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Pathfinder

Moving swiftly through the shadows, a Sagaren pathfinder stalks his bounty through the city streets, patiently waiting for them to reach his planned point of ambush.   Dropping onto the narrow platform, an elf peers through the steam-filled chamber for her mark. Her senses kick in, rolling sideways to avoid the mecharoid’s laser fire. She spins about and pulls her rifle in a single motion, aiming for the machine’s sensor eye.   A human taps his visual display, receiving a location signal from his pathfinder drone. Its target has been found. Steeling himself, the pathfinder makes his way along the wasteland of a barren world, signaling his drone to circle around for a pincer attack.   From crowded city streets to the harsh conditions of a lifeless planet, pathfinders are masters of tracking and confronting their targets anywhere, anytime. When not pursuing a mark, they can be staunch defenders of any territory.  

TASK LESS ORDINARY

Many pathfinders hold a reputation for taking on the jobs that no one else wants. In addition to being skilled combatants, they are expert trackers and resourceful investigators. Each one has its own method of operation, often centered on a bit of craftiness, stealthy pursuits, and tactical surprises. Regardless of the territory, enemies, or obstacles, the best pathfinders stop at nothing until they accomplish the task set before them. This often earns them reputations garnering both fear and begrudging respect from allies and enemies alike.  

SECURITY AND SURVIVAL

A pathfinder’s success is defined by skill in their trade, though there are few similarities as to how they choose to make their living. Some are protectors of a particular territory or populace, such as a police officer or sentry. Others make their way as bounty pathfinders, working solo or as a member of a guild. Some still join the military as scouts and tacticians.   This level of self-reliance also means pathfinders choose their allies and companions carefully, as sometimes the survival of the squad may come down to the pathfinder as the first, and possibly the last, line of defense.  

VIEW OF THE GALAXY

A Pathfinder’s view of the galaxy begins and sometimes ends with that character's outlook towards civilized folk and the places they occupy. Some Pathfinders have an attitude towards civilization that’s deeply rooted in disdain, while others pity the people they have sworn to protect. On the battlefield, the motives of each individual pathfinder are often difficult to determine. To those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why pathfinders do what they do.   If you haven't thought about the details of your character’s world view, consider putting a finer point on things by summarizing your pathfinder’s perspective in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?  

VIEW OF THE GALAXY TABLE

1D6VIEW
1Civilization is a crutch for those who can’t survive on their own.
2The advancement of civilization is the best way to thwart chaos, but its reach must be monitored.
3Civilization is a necessary evil, balance between them and their settlements is essential.
4Walls are for cowards who huddle behind them while others do the work of making worlds safe.
5Visiting a town is not unpleasant, but after a few days I feel the need to return to the wilds.
6Cities breed weakness by isolating people from the harsh lessons of the wild.
 

TRAINING

All pathfinders, regardless of how they came to take up the profession, have a strong affinity towards the galaxy and its many worlds with all its various terrains. For some pathfinders, training to survive on extraterrestrial worlds comes from some formal training.  

TRAINING TABLE

1D6TRAINING
1You used to patrol for a colony long distances between habitats, spending most of your time alone.
2As part of a group of space nomads, you’ve acquired the skills of surviving by scavenging resources on different planets.
3Your early life in the military as a forward scout has prepared you for the challenges of combating enemies in the wilderness.
 
4You dwelled on the edge of civilization, where you’ve fought off space raiders.
5You grew up in a secluded world as a hermit after your family passed away.
6You wandered across the galaxy, learning how to protect yourself and prosper in a realm that is vacant and absent.
 

SWORN ENEMY

Every Pathfinder begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter of choice.  

SWORN ENEMY TABLE

D6ENEMY
1You seek revenge on behalf of your colony for the great transgressions your enemy has committed.
2Your forebears or predecessors fought these creatures, and so shall you.
3You bear no enmity towards your enemy. You stalk such creatures as a hunter tracks down a wild animal.
4You find your enemy fascinating, and you collect data about its habits and history.
5You collect tokens of your fallen enemies to remind you of each kill.
6You respect your chosen enemy, and see your battles as a test of receptive skills.
 

