Disclaimer Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Here's your first look at Horizon Walker, a Universal enhancement tree currently slated for Update 50. Horizon Walker has popped up in a couple of editions of D&D at this point, as a variant option in 3.5e and a Ranger path in 5e. In this adaptation, the Horizon Walker is a hunter that traverses planes, hunting extraplanar enemies with a Bow. They are rugged adventurers, prepared for any kind of danger on any number of planes, and are attuned enough to Planes that they can occasionally manipulate planar alignments to avoid danger.
Focuses of this tree include:
- Single-Target Bow Damage
- Dexterity
- Avoidance defenses (dodge, incorp, etc)
Marking a Target:
The first Core in this tree works a bit like Assassin's trick; it's an Active ability that leaves an effect on your targeted enemy, and after that the things that affect Marked Targets work on that enemy. Using Marked Target on another enemy while you have an existing, living Marked Target will clear it from them. Using Improved Precise Shot and hitting other enemies before/after your Marked Target on the Bow attacks will do the attack's weapon damage to other enemies, and only do the Marked Target effects to your Marked Target (assuming they're hit by the attack).
Cores
- Mark Target: +1 to Spot and Listen. You gain the ability to Mark one target at a time. Targets you Mark have -2 AC. (Debuffs to Marked Targets from these Core abilites do not stack with other players' Marks - Only the highest set of debuffs will apply.) Cooldown: 4 Seconds. (1AP)
- Improved Marking: Your Marked Targets get -10% Fortification. The AC penalty your Marked Targets take increases to -4. You also gain +3 to Maximum Dexterity Bonus while wearing Light armor. (1AP)
- Greater Marking: Your Marked Targets get -2 to Saving Throws. Their Fortification penalty increases to -10%, and AC penalty increases to -6. In addition you gain Haste SLA: 0 SP cost, 2 minute cooldown. (1AP)
- Dauntless Marking: Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -20%, and AC penalty increases to -10. You gain +3 Maximum Dodge. (1AP)
- Dimension Door: Once per rest, you can cast Dimension Door. Activation Cost: 0 Spell Points. Cooldown: 10 Minutes. Passive: Your Marked Targets get -20% to movement speed. (1AP)
- Horizon: +2 to all Ability Scores. You gain +2 Maximum Manyshot charges. You gain Favored Enemy: Marked Target: You always consider Marked Targets to be Favored Enemies, and deal extra damage against them. (1AP)
Tier 1
- Eye for Accuracy: +1/2/3 to Attack with Weapons.
- Opening Shot: +1/2/3[w] Bow Attack. Adds 1/2/3d6 Force damage on hit. This damage scales with Ranged Power. Cooldown: 6 seconds. (1AP/Rank)
- Planar Dodge: +1/2/3 to Dodge.
- Skills: +1/2/3 to Spot, Listen, and Search. (1AP/Rank)
- Conjure Arrow: SLA, as in AA tree (2AP)
Tier 2
- Walker Training I: +1 to Attack and +1 to Damage with Longbows and Shortbows. (1AP)
- Take the Opening: If Opening Shot hits a creature that is at 100% of their hitpoints, it deals an extra 1d10 Force damage per Character Level. This damage scales with 200% Ranged Power. Additionally, your Force damage from Opening Shot is now applied twice when used against Marked Targets. (2AP)
- Protection from Evil and Good: Rank 1: You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil creatures. Rank 2: You permanently gain this for Good creatures as well. Rank 3 (2AP): You are also warded from magical mental control and compulsions from both Evil and Good creatures.
- Skilled Navigator: +2/4/6 to Saving Throws vs. Traps (1AP/Rank)
- Favored Enemy: Evil Outsider Feat (1AP)
Tier 3
- No Step Missed: Battle Trance. Cooldown: 20 Seconds. Antirequisite: Other Trances. Charges: 5. Expend 1 Charge: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for [30/60/120] seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge. (1AP/Rank)
- Two Places At Once: When you use Manyshot or Scattershot, you gain Displacement for 12 seconds. (2AP)
- Hunter's Focus: If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary.
- Tenacious Hunter: Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +2/4/6 damage with Longbows and Shortbows. (1AP/Rank) (Tier Change. Was Tier 4 in preview 1)
- Ability Score: Multiselector
- Dexterity: +1 Dexterity (2AP)
- Wisdom: +1 Wisdom (2AP)
Tier 4
- Walker Training II: +2 to Attack and +2 to Damage with Longbows and Shortbows. (1AP)
- Corner the Quarry: +2/3/4[w] Bow Attack. If this is used against your Marked Target, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is also Stunned with no save (20sec cooldown). On bosses, this does not immobilize or stun. (1AP/Rank)
- Walker's Guidance: You and targeted ally gain Evasion, Improved Evasion, and +5 to Saving Throws vs. Traps for 12 seconds. 60 second cooldown. (1AP) (Tier Change. Was Tier 5 in Preview 1)
- Scattershot: Ranged Bow Attack: Expend one charge to randomly select up to three different enemies at close range and shoot one arro at each of them. Each of these shots can Doubleshot and have +1 Critical Threat Range and Multiplier. 2 second cooldown. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. (Requires a Longbow or Shortbow to use). Shares Charges and a Cooldown with Manyshot.(2AP)
- Ability Score: Multiselector
- Dexterity: +1 Dexterity (2AP)
- Wisdom: +1 Wisdom (2AP)
Tier 5
- Feywild Attunement: +1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows. You have Base Attack Bonus equal to your Character Level while using Longbows and Shortbows. (Location Change) (1AP)
- Banish the Quarry: If Corner the Quarry is used against a Marked Target, they take an additional 1d10 Force Damage per Character Level. This damage scales with Ranged Power. If the creature is Extraplanar, it must make a Will Save (d20+your Listen skill) or be Banished. (Bosses cannot be banished). (1AP)
- Misty Step: Rush forward. You have +5 to Reflex Saves and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). 12 second cooldown. Additionally, when you tumble or use Misty Step, you gain Ranged Power equal to your Character Level for 12 seconds. 12 second cooldown.
- Powershot: Whenever you Critically Hit an enemy with Manyshot or Scattershot, that enemy takes 1d10 Force Damage per Character Level that scales with 200% Ranged Power.
- Improved Archer's Focus (as in Deepwood): Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10% Doubleshot. (2AP)
A few notes:
- "Bow Attacks" in this tree require a Shortbow or Longbow.
- It is fairly intended that a non-bow user could get some good use out of this tree.
- Worth noting that anyone gaining Evasion from Walker's Guidance still has to follow Evasion rules (no med/heavy armor, etc) for Evasion to work.