Skill Points at Each Additional Level: 4 + Int modifier Improved Terrain Mastery: The epic horizon walker may select one of the terrains already in her terrain mastery repertoire. The insight bonus on attack and damage rolls against creatures of that terrain increases by +1. The maximum insight bonus for any one terrain is equal to the epic horizon walker's class level divided by 10, rounded up. Bonus Feats: The epic horizon walker gains a bonus feat (selected from the list of epic horizon walker feats) every 4 levels after 10th. Epic Horizon Walker Bonus Feat List: Armor Skin, Blinding Speed, Energy Resistance, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Extended Life Span, Legendary Climber, Perfect Health, Polyglot. Table: Epic Horizon Walker
Level | Special |
11th |
Improved Terrain Mastery |
12th |
Improved Terrain Mastery |
13th |
Improved Terrain Mastery |
14th |
Bonus feat, improved Terrain Mastery |
15th |
Improved Terrain Mastery |
16th |
Improved Terrain Mastery |
17th |
Improved Terrain Mastery |
18th |
Bonus feat, improved Terrain Mastery |
19th |
Improved Terrain Mastery |
20th |
Improved Terrain Mastery |
News: D&D Play By Post Party Thread
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OOC: You're a cleric. Cure Light Wounds is one of your known spells. Buying 10 potions is an option, but that same amount of gold would be better spent on a second wand. Either way... Let's buy a couple of those wands out of the party fund. Save your gold for something else down the road...
Treasury: Light Warhorse, Pack, Bedroll, Blanket, gr-hook, 50' silk rope, kits: disguise/climb/heal, 3 torches, tindertwig, 4 candles, Hooded Lamp, 2 flasks, rations(2weeks), 3 chests, flint and steel, 2 wands of cure light wounds (50/50), 5828gp
2 rings of substance ((Ask about these too. At first I thought "rings of sustenance" but read more carefully)) a ring of +2 protection a +2 suit of leather a +2 suit of elven chain mail a helm of insanity a +2 long sword a boots of striding
Everybody needs to decide what they're taking from the items. The helm, while not a good idea to wear, might make for interesting roleplaying, or it might be a good trick to pull on a captain of the guard or orcish leader with a sufficient bluff check. Getting captured, with that in your bag, you could make a sort of false plea "Whatever you do don't put that on! No mortal mind is capable of controlling the powers of a god!"
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