Nature: Prestige Class
Concept: A scout and wanderer comfortable in even the strangest terrain.
Those whose wanderlust drives them to push the boundary of safe environments sometimes seek the calling of the horizon walker. These are masters of travel, always seeking to find the safe ways through inhospitable terrain. They are comfortable in places others speak of only in hushed whispers, and they can both venture forth onto untrod paths themselves and guide the less-traveled through such hazardous lands.
Horizon walkers are most common in areas on the edge of civilization, where they can easily spend time away from the known and boring streets of settled lands.
Though rangers are most likely to be attracted to the ever-wandering life common to horizon walkers, barbarians, fighters, and rogues have also been known to find it appealing.
Horizon walkers have the accuracy and resilience to face frontline combat. They also have the skills and abilities to make excellent scouts, often taking the role of the first member of a group into danger and the last one out.
Of course, walkers shine when adventuring in areas that match their many favored terrains, but many of the tricks they pick up in specific regions have application in a wide range of situations, allowing a horizon walker to be more mobile and resourceful than typical combatants.
Level Progression
lvl | Class Features | ||
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1 | ●Favored Terrain nr 1 | ||
2 | ●Favored Terrain nr 2 | ●Terrain Mastery nr 1 | |
3 | ●Terrain Dominance nr 1 | ||
4 | ●Favored Terrain nr 3 | ●Terrain Mastery nr 2 | |
5 | ●Favored Terrain nr 4 | ||
6 | ●Terrain Mastery nr 3 | ●Terrain Dominance nr 2 | |
7 | ●Favored Terrain nr 5 | ||
8 | ●Favored Terrain nr 6 | ●Terrain Mastery nr 4 | |
9 | ●Terrain Dominance nr 3 | ||
10 | ●Favored Terrain nr 7 | ●Master of All Lands |
Prerequisites
Skills: Knowledge (geography) 6 ranks
Feats: Endurance.
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Class Traits
Hit Dice: d10. Skill Ranks: 6 +Int mod.
Bab: Good. High Saves: Fortitude.
Class Skills: Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Stealth (Dex), Survival (Wis) & Swim (Str).
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Favored Terrain Basics
FAVORED TERRAINS | |
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Cold | ice, glaciers, snow, & tundra |
Desert | sand & wastelands |
Forest | coniferous & deciduous |
Mountain | including hills |
Planes | select 1, any except Material |
Underground | caves & dungeons |
Urban | buildings, streets, & sewers |
Water | above & below & surface |
Jungle | |
Plains | |
Swamp |
Gets +2 to Initiative checks, and to Knowledge (geography), Perception, Stealth & Survival skill checks when in this terrain.
If traveling through their favored terrain, they normally leave no trail & can't be tracked (though may leave a trail if they so choose).
Whenever they select an additional favored terrain, they also select any 1 favored terrain (even the one just selected, if so desired), for which the skill & initiative bonuses is increased by +2.
If a specific terrain falls into more than one category of favored terrain, the bonuses don't stack; you simply use whichever bonus is higher.
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Class Features
1.Favored Terrain: May select a favored terrain from the "Favored Terrains" chart. This works exactly like the ranger "Favored Terrain" ability.
Gains +1 additional favored terrain at 2nd, 4th, 5th, 7th, 8th & 10th level, and also increases the bonus for one of the chosen favored terrains at these levels, as described in the ranger ability.
If the character has abilities from other classes that only work in a Favored Terrain (f.ex. ranger's "camouflage" & "hide in plain sight" abilities), those abilities work in Favored Terrains gained from being a horizon walker.
2.Terrain Mastery: Selects 1 of their chosen favored terrains, that the character now 'masters'.
The character masters +1 additional terrain at 4th, 6th, and 8th levels.
●When within this terrain they may, as Move action, grant +2 bonus on Climb, Stealth, Perception & Survival checks made by all allies within 30 feet who can see and hear him.
●This bonus lasts for rounds = Wisdom modifier (min 1).
●Mastery of each terrain type also has an additional benefit, as outlined below.
●These benefits apply to the horizon walker at all times, whether or not he is in the relevant terrain.
Cold: Gains cold resistance 10.
Desert: Immune to exhaustion; anything that'd make him exhausted makes him fatigued instead.
Forest: Gains a +4 competence bonus on Stealth checks.
Jungle: Gains +4 comp. on Escape Artist & increases CMD vs grapple maneuvers by +4.