CREATING A PATHFINDER

As you create your pathfinder, consider how they use their skills in their everyday life. Is it tied to a particular profession? Are they a bounty pathfinder or perhaps just a wandering survivalist? Then, choose where they learned their skills and how they’ve come to apply them with their abilities as a starborn. Did they achieve starbirth at a young age and master their skills afterward, or did it perhaps happen in reverse when they began as a scout who suddenly became attuned?   You should also decide on your chosen type of enemy. What is the connection between you and your specialized choice of prey? Was your life or the life of someone important to you ruined by machines? Was your home destroyed by beasts? Were you always exceptional at tracking and confronting the criminal element?  

ABILITY SCORE

Dexterity should be your highest ability score followed by Wisdom. Strength is useful for some melee combatants and to offset recoil for larger firearms.
 

PATHFINDER TABLE

LEVELPROFICIENCY BONUSFEATURESTECHNIQUES KNOWN1ST2ND3RD4TH5TH
1st2Expert Pathfinding, Know Your Target------
2nd2Fighting Style, Forging, Pathfinder's Mark22----
3rd2Pathfinder Archetype, Objective Scanner33----
4th2Ability Score Improvement33----
5th3Extra Attack442---
6th3Favored Enemy442---
7th3Pathfinder Archetype feature543---
8th3Ability Score Improvement, Fast Movement543---
9th4-6432--
10th4Hide in Plain Sight6432--
11th4Pathfinder Archetype feature7433--
12th4Ability Score Improvement7433--
13th5-84331-
14th5Vanish84331-
15th5Pathfinder Archetype feature94332-
16th5Ability Score Improvement94332-
17th6-1043331
18th6Blind Fighting1043331
19th6Ability Score Improvement1143332
20th6Slayer1143332
 

CLASS FEATURES

As a Pathfinder, you gain the following class features.  

HIT POINTS

    Hit Dice: 1d10 per pathfinder level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per pathfinder level after the 1st

PROFICIENCIES

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Disguise kit or Vehicle (Planetary)
    Saving Throws: Strength, Dexterity
    Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, Survival, and Xenobiology

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) military jacket or (b) armored jacket
    (a) two Simple melee weapons or (b) two shortblades
    (c) arm pistol with 12 shots of ammunition
    (a) a soldier’s pack or (b) an explorer’s pack
    (a) an autopistol or (b) an autorifle
    (a) a pathfinder’s rig
 

EXPERT PATHFINDING

At 1st level, you are trained to always mind your surroundings, and you react swiftly when faced with a threat. This grants you the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling in a particular area for at least one hour:  
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost unless through non-mundane means.
  • Even when you are engaged in another activity while traveling (such as navigating, searching, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • If you are in a location or structure with multiple floors or levels, you can tell which level you are on.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

KNOW YOUR TARGET

At 1st level, you study and plan ahead when pursuing a certain type of foe chosen as your quarry. Choose a type of quarry to pursue: aberrations, automatons, beasts, bionatants, constructs, empyreans, goliaths, monstrosities, netherants, plants, or primordials. Alternatively, you can choose two types of humanoid (such as Draconian, Humans, or Kiltarans). You gain the following benefits.   You have advantage to Wisdom (Perception) and Wisdom (Survival) checks to track your chosen enemies.
  • Whenever you make an Intelligence (Lore) check or Intelligence (Xenobiology) check to recall information about your chosen quarry, you are considered proficient in both Lore and Xenobiology and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  •  
  • You have advantage on Charisma (Deception) and Charisma (Intimidation) rolls when dealing with your quarry.
  •  
  • You have advantage on Dexterity (Stealth) checks made when hiding from your quarry.
  •  
  • You can choose a new type of quarry when you complete a long rest, after which the benefits of the previous quarry type are lost.
 

FIGHTING STYLE

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

DEFENSE

While you are wearing armor, you gain a +1 bonus to AC.  

BLIND FIGHTING

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an obfuscated creature within the range, unless that creature successfully hides from you.  

