A path is a character’s vocation, or how they get by. Anachronian society isn’t structured like old Earther society – few people have permanent jobs done at the behest of an employer. Instead, people tend to do what they were taught by their families, clans or learned by themselves.
A path represents the character’s interests, knowledge, and abilities. Characters can switch paths any time they level.
Should I switch?
Switching paths may or may not be advisable depending on the character’s current path, level & attributes. Switching paths is most likely to be of benefit when the path you were on shares some similarities with the new path. Since more attribute points & skills are available at lower levels, it is generally better to switch paths early so that any shortfalls can be remedied quickly. That being said, some paths definitely can & maybe even should be mixed. Mixing rogue levels with any melee path may increase damage output. Or mixing rogue with artifex would give significant advantages to acquiring materials & trade contacts. As a rule of thumb, plan to have at least 5 levels in a given path to obtain lasting benefit. Again, the earlier these levels are taken, the more “oomph” it will have.
The paths are listed below. As a rule of thumb, the closer any two paths are to each other on the list, the more compatible they are with each other. (Warrior/Witch would be a bad combo, Rogue/Artifex very good.)
|Warrior||A disciplined fighter skilled with many weapons & fighting techniques.|
|Barbarian||What this killer lacks in discipline or skill, he makes up for in bloodthirstiness.|
|Ranger||A versatile, self-reliant adventurer.|
|Monk||A disciplined, stalwart scrapper.|
|Rogue||A slippery, scheming thug.|
|Sage||An erudite scholar who prizes knowledge most of all.|
|Artifex||A skilled craftsman & engineer.|
|Druid||A tree-hugging, carnage-dispensing maniac.|
|Shaman||A capable caster – with a few eccentricities.|
|Witch||A caster specializing in curses & enchantments.|