To qualify to become a horizon walker, a character must fulfill all the following criteria.
The horizon walker's
class skills (and the key ability for each skill) are
Balance (Dex),
Climb (Str),
Diplomacy (Cha),
Handle Animal (Cha),
Hide (Dex),
Knowledge (geography) (Int),
Listen (Wis),
Move Silently (Dex),
Profession (Wis),
Ride (Dex),
Speak Language (none),
Spot (Wis), and
Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
All of the following are features of the horizon walker
prestige class.
Weapon and Armor Proficiency: Horizon walkers gain no proficiency with any weapon or armor.
Terrain Mastery: At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below.
Terrain mastery gives a horizon walker a bonus on checks involving a
skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on
attack rolls and
damage rolls against creatures with that terrain mentioned in
the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.
Planar Terrain Mastery: Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a non-planar terrain type instead, if she wishes.
Aquatic: You gain a +4 competence bonus on
Swim checks, or a +10-foot bonus to your
swim speed if you have one. You gain a +1 insight bonus on attack and
damage rolls against
aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and
damage rolls against
desert creatures.
Forest: You have a +4 competence bonus on
Hide checks. You gain a +1 insight bonus on attack and
damage rolls against
forest creatures.
Hills: You gain a +4 competence bonus on
Listen checks. You gain a +1 insight bonus on attack and
damage rolls against
hills creatures.
Marsh: You have a +4 competence bonus on
Move Silently checks. You gain a +1 insight bonus on attack and
damage rolls against
marsh creatures.
Mountains: You gain a +4 competence bonus on
Climb checks, or a +10- foot bonus to your
climb speed if you have one. You gain a +1 insight bonus on attack and
damage rolls against
mountain creatures.
Plains: You have a +4 competence bonus on
Spot checks. You gain a +1 insight bonus on attack and
damage rolls against
plains creatures.
Fiery (Planar): This kind of
planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and
damage rolls against outsiders and elementals with the fire subtype.
Cold (Planar): This kind of
planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and
damage rolls against outsiders and elementals with the cold subtype.
Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use
dimension door (as the spell cast at your
character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and
damage rolls against outsiders and elementals native to a shifting plane.
Aligned (Planar): You have the instinctive ability to mimic the dominant
alignment of the plane. You incur none of the penalties for having an
alignment at odds with that of the plane, and spells and abilities that harm those of the opposite
alignment don't affect you. You have the dominant
alignment of the plane with regard to magic, but your behavior and any
alignment-related
Class Features you have are unaffected.
Cavernous (Planar): You gain
tremorsense with a 30-foot range.
Other (Planar): If other planes are in use additional Planar Terrains can be created.
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