DUELING

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

GUNNERY

When you are wielding a firearm with the recoil property, that firearm’s recoil value is reduced by 1 (to a minimum of zero).  

POINT SHOOTING

When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.  

RIFT WARRIOR

You learn two prime talents of your choice from the Rifter’s Talent List. They count as Pathfinder techniques for you, and Wisdom is your forging ability for them. Whenever you gain a level in this class, you can replace one of these prime talents with another from the rifter talent list.  

SHARPSHOOTING

You gain a +2 bonus to attack rolls you make with ranged weapons.  

TWO-WEAPON FIGHTING

When you engage in two-weapon fighting, you can add your ability modifier to the damage to the second attack.  

ZERO-G TRAINING

As long as you are not wearing heavy armor or using a shield, you have flying speed, and climbing speed equal to your normal speed, and you gain +1 AC while only in zero gravity environments.  

FORGING

When you reach 2nd level, you can attune yourself to a pathfinder’s rig, which allows you to perform various techniques to produce astonishing effects.  

PATHFINDER’S RIG

You have a personalized set of solorium materials and micro-drones, often referred to as a rig, which is used to activate and implement your techniques. You are fitted with an implant that allows you to communicate directly with your rig. A pathfinder’s rig usually takes the form of a utility belt, a small carrying case, a pack expansion, or an armor attachment.   With your reaction, you can sense the general location of your rig as long as it is within 500 miles of you. You can sense the direction and can confirm the exact distance once you’re within 1000 feet.   Regardless of distance, you can use your bonus action and expend a tech slot to call upon your rig to phase shift instantly into your hand. At 5th level, summoning your rig no longer requires you to expend a tech slot.   If your rig is permanently lost or destroyed, you can forge a new one by spending 8 hours of time and 500 cu of materials. This can be performed during a long rest. Once a new rig is forged, your previous rig ceases to function and becomes a set of ordinary survival supplies.  
 

TECH SLOT

The Pathfinder table shows how many tech slots you have to use for techniques. To activate a technique, you must expend a tech slot of the technique’s rank or higher. You regain all expended tech slots when you finish a long rest.   For example, if you know the rank 1 technique sensory jammer and have a rank 1 and a rank 2 tech slot available, you can activate sensory jammer using either slot.  

POWERS KNOWN OF RANK 1 AND HIGHER

You know two rank 1 techniques of your choice from the pathfinder powers list. The Techniques Known column of the Pathfinder table shows when you learn more pathfinder techniques. Each of these techniques must be of a rank for which you have tech slots. For instance, when you reach 5th level in this class, you can learn one new rank 1 or rank 2 technique.   Additionally, when you gain a level in this class, you can choose one of the pathfinder techniques you know and replace it with another technique from the pathfinder powers list, which also must be of a level for which you have tech slots.  

FORGING ABILITY

Wisdom is your forging ability for your pathfinder techniques, calling upon your instincts and expertise to implement your powers.   You use your Wisdom whenever a technique refers to your forging ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a technique you use and when making an attack roll with one.  
    Forging Save DC = 8 + your proficiency bonus + your Wisdom modifier
    Forging attack modifier= your proficiency bonus + your Wisdom modifier
 

PATHFINDER’S MARK

Starting at 2nd level, you can use a bonus action to scan a creature and mark it for pursuit and subdual. Choose a creature within 90 feet that you can see. You deal an extra 1d6 damage to the target when you hit it with a weapon attack. If the target is a favored quarry (see the Favored Quarry feature) or one currently chosen from the Know Your Target feature, the extra damage increases to 1d8.   In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target, regardless of their creature type.   This effect lasts for 1 hour or until your concentration ends (as if concentrating on an arcane power). If the target drops to 0 hit points before the effects of this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

PATHFINDER ARCHETYPE

At 3rd level, you choose to adopt a particular set of practices that define your trade as a pathfinder. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.  

