Wanderer of the Wilds
“These lands are deadly to those who don’t know them. Luckily, I know them well. Stay close, and we may all make it out of here alive.”
Prerequisite: Ranger
There are those who shun the world of cities and streets, choosing to make their own way in the wilderness rather than settle down to a life of farming, trade, or similar. These individuals prefer the company of nature to that of their own kind, and live to wander the untamed wilderness, relying on their wits and nature lore to survive from day to day. Some are driven by a strong sense of wanderlust, forcing them to keep moving, and preventing them from settling down in any one place for long. Others really do hate civilized society, and find that their only happiness is when they can distance themselves from the hum-drum of the peasant’s life. Still others do so out of a true love of nature, eagerly exploring all the hidden corners of the world in search of nature’s hidden bounties and glorious, beautiful sights.
Among these wanderers are the individuals who make up the ranks of the wanderers of the wilds. These select few spend so much time living in the wild and depending on their wilderness skills that they develop a close bond with the lands in which they roam, granting them access to a wide array of abilities while on their chosen terrain.
Wanderer of the Wilds Path Features
Home Field Action (11th level): Choose a terrain type from the following list: desert, forest, frozen, jungle, mountain, plains, swamp. As long as you are on terrain of the chosen type, whenever you take an extended rest, you gain an extra action point (you gain this action point after your action points are reset to 1, effectively resetting them to 2 instead). You may choose one additional terrain type at 15th level, and another at 19th level. If you are in an area that would qualify for more than one terrain type, you only gain the benefits of one.
Terrain Walk (11th level): While on terrain of a type you have chosen for your Home Field Action path feature, you ignore difficult terrain.
Wanderer’s Knack (16th level): While on terrain of a type you have chosen for your Home Field Action path feature, you cannot be immobilized. This benefit applies only to the immobilized condition, not other conditions that prevent you from moving (such as being petrified, restrained, stunned, surprised, or unconscious).
Wanderer of the Wilds Exploits
A wanderer of the wilds has a number of different options to choose from for his or her 11th-level attack power. The wanderer may only choose one of these powers, and does not gain all of them. Whenever the wanderer of the wilds gains a new chosen terrain for his or her Home Field Action path feature, he or she may choose to swap out the chosen attack power for a different one from the list below.
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