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Woldian Path Walker

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This version of the Horizon Walker prestige class is NOT approved for use in the Wold.

Woldian Path Walker

The Path Walkers of the Wold are Walkers who are inspired to wander from place to place as living examples of the power of love and life. They walk their chosen Path without regard for danger, so they can be found literally anywhere. Path walkers 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. In this way, they bring their message of nonviolence to every part of the Wold, and beyond as they walk the Path of Peace, Love and Unending Pilgrimage.

Though rangers and druids are often attracted to a wandering life, especially one that leads through the wildest places in the Wold, any character may be a Path Walker. Fewer are spellcasters, however, as the discipline of the Path does not much overlap the requirements of magic.

As NPCs, some Path Walkers decry all violence and act only in self defense. Others use nonlethal damage to guide and discipline evildoers, and to present an example to others of resolving conflicts without death or damage. Some Path Walkers guide and rescue those who are lost. Others are wanderers who do good wherever they find a need. They are mobile and resourceful, and they make loyal and faithful companions.

Alignment: Because of their devotion to life and peace, all Path Walkers must be good.

Hit Die: d10.

Requirements

To qualify to become a Path Walker, a character must fulfill all the following criteria.

  • Skills: Knowledge (geography) 5 ranks.
  • Feats: Endurance.
  • Special: Must be a member of the Woldian Walkers organization.

Class Skills

The Path Walker's class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

Table: The Path Walker
Level BAB Fort Save Ref Save Will Save Special
1st +1 +1 +1 +0 Favored terrain
2nd +2 +1 +1 +1 Favored terrain, Terrain mastery
3rd +3 +2 +2 +1 Terrain dominance
4th +4 +2 +2 +1 Favored terrain, Terrain mastery
5th +5 +3 +3 +2 Favored terrain, Terrain travel
6th +6 +3 +3 +2 Terrain dominance, Terrain mastery
7th +7 +4 +4 +2 Favored terrain
8th +8 +4 +4 +3 Favored terrain, Terrain mastery
9th +9 +5 +5 +3 Terrain dominance
10th +10 +5 +5 +3 Favored terrain, Master of all lands

Class Features

Weapon and Armor Proficiency: A Path Walker gains no proficiency with any weapon or armor.

Favored Terrain (ex): At 1st level, a Path Walker may select a type of terrain from the Favored Terrains table, choosing either a natural terrain or a planar terrain. The Path Walker gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain, as well as two extra temporary hit points. A Path Walker traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). The Path Walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and with each new favored terrain, the skill bonus and temp hit point bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the Path Walker's bonuses do not stack; he simply uses whichever bonus is higher. If the Path Walker has abilities from other classes that only work in a favored terrain (such as a ranger's camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a Path Walker.

Favored Terrains Table

Natural Terrains

  • Cold, including ice, glaciers, snow, and tundra.
  • Desert, including sand and wastelands.
  • Forest, including coniferous and temperate deciduous.
  • Jungle, including rain forest.
  • Mountain, including hills.
  • Plains, including pampas and savannah.
  • Swamp, including march, bog, and fen.
  • Underground, including caves and dungeons.
  • Urban, including buildings, streets, and sewers.
  • Water, including coasts and aquatic environments above and below the surface.

Planar Terrains

  • Estates of Unrest, where many dead souls test themselves in constant warfare.
  • Haven Far, where many dead souls go for healing and rejuvenation.
  • Valleys of Twilight, where wise Queen Maab reigns.
  • Kosh Marr, where the undead rule over nightmares.
  • Realm of Shadows, with a grey terrain covered in rivulets of Woldsblood, under voids and cold stars.
  • Wold's Cradle, home of the fey, a natural wonderland.
  • Elemental Plane of Air.
  • Elemental Plane of Earth.
  • Elemental Plane of Fire.
  • Elemental Plane of Water.

