than anyone else, proud of the versatility this grants them when fighting creatures while out in the world. While some of them prefer to keep their tools of war tucked away in magical arrays, others proudly wear as many of them as they can, sometimes as a boast and other times as a way to deter potential attackers, a method that might not be all that effective.

In gameplay terms, Weaponmaster is a Path that focuses on weapon combat. It grants additional weapon slots, enhances weapon attacks, and provides a solid foundation for any character trying to maximize their ability to exploit the weaknesses of enemies using weapons.

When you pick this Path, your Strength and another stat of your choice increase by a die size each.

The Weaponmaster's first perk grants them a third weapon slot and the ability to use magical weapon arrays.


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