Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore—and perhaps the reason they fear to explore them.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +1 | +2 | +2 | +0 | 1st favored enemy, stone scouting, wild empathy | — | — | — | — |
2nd | +2 | +3 | +3 | +0 | Combat style, ranger talent | — | — | — | — |
3rd | +3 | +3 | +3 | +1 | Endurance, favored environment (underground) +3 | — | — | — | — |
4th | +4 | +4 | +4 | +1 | Animal companion, ranger talent | 0 | — | — | — |
5th | +5 | +4 | +4 | +1 | 2nd favored enemy | 1 | — | — | — |
6th | +6/+1 | +5 | +5 | +2 | Improved combat style, ranger talent | 1 | — | — | — |
7th | +7/+2 | +5 | +5 | +2 | Rock hopper | 1 | 0 | — | — |
8th | +8/+3 | +6 | +6 | +2 | Favored environment (underground) +6, improved stone scouting, ranger talent | 1 | 1 | — | — |
9th | +9/+4 | +6 | +6 | +3 | Evasion, quarry | 2 | 1 | — | — |
10th | +10/+5 | +7 | +7 | +3 | 3rd favored enemy, ranger talent | 2 | 1 | 0 | — |
11th | +11/+6/+1 | +7 | +7 | +3 | Combat style mastery | 2 | 1 | 1 | — |
12th | +12/+7/+2 | +8 | +8 | +4 | Camouflage, ranger talent | 2 | 2 | 1 | — |
13th | +13/+8/+3 | +8 | +8 | +4 | Favored environment (underground) +9 | 3 | 2 | 1 | 0 |
14th | +14/+9/+4 | +9 | +9 | +4 | Ranger talent | 3 | 2 | 1 | 1 |
15th | +15/+10/+5 | +9 | +9 | +5 | 4th favored enemy | 3 | 2 | 2 | 1 |
16th | +16/+12/+6/+1 | +10 | +10 | +5 | Ranger talent | 3 | 3 | 2 | 1 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight | 4 | 3 | 2 | 1 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Favored environment (underground) +12, ranger talent | 4 | 3 | 2 | 2 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Improved quarry | 4 | 3 | 3 | 2 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th favored enemy, ranger talent | 4 | 4 | 3 | 2 |
Class Skills (6 + Int modifier per level): Athletics, Handle Animal, Heal, Insight, Natural Lore, Perception, Profession, Stealth, and Engineering
Class Features
A Dungeon Walker does not gain the Track, Animal Companion, Woodland Stride, and Swift Tracker class features.
Weapon and Armor Proficiency
A Dungeon Walker gains no proficiency with any type of weapon, armor, or shield.
Class Skills
A dungeon walker adds Engineering to his list of class skills.
Stone Scouting
Dungeon walkers gain a +2 bonus on all Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon walker receives a Perception check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
This ability replaces Track.
Wild Empathy
A dungeon walkers can use his wild empathy to affect vermin as if they were animals. He treats mindless vermin as if they had an Intelligence score of 1.
When a dungeon walker uses this ability to influence an animal or other creature native to the surface world, he takes a -4 penalty on the check. This stacks with the normal penalty to influence beasts and magical beasts.
Favored Environment
At 3rd level, a dungeon walker must select Underground as his favored environment. The bonus to skill checks from his favored environment is increased to +3, and it increases by 3 each time he gains the favored environment ability rather than by only 2. He cannot select any other environment option.
Terrain Bond
At 4th level, a dungeon walker forms a bond with the underground itself, enabling him to direct others in such terrain. When underground, the dungeon walker grants all allies within line of sight and that can hear him a +2 bonus on on Natural Lore, Perception, and Stealth skill checks. Also, as long as they travel with him, the dungeon walker’s allies leave no trail and can’t be tracked. The dungeon walker can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires.
This ability replaces Animal Companion.
Rock Hopper
At 7th level, a dungeon walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Athletics checks made to traverse underground terrain. Furthermore, the deep walker ignores difficult terrain created by underground terrain and subterranean flora.
This ability replaces Woodland Stride.
Improved Stone Scouting
At 8th level, a dungeon walker’s bonus on Perception checks to notice underground environmental hazards increases to +4. Additionally, the dungeon walker receives a check to notice these irregularities whenever he passes within 15 feet of them.
This ability replaces Swift Tracker.