Terrain Mastery: At 2nd level, a Path Walker selects a favored terrain to master. When within this terrain the Path Walker may, as a move action, grant a +2 bonus on Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. The character masters one additional terrain at 4th, 6th, and 8th levels. Mastery of each terrain has additional benefits, outlined below; these benefits apply to the Path Walker at all times whether or not he is in the relevant terrain.

Terrain Mastery Benefits

Natural Terrains

  • Cold: You gain cold resistance 10.
  • Desert: You gain immunity to exhaustion; anything that would cause you to become exhausted makes you fatigued instead.
  • Forest: You gain a +4 insight bonus on Stealth checks.
  • Jungle: You gain a +4 insight bonus on Escape Artist checks and increases your CMD against grapple maneuvers by +4.
  • Mountain: You gain a +4 insight bonus on Climb checks and do not lose your Dexterity modifier to AC while climbing.
  • Plains: Your movement is not reduced by wearing medium armor or carrying a medium load.
  • Swamp: You gain a +4 insight bonus on Perception checks.
  • Underground: You gain Blind-Fight as a bonus feat.
  • Urban: You gain a +4 insight bonus on Diplomacy checks.
  • Water: You gain a +4 insight bonus on Swim checks and +1 insight bonus on all attack and damage rolls against swimming creatures.

Planar Terrains

  • Estates of Unrest: Inspired by the ceaseless battling of the dead, you have learned to succeed in combat without compromising your ethics. You gain +4 insight bonus on Intimidate checks and trip, disarm, overrun, bull rush, and dirty trick attacks. You gain a +2 insight bonus to AC when you are flanked.
  • Haven Far: Tapping the positive energy that infuses Haven Far, you gain Fast Healing 1.
  • Valleys of Twilight: Inspired by the ancient lore of Queen Maab, you gain a +4 insight bonus to Knowledge checks (except Knowledge (Local)) and to Spellcraft and Use Magic Device checks.
  • Kosh Marr: Having studied, or simply survived, the nightmares of Kosh Marr, you have learned some tricks that help in staying alive among the undead. You gain a +4 insight bonus on Intimidate checks and to AC and saves against all necromancy school effects and all attacks launched by undead. You can cast [URL False Life] as a spell-like ability based on your Path Walker level, a number of times per day equal to 3 + your Wisdom modifier. Your Path Walker levels stack with your sorcerer levels to improve and gain Undead bloodline powers (not spells or caster levels).
  • Realm of Shadows: Drawing on the ability of woldsblood to attract the souls of all living things, you gain lifesense with a range of 20 feet that applies to all creatures, living or dead, that have souls. Your Path Walker levels stack with your Woldian Blood Witch levels for determining caster level of Blood Witch arcane spells. Your Path Walker Spells stack with Grim and Fixer levels for using the Darkwalk and Draw Woldsblood abilities, if you are a Fixer and/or a Grim.
  • Wold's Cradle: Instilled with a fey passion for art and trickery, you gain a +4 insight bonus on Perform checks and AC and saves when you also have concealment or are invisible. You may cast the Woldian Elf Vision spell as a spell-like ability based on your Path Walker level, a number of times per day equal to 3 + your Charisma modifier.
  • Plane of Air: You gain a +4 insight bonus on Fly checks and +1 insight bonus on all attack and damage rolls against flying creatures. You gain the ability to breathe air if you cannot already do so.
  • Plane of Earth: You gain DR 1/adamantine.
  • Plane of Fire: You gain fire resistance 10.
  • Plane of Water: You gain a +4 insight bonus on Swim checks and a +1 insight bonus on all attack and damage rolls against swimming creatures. You gain the ability to breathe water if you cannot already do so.

Terrain Dominance: At 3rd level, a Path Walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the Path Walker gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks equal to his favored terrain bonus. Likewise, he gets the same bonus on weapon attack and damage rolls against native creatures. This bonus does not stack with a ranger's favored enemy bonus.

