Pathfinder
The wilderness is a constant source of danger, and many of those who have to travel are well advised to hire a guide or scout who knows how to survive in the wildness. The Pathfinder is a specialist for the great outside, a well-travel led expert for survival and hunting. The Pathfinder is also a cunning tactician who is used to fight in rough and uneven terrain and can use this to his advantage. The Pathfinder has a broad number of helpful abilities to survive in the wilderness but also in other dangerous environment.
Typical Pathfinders would include poachers, scouts for military units, guerilla warriors in occupied countries or big game hunters.
SpoilerOriginally, the pathfinder was only the scout, but the name was changed as a reminiscence to Paizo's project of the same name. The pathfinder is not only a wilderness expert and tracker, he is also a very competent tactical fighter and guerilla warrior. The pathfinder does not necessarily fight especially well, but smart, using his environment for tactical advantages and exploiting the weaknesses of his opponents.
He is also the best early alert system for a party of adnventurers and on higher levels extremely hard to ambush.
Hit Points at 1st Level: 16+ Con modifier
Hit Points at Each Additional Level: 3 + Con modifier.
Class Skills: The pathfinder’s class skills (and the key ability for each skill) are Balance (2xDex), Climb (Str+Dex), Concentration (Con+Wis), Craft (Int+?), Disable Device (Int+Dex), Escape Artist (Str+Dex), Handle Animal (Cha+Wis), Heal (Cha+Wis), Hide (Dex+Con), Intimidate (Str+Cha), Jump (2xStr), Knowledge (dungeoneering) (2xInt), Knowledge (geography) (2xInt), Knowledge (nature) (2xInt), Listen (Con+Wis), Move Silently (Con+Dex), Profession (Wis+?), Ride (Dex+Cha), Search (Int+Wis), Sense Motive (Wis+Cha), Sleight of Hand (Dex+Cha), Speak Language (Int+Cha), Spot (Con+Wis), Survival (Con+Wis), Swim (Str+Con), Tumble (Str+Dex), and Use Rope (Str+Dex).
Skill Points at 1st Level: (10+ Int modifier) x 4.
Skill Points at Each Additional Level: 10 + Int modifier.
Table: The Pathfnder
{table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+2|+1|Terrain advantage, trapfinding, Track
2nd|+1|+1|+3|+3|+3|Uncanny dodge, Endurance
3rd|+2|+1|+3|+3|+2|Trackless step
4th|+3|+2|+4|+4|+2|Bonus feat, fast movement +10 ft.
5th|+3|+2|+4|+4|+3|Evasion
6th|+4|+3|+5|+5|+3|Flawless stride, improved uncanny dodge
7th|+5|+3|+5|+5|+3|Assess Opponent
8th|+6/+1|+4|+6|+6|+4|Bonus feat, camouflage
9th|+6/+1|+4|+6|+6|+4|Wilderness enhanced Senses
10th|+7/+2|+5|+7|+7|+5|Blindsense 30 ft.
11th|+8/+3|+5|+7|+7|+5|Fast movement +20 ft., Improved Terrain Advantage
12th|+9/+4|+6|+8|+8|+6|Bonus feat
13th|+9/+4|+6|+8|+8|+6|improved assess opponent
14th|+10/+5|+7|+9|+9|+6|Hide in plain sight
15th|+11/+6/+1|+7|+9|+9|+7|Wolf Pack Tactics
16th|+12/+7/+2|+8|+10|+10|+7|Bonus feat
17th|+12/+7/+2|+8|+10|+10|+8|Blind Sense 60 ft
18th|+13/+8/+3|+9|+11|+11|+8|Free movement
19th|+14/+9/+4|+9|+11|+11|+9|Improved Wolf Pack Tactics
20th|+15/+10/+5|+10|+12|+12|+9|Blindsight 30 ft., bonus feat[/table]
Class Features
Weapon and Armor Proficiency: Pathfinders are proficient with all simple weapons and martial weapons. Pathfinders are proficient with light armor, but not with shields.
Terrain advantage (Ex): When the pathfinder gains a cover bonus to defense due to terrain, this bonus is increased by +1. Likewise, the defense bonus due to terrain of your enemies is reduced by 1.
Trapfinding (Ex): Pathfinders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Pathfinders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A pathfinder who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Track: A pathfinder gains Track as a bonus feat at 1st level.
Uncanny Dodge (Ex): Starting at 2nd level, a pathfinder can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobi-lized.
If a pathfinder already has uncanny dodge from a different class she automatically gains improved un-canny dodge (see below) instead.
