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Horizon Walker
The horizon walker is an unceasing traveler to the universe’s most dangerous places. As her journeys take her
from place to place, she adapts to become one with her environment. In time, she develops a mystic connection
with the ground beneath her. But she is by no means tied to a particular place; her restless feet are ever leading
her toward the horizon, where new adventures await. Horizon walkers tend to be hard to surprise or impress,
because they’ve seen so many wonders during their travels. It’s common for a horizon walker to have an
outward attitude of “been there, done that.” But horizon walkers are gripped by an unquenchable wanderlust,
so they’re always in the midst of a journey or planning their next one. As they travel, horizon walkers develop
a magical resonance with the terrain that surrounds them, making them unparalleled guides and scouts. And
they’re formidable foes when their travels take them into danger, able to use the terrain they know so well to
good advantage.
Prerequisites
Base Attack Bonus: +3
Skills: Nature (5 ranks)
Feats: Endurance
Special: Must have traveled to at least one plane of existence other than her native plane
Class Attributes
Hit Dice: d8
Armor Proficiencies: None
Weapon Proficiencies: None
Skill Points/Level: 6 + Int
Class Skills: Athletics (Str), Cosmology (Int), Diplomacy (Cha), Dungeoneering (Int), Linguistics (Int), Nature
(Wis), Perception (Wis), Stealth (Dex), Survival (Wis), Trade (Int)
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Favored Terrain, Planar Attunement
2nd +2 +3 +3 +0 Terrain Mastery
3rd +3 +3 +3 +1 Favored Terrain
4th +4 +4 +4 +1 Planar Mastery
5th +5 +4 +4 +1 Favored Terrain
6th +6 +5 +5 +2 Terrain Mastery
7th +7 +5 +5 +2 Favored Terrain
8th +8 +6 +6 +2 Planar Mastery
9th +9 +6 +6 +3 Favored Terrain
10th +10 +7 +7 +3 Terrain Mastery, Master of All Lands
Class Features
Favored Terrain (Ex): At 1st level, a horizon walker
may select a favored terrain from the ranger
Favored Terrain list. This works exactly like the
ranger favored terrain ability. The horizon walker
gains an additional favored terrain at 3rd, 5th, 7th,
and 9th level. If the horizon walker has abilities from other classes that only work in a favored terrain
(such as a ranger’s hide in plain sight ability), those
abilities work in favored terrains selected as a
horizon walker. Planar Attunement (Ex): At 1st level, the horizon
walker is treated as being under the effects of a
permanent avoid planar effects spell.
Terrain Mastery (Ex): At 2nd level, a horizon walker
selects a favored terrain to master. When within this
terrain the horizon walker gains a +2 competence
bonus on all attack and damage rolls, and grants
a +2 bonus on Nature, Perception, Stealth, and
Survival checks to all allies within 60 feet who
can see and hear her. The character masters one
additional terrain at 6th and 10th level.
Mastery of each terrain has additional benefits,
outlined below; these benefits apply to the horizon
walker at all times whether or not she is in the
relevant terrain.
Aquatic: The horizon walker gains an additional
+10 ft. increase to her swim speed, and adds wall
of water (SC 235) to her list of spell-like abilities.
Cold: The horizon walker gains cold resistance
10, and adds ice storm to her list of spell-like
abilities.
Desert: The horizon walker gains fire
resistance 10, and adds wall of fire to her list of
spell-like abilities.
Forest: The horizon walker gains a +4
competence bonus on Stealth checks, and adds
tree stride to her list of spell-like abilities.
Jungle: The horizon walker gains +4 to her
CMD, and adds vine mine (SC 230) to her list of
spell-like abilities.
Mountains: The horizon walker gains an
additional +10 ft. increase to her climb speed, and
adds wall of stone to her list of spell-like abilities.
Plains: The horizon walker gains an additional
+10 ft. increase to her land speed, and adds wind
wall to her list of spell-like abilities.
Swamp: The horizon walker gains tremorsense
with a range of 30 feet, and adds swamp stride (SC
217) to her list of spell-like abilities.
Underground: The horizon walker gains
blindsense out to a range of 10 feet, and adds
sudden stalagmite (SC 213) to her list of spell-like
abilities.
Urban: The horizon walker gains a +4
competence bonus on Diplomacy checks, and adds
reflective disguise (SC 171) to her list of spell-like
abilities. Planar Mastery (Su): As the horizon walker
gains experience, she learns how to channel her
connection to the cosmos and bend it to her will. At
4th level, and again at 8th level, the horizon walker
can choose one of the following abilities.
Astral Stride: The horizon walker can use
dimension door as a spell-like ability 3 times per
day with a caster level equal to her character level.
Defy Gravity: The horizon walker can use fly
(self only) as a spell-like ability 3 times per day with
a caster level equal to her character level.
Path of Shadow: The horizon walker can use
shadow walk as a spell-like ability once per day
with a caster level equal to her character level.
Phase Out: The horizon walker can use
ethereal jaunt as a spell-like ability once per day
with a caster level equal to her character level.
Master of All Lands (Su): At 10th level, the horizon
walker becomes familiar with and comfortable in all
possible terrains. Her terrain bonus in all favored
terrains increases by +2, and she 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, she
automatically succeeds. All allies within 60 feet of
her gain a +2 bonus on these checks and saves;
if the horizon walker is in a mastered terrain, this
bonus increases to +4.