Path of the Navigator

The Path of the Navigator teaches you how to guide, maneuver, and plot your way to success.

**Requirements**: Battlefield Awareness (Tactician), Base Course Set

**Path Completion Bonus**: +1 Intelligence OR +1 Perception

## Core Abilities

**Close Quarters Navigation**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Gain +1 Speed for every 3 abilities purchased in the Path of the Navigator.

**Wayfinder**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Gain +2 to all checks made to wayfind or otherwise flaunt your skills as a navigator.

**Cartographer**

**Prerequisite**: **Wayfinder**

**Cost**: 500 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Gain +3 to checks made to read a map, create a map, or chart a course using a map. This bonus stacks with **Wayfinder** when appropriate.

**It Should Be Here**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Gain +2 to checks made to find secret entrances and hidden locations.

**Prepared** **Countermeasures**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

INT times per Rest, you may activate Dodge (Beginner), Block (Beginner), or Parry (Fighter) as a Free Reaction (even if you don't know that ability), paying other Activation costs as needed.

**Forward Planning**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Add your PER or INT (whichever is higher) to your Initiative.

**Diversion Tactics**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: 1 Action, 2 Vim

Move an adjacent enemy 1 hex in any direction, facing any direction you choose. Creatures may resist this ability with a successful Wisdom check versus DL 11 + 2 \* INT or by paying 2 Reactions.

**Plot the Course**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

While navigating a vehicle using all of your Actions, the vehicle travels (INT + PER) \* 5% faster.

**A Word of Advice**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Gain +6 when Assisting an Intelligence or Perception check. Once per Rest, you may apply this bonus to any other Assist.

**Watch Out!**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Free Reaction, 2 Vim

Grant 1 Reaction to yourself or an adjacent ally; this ability is usable only if the target does not have any available Reactions. This ability is usable PER times per Rest.

**Natural Navigation**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: 3 Actions, 1 MP

You carefully consider a plan of navigation, such as taking the west road (versus north) or traveling by sea (versus land), and forecast its outcome. The GM secretly rolls 3d6. If the result is lower than your INT + PER + WIS, this ability succeeds. Upon success, you receive one of four forecasts from the GM: likely good, likely bad, mixed results, or neither good nor bad. A failed roll returns "neither good nor bad" if the failed roll was even, or "mixed results" if the failed roll was odd. Additional uses of this ability to forecast the same plan use the same die result and cannot provide further information.

**Navigational Artifact**

**Cost**: 400 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

You keep with you an advanced technological or magical device that assists your navigation. Whenever you spend 5 minutes consulting the device, gain all of the following benefits until the end of the Encounter:

* Gain +3 to checks made to navigate through magical or otherwise unusual environments.
* Gain Flow to all checks for which an ability in the Path of the Navigator grants you a bonus.
* Your Intelligence and Perception are considered 2 higher for the purpose of **Plot the Course**, **Natural Navigation**, and **A Word of Advice**.

If you lose this device, you may replace it during an Intermission for 100sp times your Level.