Liber Sodalitas: The Pathfinders of Talus
The Pathfinders of Talus While most gods are honored by a formal church and clerical order, Talus, the god of travel and safe voyages, prefers the service of his Pathfinders. The organization was founded over 200 years ago by a group of caravan guards who were saved from bandits and other perils on their journey by a priest of Talus. Upon arrival at their destination the priest disappeared, though not before he had imparted much of the wisdom of Talus to the guards. Today, Pathfinders are found everywhere, aiding travelers as cartographers, guides, protectors, and explorers.
formed as a mercenary company under the name "Shields of Talus," but felt empty when they accepted their wages. They realized that the roads need to be protected regardless of a traveler's ability to pay, and to refuse help to anyone made traveling more dangerous for everyone. Thus was the first tenet of the emerging group formed, with the other two soon following suit. As a sign of their new philosophy the men changed their name to the Pathfinders of Talus. Over the course of the next few years, each man was blessed with the power of Talus, and the god's tenets spread.
History
The Advent of the "Harriers" With the death of the last second-generation Pathfinder, direct knowledge of the founders was gone. Until then, interpretation of the tenets was universal; the founders taught the tenets and everyone learned their meanings directly from the mouth of those who had known the first Pathfinders. But afterwards more and more masters felt the tenets were to be interpreted in different ways. Several schools of thought developed, with the most radical being called the "Harriers," their name derived from a common tactic of seeking out bandits and other threats to travel before these could lay harm to travelers. Often outnumbered, the small groups of Pathfinders would make hit-and-run attacks on their
Written accounts of the events that led to the founding of the Pathfinders are nonexistent; the tradition has been passed by word of mouth through the years, each master relaying the story to new initiates. It is generally accepted that the founders gathered after reaching their destination to discuss what had transpired. The disappearance of the priest of Talus led many of them to wonder as to his true identity. Some felt that he may have been an avatar of Talus himself. Whatever the origin of the man, he had left the guards with a deep appreciation of the dangers of the roads and of their duty towards travelers, leading them to form a brotherhood to pursue the ideals of Talus. They initially
By Martin Greening This product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision.
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Liber Sodalitas: The Pathfinders of Talus enemies. Pathfinders outside this sect thought the actions of the "Harriers" foolhardy and rash, or even suicidal.
when Beredan realized he was outnumber and overpowered, he promised revenge and fled.
The root of the split was the interpretation of the first tenet. Most Pathfinders felt it demanded the protection of their own life as equally as that of travelers, so that the Pathfinder could live to protect again another day. The Harriers, however, felt it was part of their duty to forego their own protection, even their own lives, in protecting travelers. Other Pathfinders attempted to dissuade the Harriers from their course of action, but mostly to no avail. The organization could not tolerate such actions, and members of the Harriers were severely sanctioned. Some Harriers relented on their offensive tactics, returning back to the main fold of the group, though not before a great number of Pathfinders met their end following the Harrier interpretation of the first tenet. Though the Harriers as a distinct splinter group were disbanded and the number following their hard-line views has dwindled, a few Pathfinders today still hold similar beliefs and maintain the name of the Harriers in secret.
Rumors of appearances by Beredan over the last 20 years persist. Some believe that the former Headmaster escaped to another part of the world or perhaps another plane. Others believe he was consumed by whatever caused him to stray or simply died. Beredan's whereabouts and status have not been confirmed to this day, but he is often blamed for unexplained phenomena that befall Pathfinders.
The Pathfinders Since Beredan The reign of Wynam Farsinger as Headmaster has been good for the group. Some of the ill will sown by Beredan has been healed and membership in the Pathfinders is on the rise. The name of Talus is once again increasingly called when travelers begin their journeys. However, there is still much to do to repair the reputation of the order in some places, and the number of Pathfinders is still far from that of the glory days of Beredan's early leadership. The future of the Pathfinders is uncertain, but members are hopeful that their new Headmaster will not lead them astray.
The Downfall of Beredan Some 30 years ago, Beredan Hunter, a promising human ranger, was selected as Headmaster of the Pathfinders at the age of 24, the youngest Headmaster in the brief history of the organization. He implemented plans to expand the membership and reach of the Pathfinders, almost doubling their numbers. The respect of Pathfinders and veneration of Talus amongst commoners grew more than at any time during the group's history. It was a golden age for the Pathfinders of Talus.