IVE SCANNER

Beginning at 3rd level, you expand the use of your rig to aid in tracking your quarry. To do so, you spend a tech slot and spend one uninterrupted minute in concentration (as if concentrating on an arcane power). Once you do so, you learn whether any creatures of your chosen quarry type are present within 10 miles of your location. This feature reveals the type of quarry present, how many there are, if in a group, and their general direction and distance from you (in miles).   If you detect multiple groups of your quarry type within range, you receive separate information for each group.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

MARTIAL VERSATILITY

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to pathfinders. This replacement represents a shift of focus in your martial practice.  

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

FAVORED ENEMY

At 6th level, you gain significant experience studying, tracking, and hunting a certain type of quarry. Ideally, your choice should reflect the types of threats you’ve encountered throughout your career as a pathfinder.   Choose a creature type available from the Know Your Target feature. You gain all the benefits for this chosen quarry that you would normally gain against one from the Know Your Target feature. The benefits gained against this quarry type do not expire. You can also choose a new type of quarry with the Know Your Target feature without losing the benefits gained against your favored quarry.   In addition, when you gain this feature, you learn one language of your choice. This can be any language you wish, though typically it would be one spoken by your favored quarry or other creatures associated with it.  

FAST MOVEMENT

Starting at 8th level, when you’re not wearing heavy armor, you can use the dash action as a bonus action during your turn.  

HIDE IN PLAIN SIGHT

Beginning at 10th level, you can camouflage yourself by remaining still within your surroundings   When you attempt to hide on your turn and do not move on that turn, your proficiency bonus is doubled when you make your Dexterity (Stealth) check to hide. If you are not proficient in Stealth, you instead add your proficiency bonus to your normal roll.   Until the start of your next turn, creatures that attempt to detect you take a penalty to their Wisdom (Perception) checks equal to half your pathfinder level rounded down   You lose this benefit if you move, fall prone, take an action or reaction, or some other effect causes you to no longer be hidden.   If you are still hidden and do not move on your next turn, you continue to gain this benefit until you are detected.  

VANISH

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by mundane means, neither physically nor digitally, unless you choose to leave a trail.  

BLIND FIGHTING

At 18th level, you gain intuitive combat senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.  

SLAYER

At 20th level, you become an unparalleled pathfinder of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored quarries or one currently chosen by the Know Your Target feature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
 
 

PATHFINDER ARCHETYPES

At 3rd level, a pathfinder gains the Pathfinder’s Archetype feature. Your choice represents your tradecraft by which you operate and utilize your abilities. Some pathfinders specialize in subduing and killing an enemy, making them effective at collecting bounties and contracts. Others focus on their skills in shadowing and investigation, making for a skilled tracker or guardian.    

DIMENSIONAL STALKER

Dimensional Stalkers guard the galaxy against threats that originate from other dimensions or that seek to ravage the mortal realm with rift energy. They seek out dimensional portals and keep watch over them, venturing to the Inner Dimensions and the Outer Dimensions as needed to pursue their foes. These Pathfinders are also friends to any forces in the multiverse, especially benevolent dragons, and primordial creatures that work to preserve life and the order of the dimensions.  

DIMENSIONAL STALKER TECHNIQUES

Starting at 3rd level, you learn additional techniques when you reach certain levels in this class, as shown in the Dimensional Stalker Forging table. The talent counts as a Pathfinder technique for you, but it doesn't count against the number of Pathfinder techniques you know.  

DIMENSIONAL STALKER FORGING TABLE

PATHFINDER LEVELTECHNIQUE
3rdAbsorption
5thPhase Shift
9thCelerity
13thProtective Sphere
17thSpatial Passage
 

DETECT PORTAL

At 3rd level, you gain the ability to sense the presence of a dimensional portal. As an action, you detect the distance and direction to the closest dimensional portal within 1 mile of you.   Once you use this feature, you can't use it again until you finish a short or long rest.  

DIMENSIONAL WARRIOR

At 3rd level, you learn to draw on the solorium energy to augment your attacks.   As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

ETHEREAL STEP

At 7th level, you learn to step through the Ethereal Dimension. As a bonus action, you can activate the Intangible Form technique with this feature, without expending a tech slot, but the technique ends at the end of the current turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

DISTANT STRIKE

At 11th level, you gain the ability to pass between the dimensions in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.   If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

SPECTRAL DEFENSE

At 15th level, your ability to move between dimensions enables you to slip through the dimensional boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.  