Mountain: Gains +4 comp. bonus on Climb & doesn't lose Dex mod to AC while climbing.
Plains: Movement is not reduced by wearing medium armor or carrying a medium load.
Swamp: Gains a +4 competence bonus on Perception checks.
Underground: Gains Blind-Fight as a bonus feat.
Urban: Gains a +4 competence bonus on Diplomacy checks.
Water: Gains +4 competence bonus on Swim & +1 on attack & dmg rolls vs swimming creatures.
Plane, Astral: Fly speed increases by +30 feet on planes with no gravity or subjective gravity.
Plane, Aligned: If selects a plane with an alignment trait, he can choose to detect as that alignment (fooling all forms of magic divination) as an immediate action; this benefit lasts until he dismisses it (a free action).
Plane, Ethereal: Ignores the 20% concealment miss chance from fog and mist, and treats total concealment from these sources as concealment.
Plane, Fernia: Gains fire resistance 10.
Plane, Risia: Gains cold resistance 10.
3.Terrain Dominance: Learns total dominance over 1 terrain the character has already selected for "Terrain Mastery".
When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a "Favored Enemy" bonus (as per the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.
Favored Enemy:
●Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive & Survival checks against creatures of the selected type.
●Gets a +2 bonus on weapon attack & damage rolls against them.
●May make Knowledge skill checks untrained when attempting to identify these creatures.
●If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Each terrain dominance also grants additional abilities, detailed below. When the horizon walker gains a new terrain dominance he may, if he prefers, instead pick an additional terrain mastery.
Cold: Gains cold resistance 20 (replaces character's cold resistance from mastery of cold terrain) and +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.
Desert: Gains fire resistance 10 & immunity to fatigue.
Forest: Gains ''hallucinatory terrain'' as a spell-like ability, times per day = 3 + Wis mod (CL = character's lvl). Can only use this ability to create illusory forests.
Jungle: Gains ''charm monster'' as a spell-like ability, times per day = 3 + Wis mod (CL = character's lvl). This only affects animals, magical beasts & creatures primarily found in the jungle.
Mountain: Gains DR 2/adamantine.
Plains: Base speed increases by +10 feet.
Swamp: Gains tremorsense with a 30-foot range. He must be at least 5th level before selecting this power.
Underground: Gains darkvision with a range of 60 feet. If he already has darkvision 60 feet, its range extends by 60 feet.
Urban: Gains "charm person" as a spell-like ability a number of times per day = (3 +character’s Wisdom modifier), at CL = (character’s level).
Water: Gains a swim speed of 20 feet. If he already has a natural swim speed, his swim speed increases by +20 feet.
Plane, Astral: Gains a +1 competence bonus on attack & damage rolls against outsiders. Gains "dimension door" as a spell-like ability a number of times per day = (3 +character’s Wisdom modifier), at CL = (character’s level).
Plane, Aligned: For the purpose of bypassing DR, character's manufactured & natural weapons count as the opposite alignment of his chosen plane of dominance. If his chosen plane has more than 1 alignment type, he must choose one of those types for this ability. F.ex: If he selects “Hell” (an evil, lawful plane) for his terrain dominance ability, he may choose “evil” or “lawful,” which means his attacks bypass good or chaotic damage reduction, respectively.
Alternatively, if native creatures of his chosen plane are vulnerable to a particular special material (such as cold iron or silver), he may choose to have his weapons bypass DR as if they were that special material.
If he selects this plane more than once for his terrain dominance ability, his attacks count as an additional alignment or special material (such as “good & silver” or “chaotic & good”).
Plane, Ethereal: Gains "ethereal jaunt" as a spell-like ability once per day (CL = character’s level). Must be at least 7th level before selecting this power.
Plane, Fernia: Gains fire resistance 20 (this replaces the character’s fire resistance from mastery of the "Plane, Fernia" terrain) and a +1 competence bonus on all attack and damage rolls again creatures of the (fire) subtype.
Plane, Risia: Gains cold resistance 20 (this replaces the character’s cold resistance from mastery of the "Plane, Risia" terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the (cold) subtype.
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10.Master of All Lands (Su): Becomes familiar with & comfortable in all possible terrains.
●The character's terrain bonus in all ''favored terrains'' increases by +2,
●and he treats all other terrains as if they were favored terrains (+2 bonus).
●If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds.
●All allies within 60 feet of him gain a +2 bonus on these checks and saves;
●if the horizon walker is in a 'mastered' terrain, this bonus increases to +4.