Horizon Walker

"In time, these eyes will see all realms."

Prerequisite: Ranger

The world is vast, with few mapped places. It begs exploration, instilling wanderlust in brave hearts. Roving it is a test of skill and stamina, an ordeal that rewards the intrepid with amazing sights, exciting encounters, and more. Still, the world is only one place in the broader cosmos. Other planes also beckon to the curious wanderer. The trials and experiences they offer can defy the worldly imagination and force adaptation beyond mortal ken.
    Horizon walker is the traditional name for a ceaseless roamer who seeks the unexplored regions of the universe. The appellation applies to members of a loose confederation of warriors who recognize one another as comrades on life’s wondrous journey. Such travelers go from place to place, from plane to plane, developing their skills and a mystic connection with the environment. They return changed by their contact with other realms, and with knowledge to better protect the world most mortals know.
    Like most horizon walkers, you have traveled the world. You learned about it and protect its inhabitants from otherworldly threats. Then you fearlessly set out into the wider universe, using your skills and the magical nature of your tie to the world to develop similar bonds with the far reaches of creation. To this day, you’re incapable of staying in one place long. Unseen locales summon you with their mystery. Your destiny whispers to you from an unknown vista. Each step you take moves you closer to it.


    Shadowfell Sight (11th level): You gain darkvision. If you are in the Shadowfell, you also gain a +5 bonus to Perception checks.
    Wanderer's Action (11th level): When you spend an action point to take an extra action, you can also take a move action before or after that action.
    Astral Infusion (16th level): You gain a bonus to death saving throws and to your healing surge value equal to your Wisdom modifier. If you are on the Astral Sea or in any divine dominion there, you can’t die as a result of failing three death saving throws, although damage can still kill you.

Horizon Walker Attack 11Worldly Strike

You put the arcane energy of the earth into your strike, strengthening your blow against otherworldly creatures.

Encounter        Arcane, Weapon
Standard Action      Melee or Ranged weapon

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). If the target has an origin other than natural, the attack deals extra damage equal to your Wisdom modifier, and the target is dazed until the start of your next turn.

Horizon Walker Utility 12Fey Strider

The piece of the Feywild you carry in your heart allows you to transcend space for a moment.

Encounter        Arcane, Teleportation
Move Action      Personal

Effect: You can teleport a number of squares equal to 3 + your Wisdom modifier. If you’re in the Feywild, you can teleport an additional 3 squares.

Special: If you have a beast companion and it is adjacent to you, it can teleport with you when you use this power.

Horizon Walker Attack 20Elemental Chaos Smite

Elemental energy swirls within you, and you unleash it as you strike an enemy.

Daily        Arcane, Weapon ; Acid, Cold, Fire, Radiant or Thunder
Standard Action      Melee or Ranged weaopn

Target: One creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged). The damage type is your choice of acid, cold, fire, radiant, or thunder, and the target takes ongoing 10 damage of that damage type (save ends). If you’re in the Elemental Chaos, the target instead takes ongoing 20 damage of that damage type (save ends).

Miss: Half damage, and no ongoing damage.

Published in Martial Power, page(s) 64.