NANOBOT KEEPER

You’ve upgraded your rig to have a powerful connection with specialized nanobot swarms. The nanobot swarms become a potent force in battle, as well as helpful company for the Pathfinder. Many Nanobot Keepers are agents of powerful mega-corps that have invested in this technology. While others have unlocked this lost technology for themselves.  

GATHERED SWARM

At 3rd level a swarm of nanobots has bonded itself to your rig and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.  

SWARM APPEARANCE TABLE

D4APPEARANCE
1Swarming insects
2Miniature robots
3Fluttering robot birds
4Playful Protean
  Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:  
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your talent save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.
 

IT'S YOUR SWARM

A Nanobot Keeper's swarm and techniques are reflections of the character's bond with the technology. Take the opportunity to describe the swarm and the Pathfinder's solorium energy in play. For example, when our Pathfinder activates jump, they might appear to have the swarm lift them up and propel them forward. Such descriptions don’t change the effect of technique, but they are exciting opportunities to explore your character’s narrative through their class abilities.   Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the Pathfinder's mood or with the seasons. You decide!  

NANOBOT KEEPER FORGING TECHNIQUES

Starting at 3rd level, you learn the Tricky Fingers Prime Technique if you don’t already know it. When you activate it, the hand takes the form of your swarming nanobots.   You also learn an additional technique of 1st level or higher when you reach certain levels in this class, as shown in the Nanobot Keeper technique table. Each technique counts as a Pathfinder technique for you, but it doesn't count against the number of Pathfinder techniques you know.  

NANOBOT KEEPER TECHNIQUES TABLE

PATHFINDER LEVELTECHNIQUES
3rdCapacitor
5thGravity Sphere
9thFly
13thVeiled Observer
17thContagion
 

WRITHING TIDE

Starting at 7th level, you can condense part of your nanobot swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

MIGHTY SWARM

At 11th level, your Nanobot Swarm grows mightier in the following ways:
  • The damage of Nanobot Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by a Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Nanobot Swarm, it gives you half cover until the start of your next turn.
 

DISPERSAL

At 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

MECHINOR

The Mechinor shares a specific bond with a drone implanted with specialized artificial intelligence. These drones work in unison with the pathfinder in pursuit of an objective or in defense of their sector.  

TECHNICAL EXPERTISE

When you choose this archetype at 3rd level, you gain proficiency in the Mechanics skill and with mechanic’s tools.  

PATHFINDER’S COMPANION

At 3rd level you construct a drone companion fitted with an AI linked directly to your solorium implant.   Construction of your companion takes 8 hours and 500 cu in materials. Choose your companion from an armored drone, strike drone, supply drone, surveillance drone, or tactical drone (see appendix B for stats on these drones).   You communicate telepathically with your companion. It obeys your commands to the best of its ability. In combat, it acts on its own initiative but you determine its actions and decisions. If you are incapacitated or absent, your companion acts on its own.   When using your Expert Pathfinding feature, you and your companion can both move stealthily at a normal pace.  
  • Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.
  • It also adds its own proficiency bonus to its AC and saving throws.
  • Your companion gains proficiency in two skills of your choice
  • For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. It can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As with any character, it can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • Your companion gains the benefits of the Know Your Target feature, and also your Favored Quarry feature when you gain that at 6th level. The benefits it gains are against the quarry types you choose when you use the feature.
  • When you use your Pathfinder’s Mark feature, your companion gains the same benefits for the duration of the feature’s effects.
 

GM’S OPTION: ANIMAL COMPANION

Depending on the setting and nature of the campaign, the GM might choose to expand companion options to include living beasts. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.   If your companion is ever destroyed, you can rebuild it using a backup of its AI. This requires 8 hours of uninterrupted work and 250 cu in materials, regardless of if any part of its former body is salvageable.   If you recover a former companion while you have a current one, your current companion’s AI is erased, rendering it a useless pile of robotic parts.  

TACTICAL DEFENSE

At 7th level, while your companion can see you, it has advantage on all saving throws.  