Each terrain dominance grants additional abilities, detailed below. When the Path Walker gains a new terrain dominance at 6th and 9th levels, he may, if he prefers, instead pick an additional two terrain masteries.

Terrain Dominance Benefits

Natural Terrains

  • Cold: You gain cold resistance 20 (this replaces your cold resistance from mastery of the cold terrain) and a +1 insight bonus on all attack and damage rolls against creatures of the cold subtype.
  • Desert: You gain fire resistance 10 and immunity to fatigue.
  • Forest: You can cast [URL Tree Shape], [URL Barkskin], and [URL Tree Stride] as spell-like abilities based on your Path Walker level, a total number of times per day equal to 3 + your Wisdom modifier.
  • Jungle: You gain an animal companion, treating your Path Walker levels as druid levels, chosen from creatures native to jungles, such as ape, bird, small cat, crocodile, dinosaur, and snake.
  • Mountain: You gain DR 2/adamantine.
  • Plains: Your base speed increases by +10 feet.
  • Swamp: You gain tremorsense with a 30-foot range.
  • Underground: You gain darkvision with a range of 60 feet. If he already has darkvision 60 feet, its range extends by 60 feet.
  • Urban: You can roll two dice while making Diplomacy, Bluff, and Sense Motive checks, and take the better result. You must choose to use this talent before making the check. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Water: You gain a swim speed of 20 feet. If you already have a natural swim speed, your swim speed increases by +20 feet.

Planar Terrains

  • Estates of Unrest: You can roll with a blow to take less damage from it than you otherwise would. To use this ability, roll a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. If she is denied your Dexterity bonus to AC, you can't use this ability. Evasion does not apply. You can use this ability a number of times per day equal to 3 + your Dexterity modifier.
  • Haven Far: Whenever you are healed by or use positive energy to heal a target, you also remove the exhausted and fatigued conditions, and you cure one point of ability score drain or damage (chosen at random if more than one ability is drained or damaged). Eight hours of rest affects you like a Heal spell, once per day.
  • Valleys of Twilight: Pick any one wizard illusion spell of 5th level or lower. You can cast this spell as a spell-like ability based on your Path Walker level, a number of times per day equal to 3 + your Charisma modifier.
  • Kosh Marr: You are immune to all effects with the Death descriptor. You are unaffected by the application of negative levels to you.
  • Realm of Shadows: You can cast [URL Ethereal Jaunt] as a spell-like ability based on your Path Walker level, a total number of times per day equal to 1 + your Intelligence modifier.
  • Wold's Cradle: You gain DR 2/cold iron. You gain a +4 insight bonus against the spells, spell-like abilities, and supernatural abilities of the fey as well as against enchantments.
  • Plane of Air: You can cast [URL Fly] as a spell-like ability based on your Path Walker level, a total number of times per day equal to 3 + your Constitution modifier.
  • Plane of Earth: You gain tremorsense with a range of 30 feet.
  • Plane of Fire: You gain fire resistance 20 (this replaces the character's file resistance from mastery of the Plane of Fire terrain) and a +1 insight bonus on all attack and damage rolls again creatures of the fire subtype.
  • Plane of Water: Your movements and actions are not hampered when underwater. You can speak, make attacks, and cast spells normally underwater (as if using freedom of movement).

Terrain Travel (Ex & Sp): In terrains you have mastered, you gain the extraordinary ability to ignore all movement penalties due to natural, non-magical difficult terrain. In natural terrains you have dominated, you gain the spell-like ability to use dimension door (as the spell cast at your Path Walker level) once every 1d4 rounds. If you have dominated planar terrains, you gain the spell-like ability to use Plane Shift (as the spell cast at your Path Walker level) twice per day to travel to and from the dominated plane -- even to and from Kosh Marr.

Master of All Lands (Su): At 10th level, the Path Walker becomes familiar with and comfortable in all possible terrains. His 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 Path Walker is in a mastered terrain, this bonus increases to +4.