Tenets The unnamed priest of Talus who saved the caravan guards many years ago left them with a single passage summarizing the god's message: "Our duty is to make man feel as safe on the road as he does in his own home." From this simple phrase the guards developed the beliefs of the Pathfinders, known amongst them as the Tenets of Talus. Each member of the Pathfinders adheres to these tenets, although their interpretation is not always agreed upon. The Tenets are as follows:
About eight years into Beredan's term as Headmaster, he and several companions were waylaid by bandits while escorting a wealthy noble-Beredan's cousin-and his entourage. Several Pathfinders and all but one servant were slain in the assault before the bandits' attack was halted. Beredan, long an opponent of the Harrier philosophy, immediately ordered his fellows to seek out the perpetrators for revenge. Many of the Pathfinders followed his lead scouring the nearby lands for remnants of the bandits. Their path led into a neighboring city and ultimately to its den of thieves. Beredan and his companions attacked. The guild retaliated and began a series of engagements depleting the membership of both organizations.
1. Protect all travelers to the best of one's ability. 2. Serve all travelers selflessly with no request or expectation of compensation. 3. Increase the general knowledge of routes between civilizations.
After nearly 2 years of this activity, several masters gathered unbeknownst to Beredan. They debated answers to the problems facing the group, especially the attitude of their leader. Some accused Beredan of failing to follow the Tenets of Talus. Others mused that he was possessed and must be healed. The council lasted for several weeks before it was suggested the masters seek the wisdom of Talus himself. The god answered their plea and bade them to conduct the ritual to select a new Headmaster, at which Master Wynam Farsinger was chosen.
“The best route is the one seen clearly before departure.” -Aphorisms of Talus, vol. 1
Organization There are three separate levels of membership within the Pathfinders: the friends, the initiates, and the masters. The friends, derived from the name adopted by the organization's founders, are those members of the organization who are devoted to Talus, but have not passed the Pathfinder test nor sworn the oath, or who do not have the desire to participate at that level. They are mostly contacts who aid or are sympathetic to the organization's cause. Many remote innkeepers are such members, as
Shortly after the council, Beredan learned of the events that transpired. He appeared before several senior masters, including the new Headmaster, and called for their repentance. The masters replied that Beredan was the one who had strayed, angering the former Headmaster. A brief conflict ensued, but
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Liber Sodalitas: The Pathfinders of Talus are those who have failed the test but still hold the principles of Talus dear.
from harm most often leads to failure. Candidates may retake the test as often as they wish, although most masters are apprehensive to offer a second chance to the same candidate. Such hopefuls usually have to test under another master.
The second level, the initiates, consists of all those Pathfinders who have passed the test and sworn the oath. Some initiates will serve alongside a master while others prefer to strike out on their own.
The candidate's possessions are returned upon successful completion of the test, whence, along with two additional masters, the candidate swears the Oath of Talus:
The third level consists of the masters. The title of master is granted by agreement of three masters upon initiates who show exceptional ability. Masters are free to serve as they please. Some take on initiates for training, while others prefer to work alone. Masters are also the only members who may test candidates who wish to become initiates.
“By my word and honor I swear to uphold the Tenets of Talus. I swear to protect all travelers to the best of my ability, with no request or expectation of compensation. I swear to increase the general knowledge of routes between civilizations. I swear to do nothing to shame my fellow Pathfinders and to heed to wisdom of the masters. This, by Talus, I do swear.”
A single master, known as the Headmaster, is chosen during a ritual by Talus himself to serve as his voice in the world. The Headmaster serves for life, or until Talus decrees, as was the case with Headmaster Beredan. The rare choosing ritual is organized by the most senior masters of the group, but all masters who are able to attend do so.
Upon swearing the oath, the candidate holds initiate status. He or she serves an apprenticeship under the testing master, or in some special circumstances under another master, lasting several months. The actual duration depends on the new initiate's ability to absorb the information passed along by the master.
The masters, led by the Headmaster, form the ruling class of the organization. When situations arise that face the organization as a whole, the masters gather and debate a course of action. The process is democratic, with each master receiving a single vote. As a master, the Headmaster receives a vote and also has the power to break any ties.
Candidates who fail the test and still wish to serve will often swear the oath with only the testing master as a witness. They become a friend of the Pathfinders providing support in whatever way they are able.
NPCs
Becoming a Member
Headmaster Wynam Farsinger
It is said that those wishing to become members of the Pathfinders do not seek out the organization; the Pathfinders find them. The process of becoming a member begins with meeting a master Pathfinder and learning about the mission of the organization and the Tenets of Talus. Should the candidate wish to pursue admission further, the master administers a test.