MULTI-TARGETING

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within range, with a separate attack roll for each target.  

REACTIVE DODGE

At 15th level, when an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.  

MONSTER HUNTER

You have dedicated yourself to hunting down creatures that threaten the foundation of civilization. A Monster Hunter seeks out aberrations, beasts, dragons, netherants, monstrosities and other powerful threats. Trained in specialized hunting techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.  

MONSTER HUNTER POWERS

Starting at 3rd level, you learn an additional talent when you reach certain levels in this class, as shown in the Monster Hunter talent table. The talent counts as a pathfinder talent for you, but it doesn't count against the number of pathfinder talents you know.  

MONSTER HUNTER TECHNIQUES TABLE

PATHFINDER LEVELTECHNIQUE
3rdSensory Boost
5thDetect Truth
9thProgrammed Trigger
13thSecure Zone
17thSuperior Stasis Field
 

HUNTER'S LOCK

At 3rd level, you gain the ability to scan a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from psychogenic power, you sense that it has no damage immunities, resistances, or vulnerabilities.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.  

DECISIVE STRIKE

Starting at 3rd level, you can make a decisive attack on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time on each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.   This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.  

EXTRAORDINARY DEFENSE

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Hunter's Lock forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.  

ARCANE USER'S NEMESIS

At 11th level, you gain the ability to thwart someone else's talent. When you see a creature activating a power or teleporting within 60 feet of you, you can use your reaction to try to disrupt it. The creature must succeed on a Wisdom saving throw against your forging save DC, or its power or teleport fails and is wasted.   Once you use this feature, you can't use it again until you finish a short or long rest.  

HUNTER'S COUNTER

At 15th level, you gain the ability to counterattack when your target tries to sabotage you. If the target of your Hunter's lock forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.  

OUTRIDER

Your connection with your forging ability allows you to create a ride, which can manifest in whatever physical shape you desire. As your power grows, your ride grows as well, blossoming from a small entity into a large one strong enough for you to ride.   Consider the source of The Ride you have bonded with. The Outrider Origin table offers examples.  

OUTRIDER ORIGIN TABLE

D4ORIGIN
1You have always been obsessed with vehicles and fine-tuning their performance; you love your ride like you love friends and family and have an incredible bond with it.
2A secret order of Pathfinders who collect and guard Star League technology taught you their ways.
3A Mega corporation has provided training to create a ride.
4You're from a notorious biker gang and your willpower for survival allows you to create a ride.
5An ancient alien inscription on a standing stone empowered you when you read it aloud.
6You had a vivid dream, and when you woke up, your ride was watching you.
 

OUTRIDER’S GIFT

At 3rd level, the bond you share with your ride is unique, together you are greater than the sum of the whole which empowers your presence. You gain the following benefits:  
    Thaumaturgy. You learn the Illusory Point prime technique, which is a Pathfinder talent for you.   Word on the Street. You learn to speak, read, and write Binary or one other language of your choice.

FAITHFUL COMPANION

At 3rd level, as an action, you can summon your ride. It appears in an unoccupied space of your choice within 30 feet of you.   The ride is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Outrider Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the ride, choose a damage type listed in its The Ride's Essence trait. You can determine the cosmetic characteristics of the ride, such as its color, its nature (mechanical or biological), or any visible effect of its essence; your choice has no effect on its game statistics.   In combat, the ride shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ride can take any action of its choice, not just Dodge.   The ride remains until it is reduced to 0 hit points, until you use this feature to summon the ride again, or until you die. Anything the ride was wearing or carrying is left behind when the ride vanishes.   Once you summon the ride, you can't do so again until you finish a long rest, unless you expend a tech slot of 1st level or higher to summon it.  

BOND OF THE JOURNEY

Starting at 7th level, the bond you share with your ride intensifies, protecting you and enhancing the ride’s capabilities. When you summon your ride, it gains wings or some other propulsion system and has a flying speed equal to its walking speed.   In addition, while your ride is summoned, you and the ride gain the following benefits:  
    Mount Upgrade. The ride grows to Medium size. Reflecting your special bond, you can use the ride as a mount if your size is Medium or smaller. While you are mounted, it can't use the flying speed of this feature.   Arcane Bite. The ride’s melee attack deals an extra 1d6 damage of the type chosen for the Ride’s Essence.   Resistance. You gain resistance to the damage type chosen for the Ride’s Essence.
 

