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12.17.2016
Greg Schulze

Either trained in the military, schooled by a guild, studied under a mentor, or self taught, the Common Paths form the fundamental skills of an adventurer.

Archer
A master of the bow and a crossbowman without peer, the Archer is the paragon of ranged combat.
An Archer can use light, one-handed, and two-handed ranged weapons without penalty, along with light and medium armor.

Bard
A diplomat without equal, the Bard notices, senses, and knows much that others miss.
A Bard can use light melee weapons and light ranged weapons without penalty, along with light and medium armor. Additionally, a Bard gains a bonus to Mental aptitude checks equal to his rank and once per adventure, a Bard gains advantage on any one Mental aptitude check.

Chirurgeon
A healer and battle medic, the Chirurgeon is an invaluable member of any group of adventurers.
A Chirurgeon can use light melee weapons without penalty. A Chirurgeon can also heal himself or one adjacent creature 1d10 + rank Life Points.

Craftsman
An artisan who can patch up armor in a moments notice, a Craftsman’s skills are always needed.
A Craftsman can use light melee weapons without penalty, along with light armor. A Craftsman can also fix his or one adjacent creature’s armor 1d10 + rank Armor Points.

Explorer
Curiosity of what lies over the next hill drives the Explorer to master the skills to succeed.
An Explorer can use light melee weapons and light ranged weapons without penalty, along with light armor. Additionally, an Explorer gains a bonus to aptitude checks equal to his rank to two of the following aptitudes: Mental, Physical, or Primal.

Guide
A leader of others in the wilderness, the survival and defense of his party is the Guide’s purpose.
A Guide can use light, one-handed, and two-handed melee weapons without penalty, along with light armor. Additionally, a Guide gains a bonus to Primal aptitude checks equal to his rank.

Rogue
A master of stealth, the Rogue favors the element of surprise to eliminate the enemy.
A Rogue can use light melee weapons and light ranged weapons without penalty, along with light armor. Additionally, a Rogue gains a bonus to Physical aptitude checks equal to his rank and gains advantage on his damage roll in certain situations.

Scout
As a one person party, the Scout moves in front of his fellow group members to see what lies ahead and reports back when necessary.
A Scout can use light, one-handed, and two-handed ranged weapons without penalty, along with light armor. Additionally, a Scout gains a bonus to Primal aptitude checks equal to his rank.

Warrior
A mainstay of any adventuring party, a Warrior defends his allies while attacking his enemies in close combat with ferocity.
A Warrior can use light, one-handed, and two-handed melee weapons without penalty, along with light, medium, and heavy armor. Additionally, a Warrior gains a bonus to melee weapon damage equal to his rank and a number of Life Points at each level equal to his rank, instead of 1 Life Point.

Next week’s sneak peek will be all about Psi Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this winter. And Grab Your Cubes!