Wynam, a half-elf now approaching middle age in his early sixties, has served as Headmaster of the Pathfinders for a little over 20 years. In his formative years, like many half-breeds, he found himself torn between the cultures of each of his parents, never finding total acceptance in either one. He thought he had found his calling after witnessing the performance of a traveling bard until he met a master Pathfinder. The meeting changed Wynam's focus and he quickly advanced in the teachings of the Pathfinders until he reached the ultimate charge of serving as their leader.
The test measures the capacity of the candidate to apply the Tenets of Talus as well as their skill in traveling in the wild. The candidate is stripped of all possessions, both mundane and magical, save for some clothing and a knife or dagger. The master administering the test takes the candidate blindfolded to a location in the wilderness that is, preferably, unknown to the candidate. Before the candidate removes the blindfold, the master instructs the candidate on a destination to where he or she must travel, then departs. The master secretly follows the candidate to observe his or her progress, never revealing his presence if possible. Each test is unique to the master, but tests will almost always involve an encounter with innocent travelers of some sort. Survival skills are essential since the candidate is not left with any food or water. The administering master may impede the candidate's progress with false trail signs, small traps, or similar obstacles. Candidates are still travelers, thus the master will also watch for signs of struggle or situations the candidate cannot handle and act accordingly. The master is the final arbiter of whether the candidate passes the test. Saving the candidate
Standing at 5'10", Wynam is tall for a half-elf. His blonde hair would fall to his shoulders if he did not pull it back into a small tail, revealing his slightly pointed ears. Wynam often wears a loose-sleeved pale muslin shirt over his armor, padded on top by a tight, double-breasted, sleeveless coat with a wide flaring collar. The ever-shiny black boots Wynam wears swallow his striped breeches above the knee. A silver flute travels in a harness at his hip and a lute is often strung across the half-elf 's back. Roleplaying Notes: Wynam is a jovial fellow who enjoys performing and delighting the people he meets in inns, taverns, and on the road. However, the Tenets of Talus are never far from his mind. Wynam shows a more serious face should anything threaten them. He is not quick to anger, but will swiftly shift from joviality to caution should the situation warrant. He knows
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Liber Sodalitas: The Pathfinders of Talus his limitations in a fight, but will not abandon innocents or helpless travelers if a battle goes sour. An initiate Pathfinder (such as the NPC below) often accompanies Wynam on his journeys.
Headmaster Wynam Farsinger
Initiate Pathfinder of Talus A typical initiate Pathfinder of Talus may have advanced slightly since passing the test and swearing the oath. Many initiates travel with a master, though it is not uncommon for them to strike out on their own on occasion to travel the roads of the land. This initiate could be a solitary traveler met on the road, a member of a caravan, or someone found in the common room of an inn. The Pathfinder could become an ally for PCs (they make great guides and providers of knowledge), a recurring NPC met on the roads of the campaign world, or possibly even an adversary should the PCs cross the tenets of Talus.
CR 16
Male Half-Elf Bard 7/Pathfinder 9 NG Medium humanoid (half-elf ) Init +7; Senses low-light vision; Listen +10, Spot +10 Languages Common, Elven, Goblin AC 22, touch 15, flat-footed 19 hp 88 (7d6 + 9d8 + 16 HD) Immune sleep and similar magical effects Fort +9, Ref +14, Will +11; +2 racial bonus against enchantment spells or effects.
It is very rare for a Pathfinder to lose his way and leave the organization, though it has certainly happened. Headmaster Beredan is not the first Pathfinder to stray, although he is definitely the most senior member to defy the Pathfinder's beliefs. Such rebels often reflect poorly on the reputation of the Pathfinders, thus the group makes it a point to seek them out and either right their path or eliminate them. This initiate Pathfinder may be such a rebel. The PCs may encounter this Pathfinder randomly or perhaps even be hired to help another initiate or a master to find the rogue.