ROAD RAGE

At 11th level, as an action, you can project a 30-foot cone of damaging breath or cause your ride to project it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your ride's The Ride's Essence). Each creature in the cone must make a Dexterity saving throw against your forging save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.   This damage increases to 10d6 when you reach 15th level in this class.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a tech slot of 3rd level or higher to use it again.  

ONE WITH THE RIDE

At 15th level, your bond to your ride reaches the pinnacle of its power. While your ride is summoned, you and the ride gain the following benefits:  
    Turbocharge. The Ride’s attack deals an extra 1d6 damage of the type chosen for it's The Ride's Essence (for a total of 2d6 extra damage).   Upgraded Ride. The ride grows to Large size. Your ride is no longer prohibited from using the flying speed of Bond of the Journey.   Hostile Environment Suit. When either you or the ride takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or your ride resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 

RIFT GUARDIAN

Pathfinders of the Rift Conclave follow an ancient tradition rooted in powerful arcane powers. These Pathfinders learn to wield raw arcane power, allowing them to fuel their techniques with the energy of the rift.   These Pathfinders dwell in ancient worlds. They venture out only rarely as they consider it their sacred duty to protect the rift conclaves and their ancient hideaways  

ARCANE GUARDIAN

Starting at 3rd level, you learn an additional technique when you reach certain levels in this class, as shown in the Rift Guardian Technique table. The technique counts as a Pathfinder technique for you, and it doesn't count against the number of Pathfinder techniques you know.  

IFT GUARDIAN TECHNIQUES TABLE

PATHFINDER LEVELTECHNIQUE
3rdBonded Companion
5thAugment Ability
9thHorrific Visage
13thProtective Sphere
17thContagion
 

RIFT GUARDIAN

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a rift creature. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.   You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you are larger.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your Pathfinder level. When the form ends, you lose any temporary hit points you have from it.
  • Your appearance changes to an unnatural beast-like creature with glowing eyes, alien-like features, with glowing rift marks.
 

PSYCHIC ENERGY WEAPON

At 3rd level, your command of arcane energy allows you to enhance your attacks with psychic energy. Once during each of your turns, you can deal an additional 1d6 psychic damage to one creature you hit with a weapon attack.  

ARCANE FORTITUDE

Starting at 7th level, the arcane energy of the rift has fortified your stamina. Your hit point maximum and current hit points increase by 2 per Pathfinder level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.  

RIFT WAKE

At 11th level, you gain the ability to twist and turn the ground beneath you as arcane energy alters the physical state of the ground before you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.  

GUARDIAN AURA

Starting at 15th level, your guardian form emanates a arcane aura that fortifies your injured allies. When an ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your Pathfinder level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on automatons and constructs.  

RIFT WANDERER

ou have been to distant worlds during your travels, perhaps you have discovered lost technology that has enhanced your gear, or a powerful mega corp has entrusted to you a rig of cutting edge technology. However, you’ve acquired these specialized pieces of equipment, you are now a Rift Wander, a Pathfinder who has the ability to tap the energy of the rift to enhance their techniques.  

DREADFUL STRIKES

At 3rd Level, you can augment your weapon strikes with mind-scarring arcane power, drawn from the depths of the rift. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.   The extra damage increases to 1d6 when you reach 11th level in this class.  

RIFT TOUCHED POWERS

Also at 3rd level, you learn additional Techniques when you reach certain levels in this class, as shown in the Rift Wanderer Techniques table. Each technique counts as a Pathfinder Technique for you, but it doesn't count against the number of Pathfinder techniques you know.  

RIFT WANDERER TECHNIQUES TABLE

PATHFINDER LEVELTECHNIQUE
3rdBeguile
5thPhase Shift
9thUnravel Effect
13thPortal
17thTrick Double
  Your exposure to raw arcane energy has mutated you. Choose your mutation from the Rift Mutations table or determine it randomly.  

