Dungeon Walker

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.

Table: The Dungeon Walker

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th
1st+1+2+2+01st favored enemy, stone scouting, wild empathy
2nd+2+3+3+0Combat style, ranger talent
3rd+3+3+3+1Endurance, favored environment (underground) +3
4th+4+4+4+1Animal companion, ranger talent0
5th+5+4+4+12nd favored enemy1
6th+6/+1+5+5+2Improved combat style, ranger talent1
7th+7/+2+5+5+2Rock hopper10
8th+8/+3+6+6+2Favored environment (underground) +6, improved stone scouting, ranger talent11
9th+9/+4+6+6+3Evasion, quarry21
10th+10/+5+7+7+33rd favored enemy, ranger talent210
11th+11/+6/+1+7+7+3Combat style mastery211
12th+12/+7/+2+8+8+4Camouflage, ranger talent221
13th+13/+8/+3+8+8+4Favored environment (underground) +93210
14th+14/+9/+4+9+9+4Ranger talent3211
15th+15/+10/+5+9+9+54th favored enemy3221
16th+16/+12/+6/+1+10+10+5Ranger talent3321
17th+17/+12/+7/+2+10+10+5Hide in plain sight4321
18th+18/+13/+8/+3+11+11+6Favored environment (underground) +12, ranger talent4322
19th+19/+14/+9/+4+11+11+6Improved quarry4332
20th+20/+15/+10/+5+12+12+65th favored enemy, ranger talent4432
Hit Die: d8
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.