Cartographers are eager trailblazers who explore uncharted terrain, study landmarks, and find new paths through the wilderness. They record this information meticulously so that those who follow in their footsteps can travel swiftly and safely within the studied area. Rather than studying poisons like many investigators do, cartographers use their alchemical expertise to create better inks that allow them to draw maps with an incredible level of detail.
Studied Terrain (Ex)
At 2nd level, a cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area.
A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded.
Dungeon Map: While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 100 feet per level and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.
Overland Map: In natural terrain, the radius of the mapped area is equal to 1 mile per investigator level. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.
Town Map: While in an urban area or ruins, the radius is 1,000 feet per level or the entirety of the urban or ruined area, whichever is smaller.
Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink—a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.
This replaces poison lore and poison resistance.
Geographic Lore (Ex)
At 3rd level, a cartographer gains a deeper understanding of wilderness terrain. Whenever he is on the Material Plane, he can determine where true north is as a full-round action. Furthermore, he can create and sell maps to earn a number of gold pieces per week of dedicated work equal to half his Knowledge (geography) check result per week.
This replaces keen recollection.
Swift Travels (Ex)
At 4th level, while in studied terrain, a cartographer intuitively knows the easiest, shortest, and fastest way through the wilderness. For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway. He can extend the benefit to up to one creature per investigator level traveling with him.
This replaces swift alchemy.
Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.