RIFT MUTATIONS TABLE

1D6APPEARANCE
1Arcane particles float around you when you take a short or long rest.
2Alterations have caused you to grow tendrils instead of hair.
3Your eyes glow with a deep chaotic blue storm.
4You have a tail.
5Horns have sprouted from your head.
6Your skin and hair have changed color to an unnatural color for your species.
7One of your limbs has been transformed into some alien appendage.
 

RIFT SENSES

At 3rd level, your rift qualities give you heightened senses. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).   In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.  

MENTAL FORTITUDE

At 7th-level, the arcane power of the rift has hardened your mind. You have advantage on saving throws against being charmed or frightened.   In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your forging save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.  

RIFT REINFORCEMENTS

At 11th-level, you can summon a protean and netherant from the rift (refer to the Esper Genesis Threats Database for stats). It doesn't count against the number of Pathfinder techniques you know. You can activate it once without a tech slot, and you regain the ability after you finish a long rest.   This feature requires concentration (as if you were concentrating in a technique), or you can activate this feature for 1 minute without concentration.  

RIFT STEP

At 15th level, you can slip in and out of the rift to move in a blink of an eye: you can activate Phase Shift without expending a tech slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.   In addition, whenever you use your Phase Shift ability, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.  

SHADE

Shade are experts at ambush tactics, waiting for the right moment to strike when they can take full advantage of their enemy’s weaknesses. Bounty pathfinders, security forces, and soldiers alike make use of these tactics to subdue their foes with both speed and efficiency.  

DATA SCANNER

At 3rd level, you gain the ability to scan a threat and analyze its weaknesses. As an action, choose one creature, construct, or automaton within 60 feet of you. You immediately learn the nature of the target’s damage immunity, resistances, and vulnerabilities. If the target is hidden by stealth tech, an innate ability, or arcane power, your scan reveals no information.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

SHADE TECHNIQUES TABLE

PATHFINDER LEVELTECHNIQUE
1stalter appearance
3rddimensional pocket
5thillusory design
7thsuperior obfuscate
9thmass alteration
 

TACTICAL AMBUSH

At 3rd level, you excel in ambush and surprise tactics. On your first turn during combat and until the end of that turn, you gain a +10 bonus to your walking speed. If you use the Attack action during that turn, you can make one additional attack as part of that action. If the attack hits, the target takes additional weapon damage equal to your Wisdom modifier.  

UMBRAL SIGHT

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your species, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in the darkness.  

UNYIELDING PURSUIT

At 7th level, you learn to use alternate routes such as rooftops or floor conduits to avoid obstacles and turns while you navigate through an area. You can climb and swim at the same speed as your walking speed. You can also use your Dexterity modifier instead of your Strength modifier when calculating your jumping distance.  

BARRAGE ASSAULT

Starting at 11th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  

SHADE’S DEFENSE

At 15th level, you’re quick, unexpected motions grant you additional defenses. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

VANGUARD

A vanguard’s duty is to be the first line of defense against the oncoming threat. They learn specialized techniques for use against the most dire of threats, from a station raid to an invasion of deadly automatons, to gigantic beasts from the darkest reaches of the galaxy.  

SKIRMISHER

At 3rd level, you gain one of the following features of your choice.  
    Breacher. Your powerful attacks wear down the defenses of tough opponents. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal extra damage only once per turn.   Counter Reflex. Once during each combat round, when a creature hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature and it is within range.   Gang Buster. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
 

DEFENSIVE TACTICS

At 7th level, you gain one of the following features of your choice.   Multi-attack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.  
    Steel Will. You have advantage on saving throws against being frightened.   Tumbling Motion. Opportunity attacks against you are made with disadvantage.
 

MULTIATTACK

At 11th level, you gain one of the following features of your choice.  
    Rapid Fire. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.   Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
 

SUPERIOR DEFENDER

At 15th level, you gain one of the following features of your choice.  
    Evasion. When you are subjected to an effect, such as a kotatu alpha’s fire breath or the singularity talent, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Rushing Diversion. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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