Three ways a Pathfinder brings more home
Pathfinder has no combat numbers. Everything it does happens around the fighting, in what a party finds and how it moves.
Rare finds after a delve. If the hall has a Larder to store it, the game rolls for a rare find from the region after each delve. The base chance is 12.5%. If any hero in the party is a Pathfinder, it is 25%. One Pathfinder is enough; a second adds nothing. Without a Larder the roll never happens, so the trait does nothing here. See guild operations for the building.
Finds on expeditions. A triumphant expedition can turn up something from the region it crossed. The chance is 7% times the best “finder” score in the party, scaled by length (from 0.7 for a very short trip up to 1.6 for a long one), and capped at 40%. A hero’s finder score starts at 1 and traits adjust it:
| Trait | Finder score bonus |
|---|---|
| Curious | +1.1 |
| Pathfinder | +1.0 |
| Watchful | +0.5 |
| Lucky | +0.3 |
| A place vow sworn to that region | +0.6 |
| Methodical | −0.35 |
On a 12-day expedition a party with no finder traits has about an 8% chance; with a Pathfinder along it is about 17%.
War salvage. After a war, surviving heroes salvage gear. Each piece is rare 15% of the time; if a Pathfinder took part, a piece that came up common gets a further 25% chance to become rare.
How a Pathfinder leads
The game counts Pathfinder among its careful leaders. When a careful leader with no other leanings reaches a fork, they take the side room 60% of the time if the party is fresh, and only 10% of the time if it is hurt (anyone down, or average health under 60%). An ordinary leader in the same spot takes it 20% of the time. A Pathfinder at the front is a leader who explores when it is cheap and comes home when it is not.
Other hooks
- Expedition jobs like it. Expedition postings list Pathfinder as a liked trait, adding 5% to the hero’s suitability.
- “Thin Broth”. A Pathfinder, Road-Hardened or Weathered hero can go out with snares instead of the guild buying food: everyone gets +2 condition and +1 morale, and the snarer takes 8 fatigue and gains 1 experience. See the events page.
- Flavour. Quest reports have Pathfinder lines, and on pair duty the hero uses the “curious” voice shared with Curious, Quick-Witted, Restless and Trap-Wise.
The hero card links Pathfinder to Anticipation. That is a label; the attribute is not raised.
Earning it
Pathfinder can be earned. A hero who keeps a vow tied to a place and then swears it again gains Pathfinder, along with the usual rewards for a kept vow (+15 morale and +3 loyalty). Other vow kinds grant other traits the same way: kin vows give Kin-Proud, bond vows Companionable, legacy vows Quiet Example.
Rarity and conflicts
Pathfinder has no traits it is barred from.
- Rarity: uncommon, positive · draw weight 45 of 6,365 · about 1 recruit in 57
- Founding draft: any card.
- In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).
Recruiting
A quiet, steady positive for any guild that delves regularly and has a Larder, and a good expedition hand for guilds that use the jobs board. Because one Pathfinder covers the whole delve party, spread them across parties rather than stacking two in the same four.