Speed 30 ft. Melee +2 rapier +20/+15/+10 (1d6+2) or Melee +2 returning dagger +19 (1d4+2) Ranged +2 returning dagger +19 (1d4+2) Base Atk +14; Grp +14 Combat Gear 2 potions of cure light wounds Bard Spells Known (CL 7th): 3rd (1/day) - good hope 2nd (3/day) - heroism, invisibility, scare 1st (4/day) - cure light wounds, disguise self, expeditious retreat, sleep 0-level (3/day) - daze, detect magic, lullaby, prestidigitation, read magic, summon instrument Pathfinder Spells Prepared (CL 9th): 4th (1/day) - commune with nature 3rd (2/day) - cure moderate wounds, mass sanctuary 2nd (3/day) - aid, shield other, spider climb 1st (3/day) - comprehend languages, feather fall, pass without trace 0-level (3/day) - cure minor wounds, light, remove fatigue
Roleplaying Notes: Pathfinders come from many backgrounds and alignments, although most are primarily good. The typical Pathfinder adheres closely to the tenets of Talus, even seeking the opportunity to share them with the travelers he meets on the road. If the Pathfinder is a rebel, his alignment may have shifted towards the evil or chaotic ends of the spectrum depending on how the DM wants to use him in the campaign.
Initiate Pathfinder of Talus
CR7
Human Ranger 5/Pathfinder 2 Any AL Medium humanoid (human) Init +7; Senses Listen +6, Spot +6 Languages Common, Goblin, Orc
Abilities Str 10, Dex 16 (12 without gloves), Con 12, Int 10, Wis 16, Cha 16 SQ fast traveler, find the path 2/day, northmind, tireless traveler, traveling stride, bardic knowledge +10, bardic music (7/day): countersong, fascinate, inspire courage, inspire competence, suggestion. Feats Improved Initiative, Run, Skill Focus (Perform), Track, Weapon Finesse (Rapier), Weapon Focus (Rapier). Skills Balance +11, Bluff +8, Climb +4, Diplomacy +9, Gather Information +7, Heal +7, Hide +7, Jump +11, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (nature) +6, Listen +10, Move Silently +9, Perform +16, Ride +4, Spot +10, Survival +13, Swim +2, Tumble +15. Possessions +3 studded leather, masterwork buckler, +1 ring of protection, +2 rapier, +2 returning dagger, +4 gloves of dexterity, boots of striding and springing, bedroll, waterskin, pouch with assorted coins totaling 100 gp.
AC 18, touch 13, flat-footed 15 hp 42 (7d8 + 7 HD) Fort +8, Ref +8, Will +2 Speed 30 ft. Melee +1 quarterstaff +8/+8/+3/+3 (1d6+3); +4 damage against goblinoids Ranged +1 composite longbow +11 (1d8+1); +4 damage against goblinoids Base Atk +7; Grp +9 Combat Gear 1 potion of cure light wounds Ranger Spells Prepared (CL 5th): 1st (1/day) - entangle Pathfinder Spells Prepared (CL 2nd): 1st (1/day) - longstrider 0-level (2/day) - cure minor wounds, light Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 SQ fast traveler, favored enemy (goblinoids), find the path 1/day, northmind, wild empathy. Feats Endurance, Improved Initiative, Improved Two-Weapon
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Liber Sodalitas: The Pathfinders of Talus Fighting, Run, Track, Two-Weapon Defense, Two-Weapon Fighting. Skills Climb +7, Handle Animal +4, Heal +6, Jump +7, Knowledge (geography) +5, Knowledge (nature) +5, Listen +6, Spot +6, Survival +10, Swim +7. Possessions +1 studded leather, +1 quarterstaff, +1 composite longbow, quiver with 20 normal arrows, waterskin, backpack with traveling gear, pouch with assorted coins totaling 50gp.
New Prestige Class PATHFINDER Pathfinders come from all walks of life - bards, barbarians, fighters, paladins, rangers, and rogues. It is very rare for a druid, monk, sorcerer, or wizard to become a Pathfinder, but not unheard of. Clerics are almost unseen in the Pathfinder ranks, as they usually cannot curry the favor of more than one god. Those clerics who are members are either devoted to Good as an ideal, as opposed to a specific god, or are one of the very few clerics of Talus that roam the world. Player character pathfinders of lowlevel (1st - 3rd) are considered initiates and may travel with a master pathfinder or wander at their own direction. PC pathfinders of higher level (4th and above) become masters and warrant the benefits and respect of that title. NPC pathfinders can be found anywhere in the world, especially along trade routes and overland roads. Hit Die: d8
Owl Animal Companion N Tiny magical beast Init +3; Senses low-light vision; Listen +8, Spot +8 (in shadowy illumination) Languages none AC 17, touch 15, flat footed 14 hp 4 (1 HD) Fort +2, Ref +5, Will +2
Requirements: To qualify to become a pathfinder, a character must fulfill all the following criteria. Patron Deity: Talus, or any other deity with the Travel domain. Base Attack Bonus: +5 Feats: Run, Track. Languages: Common plus any one other language. Skills: Knowledge (geography) 4 ranks, Survival 4 ranks. Special: Characters wishing to become pathfinders must undergo a test administered by a master pathfinder followed by the swearing of an oath to uphold the ideals of the pathfinders. See the Becoming a Member section above for details of the test and oath.
