The Following is the Revised Horizon Walker for Pathfinder
Prerequisites: Knowledge (Geography) 5 ranks, Endurance
Lvl BAB Fort Ref Wil Ability
1st +1 +1 +0 +0 Terrain mastery
2nd +2 +2 +0 +0 Terrain mastery
3rd +3 +2 +1 +1 Terrain mastery
4th +4 +3 +1 +1 Terrain mastery
5th +5 +3 +1 +1 Terrain mastery
6th +6 +4 +2 +2 Planar terrain mastery
7th +7 +4 +2 +2 Planar terrain mastery
8th +8 +5 +2 +2 Planar terrain mastery
9th +9 +5 +3 +3 Planar terrain mastery
10th +10 +6 +3 +3 Planar terrain mastery
HD: 1d10
Skills: 4+ Int Mod
Climb, Craft, Handle Animal, Heal, Knowledge (All), Perception, Profession, Ride, Stealth, Survival, Swim
Terrain Mastery
At each level the Horizon Walker gains a new terrain mastery. These give him a bonus to a skill, or a special ability, and a bonus to hit and damage versus a specific creature type. These bonuses stack with a ranger's favored enemy and favored terrain bonuses. Some of these terrains have a minimum class level, which you must have reached prior to taking the terrain. At 6th level the Horizon Walker may take a planar terrain.
Terrains
Aquatic: You gain a swim speed of 20 feet. This increases to 30 feet at 5th level and 40 at 10th level. In addition you gain a +1 to hit and damage versus creatures with the aquatic subtype.
City: You gain +4 to diplomacy checks. If using diplomacy to gather information in a town or city you gain an addition bonus equal to one half your Horizon Walker level (rounded down). In addition you gain a +1 to hit and damage rolls versus humans and those with human blood, such as half elves and half orcs.
Desert: Anything that would normally cause the Fatigued condition has no effect on you. Anything that would cause you to become Exhausted causes you to be fatigued instead (your immunity to exhaustion does not prevent this effect. In addition you gain a +1 to hit and damage versus vermin (such as scorpions and spiders) as well as blue dragons and Brass dragons.
Dungeon: You gain 30 foot darkvision. If you already have darkvision it increases by +30 feet. This increases by +30 feet at horizon walker level 10. In addition you gain a +1 to hit and damage rolls versus undead and oozes. You must have at least 2 other terrain masteries before you may take this terrain.
Forest: You gain a +2 to perception and to stealth. These bonuses stack with terrain masteries that confer similar bonuses. In addition you gain a +1 to hit and damage rolls versus fey creatures as well as green dragons.
Hills: You gain a +2 to perception and stealth. These bonuses stack with similar bonuses granted by other terrains. In addition you gain a +1 to hit and damage rolls versus giants as well as wyverns and copper dragons.
Marsh: You gain a +2 to perception and to stealth checks. This stacks with similar bonuses from other terrains. In addition you gain a +1 to hit and damage rolls versus creatures with the reptilian subtype (such as lizardmen) as well as black dragons.
Mountains: You gain a +4 to climb checks and may always choose to take 10 on all climb checks, even if threatened. In addition you gain a +1 on attack and damage rolls versus orcs and goblinoids, as well as red dragons and silver dragons.
Plains: You gain a +2 to stealth and perception checks. This stacks with other terrains that grant similar bonuses. In addition you gain a +1 to hit and damage rolls versus creatures with the animal type.
Planar Terrains
Fiery: You gain fire resist 20. In addition you gain a +1 to hit and damage versus creatures with the fire subtype.
Weightless: You may cast Fly 3 times per day. This is a spell like ability and is not affected by armor. Your Horizon Walker level is your effective caster level for this ability. In addition you gain a +1 to hit and damage versus creatures with the air subtype.
Cavernous: You gain tremor sense 30 feet. In addition you gain a +1 to hit and damage rolls versus creatures with the earth subtype.
Cold: You gain resist cold 20. In addition you gain a +1 to hit and damage rolls versus creatures with the cold subtype.
Shadow: You Hide in plain sight. This ability only functions when you are in an area of shadow. In addition you gain a +1 to hit and damage rolls versus shadows and creatures of the shadow plane, such as shadow mastiffs. You must have at least 2 other planar mastery abilities before taking this terrain.
Hell: Your attacks with natural and melee weapons are made as if good and silver for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage versus all devils. You must have at least one other planar terrain mastery before selecting this one.
Abyss: Your attacks with natural and melee weapons are made as if good and cold iron for the purposes of overcoming damage reduction. In addition you gain a +1 to hit and damage rolls versus demons. You must have at least one other planar terrain mastery before selecting this one.
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1 comment:
New HW looks pretty awesome. Not broken and a lot cleaner then the 3.5HW
Matt
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