Labyrinths & Liontaurs
Contents

Notes

Walker

Walkers are the ultimate wanderers, adept in any environment, at home wherever their feet take them. They have a deep and abiding curiosity about the world, and they crave the novelty of new sights and places. They show up unexpectedly, walking in and out of tales and adventures. They are in tune with nature, sometimes with a spiritual devotion, sometimes just to enjoy, explore, and learn.

Horizon walkers are masters of travel, always seeking to find safe ways through inhospitable terrain, and leading others safely as well. Master Walkers are known to travel the multiverse, blazing trails where people have never gone before, visiting realms that defy mortal experience. Those who travel with them may delight in or regret the experience, but either way, they do not return unchanged..

Role: Walkers are competent in combat, and more than competant in natural environments. 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. They are themselves highly mobile, and they help their friends move adroitly as well.

Requirements: The Universal System tends to offer the Walker prestige class to characters who have had remarkable experiences ...

If you have focused on one of these to the point of obsession, or if your experiences have touched on most or all of them, then the Universal System may offer you the use of this prestige class.

Base Attack Bonus: +0.75 / level.

Caster Level: Similar to +0.5 / level, see below.

Will Save: +0.5 / level.

Fort Save: +0.75 / level.

Reflex Save: +0.5 / level.

Hit Die: d8.


Table: Walker Advancement
LevelBase Attack BonusCaster LevelWill SaveFort SaveRefx SaveSpecial
1st+1+1+0.5+0.5+0.5Prestige Signature: Terrain Mastery
2nd+2+1+1.0+1.0+1.0Hidden Campfire or Professional Wayfarer
3rd+3+2+1.5+1.5+1.5Nature's Aid or Always Walking I
4th+4+2+2.0+2.0+2.0Forced for All or Mean Man With a Map
5th+5+3+2.5+2.5+2.5Prestige Tier Choice
6th+6+3+3.0+3.0+3.0Master Signature: Planar Mastery
7th+7+4+3.0+3.5+3.5Hunter II or Herder II
8th+8+4+3.0+4.0+4.0Breakneck Dash or Hail of Missiles
9th+9+5+4.0+4.5+4.5Portal Shot or Perfect Guide
10th+10+5+5.0+5.0+5.0Master Tier Choice

Skill Proficiencies

The walker's proficient skills (and the ability scores used to boost each skill) are Climb (Str), Diplomacy (Cha), Gather Information (Chr), Handle Animal (Cha), Jump (Str), Knowledge (Nature, Geography) (Int), Language (Int), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex), and Use Rope (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies

You gain no new proficiency with weapons or armor.

Spells and Spell Casting

Prestige classes do not add the usual fractional increase to caster level each time you advance. Instead, at some levels you add a full caster level, and at other levels you add none. The spell level of walker spells varies from walker to walker -- see these rules on prestige class spell aquisition. When you cast spells gained through this prestige class, those spells are natural by type. The casting ability score for this prestige class is strength; use your even (column B) strength modifier for walker spell DCs, and, if it is your highest casting ability score, to set concentration checks and bonus spells per day.

KNOWN SPELLS LIST: When you add a caster level, the spells you add to your known spells list are pre-selected:

Class Abilities

PRESTIGE TIER

Level 1 Walker Prestige Tier Signature Ability: Terrain Mastery (Su): You can create missiles as a free action multiple times per round, so that you never lack for ammunition. Every such missile you fire becomes magical, gaining an enhancement bonus equal to your character level divided by 3 (round down). After being fired by you and after the attack is resolved, the missile vanishes. In addition, you can bind an area-affect spell to such a missile when you shoot it at a creature. If this spellbound missile hits, it inflicts normal damage and the spell takes effect at the creature's location. If the spell has directionality (such as a cone or line), it radiates out away from you. A spell cast in this way requires its standard casting time -- and you fire the spellbound missile as part of the casting. If the missile misses, the spell is not cast, and the spell slot is not used.

Level 2 Walker Prestige Tier Interaction Ability (pick one):

Level 3 Walker Prestige Tier Combat Ability (pick one):

Level 4 Walker Prestige Tier Exploration Ability (pick one):

Level 5 Walker Prestige Tier Choice: Select a Walker Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat from the Runner or Stepper Feat Trees for which you qualify, treating your own tier as if it were one step higher..

MASTER TIER

Level 6 Walker Master Tier Signature Ability: Planar Mastery (Su) As a standard action, a missile you create with your Spellbound Shooting ability homes in on your target, veering around creatures, passing through obstacles, ignoring benefits for cover and reducing the miss chance for concealment by 25 percent. A trick shot requires line of effect or line of sight, but not both (if you are shooting into mist, you might have line of effect but not line of sight; if you are shooting through a wall at a target you see with a ring of x-ray vision, you have line of sight but not line of effect). A trick shot strikes incorporeal and ethereal foes as if the missile had the ghost touch ability. In addition, when you use a trick shot, you may choose one of the following combat maneuvers or actions (instead of attacking to inflict damage): disarm, snooker, sunder, or trip; add half your character level to your CMB to make one of these special attacks. You can bind a spell to a Trick Shot if the casting time is a standard action or less, but the combined Spellbound Trick Shot requires a full round action to execute. You can make a Trick Shot a number of times per day equal to your character level.

Level 7 Walker Master Tier Interaction Ability (pick one):

Level 8 Walker Master Tier Combat Ability (pick one):

Level 9 Walker Master Tier Exploration Ability (pick one):

Level 10 Walker Master Tier Choice: Select a walker Master or Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat from the Intuition or Dash Feat Trees for which you qualify, treating your own tier as if it were one step higher.