Speed 10 ft., fly 40 ft. Melee talons +5 (1d4-3) Space 1-1/2 ft.; Reach 0 ft. Base Atk +0; Grp -11 Abilities Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4 Feats Weapon Finesse (Talons) Skills Move Silently +14 Tricks: Come, Defend, Down, Guard, Heel, Seek, Stay.
New Rules Following are all the new rules to bring the dream healers into your campaign.
Class Skills: The pathfinder's class skills (and the key ability for each skill) are Climb (Str), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. portfolio includes death, disease, famine, etc.). Class Features: All of the following are class features of the pathfinder of Talus prestige class. Weapon and Armor Proficiency: A pathfinder is proficient with all simple and martial weapons, light and medium armor, and all shields with the exception of tower shields. Spells: A Pathfinder has the ability to cast a small number of divine spells. To cast a pathfinder spell, a pathfinder must have a Wisdom score of at least 10 + the spell's level, so a pathfinder with a Wisdom of 10 or lower cannot cast pathfinder spells. Pathfinders receive bonus spells based on their Wisdom score. Saving throws for pathfinder spells have a DC of 10 + spell level + the pathfinder's Wisdom modifier. When the pathfinder receives 0 spells per day of a given spell level, he gains only the bonus spells he is awarded for having a high Wisdom. The pathfinder's spell list is shown below. A pathfinder prepares and
New Deity TALUS, GOD OF SAFE VOYAGES Talus is a minor god who is often not worshipped outright, but his name is invoked whenever and wherever people are traveling. There are no churches dedicated to Talus. Small shrines venerating the god are found along common trade routes and roads. True clerics devoted to Talus are rare and do not have a formalized hierarchy. The Pathfinders serve as the god's primary messengers and tools. The holy symbol of Talus is an upright walking staff circumscribed with a silver circle. Portfolio: Caravan guards, innkeepers, merchants, and anyone who is traveling. Domains: Good, Knowledge, Protection, Travel. Favored Weapon: Walking Staff (Quarterstaff ) Alignment: Neutral Good
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Liber Sodalitas: The Pathfinders of Talus casts spells the same way a cleric does, although he may not spontaneously cast cure or inflict spells. A pathfinder may prepare any spell from the pathfinder's spell list as long as he can cast spells of that level. Fast Traveler (Ex): Pathfinders are adept at traveling quickly. A pathfinder adds +10 ft. to his speed for determining the distance he travels overland per hour or per day. This benefit applies only if the pathfinder is on foot, wearing no armor, light or medium armor, and is not carrying a heavy load. This bonus is applied after modifying the pathfinder's speed for any load carried or armor worn. For example, a human carrying no load and wearing no armor has a speed of 30 feet and may walk overland 3 miles per hour and 24 miles per day. A pathfinder carrying the same load and armor still has a speed of 30 feet, but travels as if his speed was 40 feet, meaning he can walk 4 miles per hour and 32 miles per day. At 7th level, a pathfinder adds +20 ft. to his speed instead of +10. Northmind (Sp): A pathfinder has a perfect knowledge of where north lies at all times. At will, a pathfinder may use this spell-like ability that duplicates the effects of the know direction spell. Find the Path (Sp): Once per day, a 2nd-level pathfinder may use find the path as a spell-like ability, duplicating the effect of the find the path spell cast as a cleric of equal level as the pathfinder's prestige class level. If the pathfinder has bard, cleric, druid or ranger spellcasting levels, those levels stack in order to determine the casting level of this ability. Unlike the spell, however, this
Pathfinder Spell List Pathfinders choose their spells from the following list: 0-level: create water, cure minor wounds, detect poison, light, mending, message, purify food and drink, remove fatigue, resistance. 1st Level: comprehend languages, detect animals or plants, detect snares and pits, endure elements, feather fall, jump, longstrider, pass without trace, sanctuary. 2nd Level: aid, cure light wounds, delay poison, locate object, remove paralysis, shield other, spider climb, status, whispering wind. 3rd Level: create food and water, cure moderate wounds, darkvision, haste, mass sanctuary, neutralize poison, prayer, remove disease, water walk. 4th level: air walk, break enchantment, commune with nature, dimension door, fly, freedom of movement, locate creature, sending, tree stride.