Endurance: At 2nd level, a Pathfiner gains Endurance as a Bonus Feat.
Trackless Step (Ex): Starting at 3rd level, a pathfinder leaves no trail in natural surroundings and can-not be tracked. She may choose to leave a trail if so desired.
Bonus Feats: At 4th level and every four levels thereafter, a pathfinder gains a bonus feat, which must be selected from the following list: Brachiation, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mo-bility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack. He must meet all the prerequisites for the feat.
Fast Movement (Ex): Starting at 4th level, a pathfinder gains a +10 feet bonus to her speed. At 11th level, this bonus increases to +20 feet.
A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Evasion (Ex): At 5th level and higher, a pathfinder can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the pathfinder is wearing light armor or no armor. A helpless pathfinder does not gain the benefit of evasion.
If a pathfinder already has evasion from a different class she automatically gains improved evasion in-stead.
Flawless Stride (Ex): Starting at 6th level, a pathfinder can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain or undergrowth that has been magically manipulated to impede motion or cause damage. A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Uncanny Dodge (Ex): A pathfinder of 6th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has pathfinder levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Assess Enemy: At 7th level, the pathfinder can use his keen senses to quickly determine the tendencies, tactics and abilities of a monster he faces. As a standard action, a pathfinder may study his opponent to create an appropriate counter tactic. This study requires a successful Spot check (DC = 10 + the monster’s CR). If successful, the pathfinder gains +1 to Attacks, Defenses and Damage against this specific enemy. These benefits last until the end of the encounter. A pathfinder can assess as many enemies as his wisdom modifier.
Camouflage (Ex): A pathfinder of 8th level or higher can use the Hide skill in any sort of natural ter-rain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Wilderness Enhanced Senses (Ex): A pathfinder is better attuned to his environment than anybody else. Little escapes his notice, from a small bird in a tree to the goblin ambush party.
Each round as a free action, the pathfinder can make Spot and Listen Checks to notice hidden enemies and other details detectable with those skills. Outside of combat, he can always take 10 with Listen and Spot.
Blindsense (Ex): At 10th level, a pathfinder gains the blindsense ability out to 30 feet. She does not need to make a Listen or Spot check to pinpoint the location of a creature within range, provided that she has line of effect to that creature. Any creatures she cannot actually see still have concealment against her and she still has the normal miss chance when attacking them. At 17th level, the reach of a pathfinder’s Blindsense increase to 60 ft.
Visibility still affects the movement of a pathfinder with blindsense.
Improved Terrain Advantage (Ex): Starting at 11th level, the additional bonus to defense from Terrain increases to +2. Likewise, the pathfinder may ignore up to two points of defense bonus of his enemies due to terrain.
Improved Assess Opponent (Ex): Starting at 13th level, a pathfinder doubles his bonus from the Assess Opponent ability.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a pathfinder of 14th level or higher can use the Hide skill even while being observed. A pathfinder loses this benefit when carrying medium or heavy armor or when carrying a medium or heavy load.
Wolf Pack Tactics (Ex): Starting at 15th level, a pathfinder gets used to strike in the exactly right mo-ment. While fighting alongside his allies, he can take advantage of the distraction of an enemy from one of his allies. Once per round, if a foe that is threatened by the pathfinder suffers damage from any source, the pathfinder can make an attack of opportunity against him.
Free Movement (Ex): At 18th level and higher, a pathfinder can slip out of bonds and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A pathfinder loses this benefit when wearing medium or heavy armor or when carry-ing a medium or heavy load.
Improved Wolf Pack Tactics (Ex): At 19th level, the pathfinder is not limited to only one attack of opportunity due to wolf pack tactics. He can use this ability as often as an enemy he threatens suffers damage from a different source (the iterative attacks of an ally do not provoke additional attacks of op-portunity for the pathfinder, but the attacks of two opponents against the same target enables the path-finder to two attack of opportunities if he threatens the same foe).
Blindsight (Ex): A 20th level pathfinder gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the pathfinder must have line of effect to a creature or object to discern it.
Variety: Wilderness Expert
The Wilderness Expert is a Pathfinder who is much more focused on the wild and share a nigh mystical link to the land that even his colleagues can hardly understand. Their deep knowledge or even empathy for the wild and its denizens borders to the mystical, but they are often less practically oriented than most Pathfinders.
The Wilderness Expert Pathfinder gains the Druid’s favorite environment trait on 4th, 8th, 12th, 16th and 20th level. They do not gain the Bonus Feats that are normally gained on these levels.