Table 1: The Pathfinder Class Level
Base Attack Bonus
1st
+1
+2
+0
+0
2nd
+2
+3
+0
3rd
+3
+3
4th
+4
5th
Spells
per
Day
0-lvl
1st
2nd
3rd
4th
Fast Traveler +10 ft., Northmind
2
0
-
-
-
+0
Find the Path 1/day, Sixth Sense
2
1
1
-
-
+1
+1
Traveling Stride
2
1
0
-
-
+4
+1
+1
Tireless Traveler
2
1
1
-
-
+5
+4
+1
+1
Find the Path 2/day
3
1
1
0
-
6th
+6
+5
+2
+2
3
1
1
1
-
7th
+7
+5
+2
+2
3
2
1
1
0
8th
+8
+6
+2
+2
3
2
1
1
1
9th
+9
+6
+3
+3
3
2
2
1
0
10th
+10
+7
+3
+3
4
2
2
3
1
Fort Ref Will Save Save Save
Special
Fast Traveler +20 ft.
Find the Path 3/day
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Liber Sodalitas: The Pathfinders of Talus Remove Fatigue
ability may only be used on the pathfinder himself. At 5th level, and again at 10th level, a pathfinder gains one more use of this ability per day. Sixth Sense (Ex): A 2nd-level pathfinder develops an intuition that warns him of impending danger. He now adds his Wisdom modifier (if positive) as an insight bonus to all Reflex saving throws. Traveling Stride (Ex): At 3rd level, a pathfinder traveling overland is not slowed by any type of hills or natural overgrowth, such as woods or brush. The pathfinder is still hindered if such terrain is magically manipulated. Tireless Traveler (Ex): At 4th level, a pathfinder has developed great endurance and is adept at conserving his body's resources. A pathfinder is now immune to natural effects that cause fatigue, and effects that normally cause exhaustion cause him fatigue instead. Magically-induced fatigue can still affect the pathfinder, but he may always make a Fort save to shake off the condition, even if the magical effect does not normally allow a saving throw.
Conjuration (Healing) Level: Cleric 0, Bard 0, Pathfinder 0 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No A subject that is fatigued is immediately refreshed, as if she had had 8 hours of complete rest. A subject may only be affected by this spell once every 24 hours.
New Feats Exceptional Tracker (General) You are more skilled at tracking than the typical outdoorsman. Prerequisite: Survival 1 rank, Track. Benefit: You gain a +2 competence bonus to Survival checks when tracking and may track at normal speed with no penalty (instead of the normal -5). You still suffer the -20 penalty for tracking at twice normal speed. Characters with the Swift Tracker special ability who take this feat reduce the penalty for tracking at twice normal speed to -5 (instead of the normal -10).
New Spells Mass Sanctuary Abjuration Level: Bard 5, Cleric 5, Pathfinder 3, Protection 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: All allies within a 30-ft.-radius burst centered on you. Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No As sanctuary, except it affects all allies within a 30-ft.-radius burst centered on the caster. If a creature moves out of the area of effect of mass sanctuary, it looses all protection given by the spell and cannot regain it, even if she entered the area of effect once more.
Light Passage (General) You are difficult to track, leaving only a faint trail behind. Benefit: Creatures tracking you suffer a +5 DC modifier to their Survival check. If you actively attempt to hide your trail (and move at half speed), the tracker suffers a +10 DC modifier to their Survival check (instead of the normal +5).
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Liber Sodalitas: The Pathfinders of Talus Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Highmoon Media Productions logos and identifying marks, including all Highmoon Media Productions product and product line names including, but not limited to: Bardic Lore, DaVinci Labs, Liber Sodalitas, Terra Mythica, and "A Renaissance in Mechanization"; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs; except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below. Designation of Open Game Content: Subject to the Product Identity designation above, the entirety of Liber Sodalitas: The Pathfinders of Talus is hereby designated as Open Game Content. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. 'd20 System' and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. Dungeons & Dragons, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Liber Sodalitas: The Pathfinders of Talus Copyright 2007 Highmoon Media Productions; Author Martin Greening, with James Gabrielsen and Daniel M. Perez. www.highmoonmedia.com.
CREDITS Author: Martin Greening Developer: Daniel M. Perez Editor: James Gabrielsen Artwork: Anthony Cournoyer Layout: Daniel M. Perez © 2007 Highmoon Media Productions
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