The Realmwalker's Handbook

Legendary explorers and wanderers, a realmwalker is a skilled navigator of the planes and cosmos. A realmwalker’s training depends on the setting and world they are found in. One realmwalker may be a self-taught warrior whose adventures took them across planar barriers, whereas another realmwalker may have entered through initiation with a secretive sect of realmwalkers sworn to protect the plane against planar incursion.

Those that take up the realmwalker’s mantle often become planar guides, diplomats, and wayfinders, embarking on lengthy journeys into unexplored planes to discover long-lost secrets or caches of precious resources. A realmwalker may be of any race or background as their upbringings and personal philosophies often determine whether they use their skills to enable those in need, provide transport for lucrative mercantile missions, or lead the armies of their homelands to encroach upon the lands of their enemies.

Depending on the setting, realmwalkers may be lone wolves who take it upon themselves to defend from planar incursions or an organized and coordinated order, dispersing themselves across a plane or planet, standing guard at places of high planar volatility.

Requirements: To qualify to become a realmwalker, a character must fulfill all the following criteria.

  • Feat: Realmwalker Adept.
  • Skills: Knowledge (planes) 5 ranks, Survival 5 ranks. Special: In a setting where there are organized realmwalker organizations, there may be additional requirements to receive training and guidance to become a proper realmwalker.

Class Skills: The realmwalker’s class skills are Acrobatics (Dex), Climb (Str), Knowledge (geography) (Int), Knowledge (planes) (Int), Perception (Wis), Survival (Wis), Swim (Wis).

Skill Points at each Level: 6 + Int modifier.

Hit Die: d10.

Class Features

Table: Realmwalker
Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1 +1 +1 +0 +1 Realms uncharted (+4), realmwalker’s training, well traveled
2 +2 +1 +1 +1 Aligned class (+1), sense gateways
3 +3 +2 +1 +2 Aligned class (+2), planar protector (+1)
4 +4 +2 +1 +2 Planar shepherd, realms uncharted (+6)
5 +5 +3 +2 +3 Aligned class (+3), planar protector (+2), realmwarp

The following are class features of the realmwalker prestige class. Many of the realmwalker’s class features refer to the realmwalker’s favored plane chosen with the Realmwalker Adept feat.

Weapons and Armor Proficiency

A realmwalker gains no additional weapon or armor proficiencies.

Realms Uncharted (Ex)

At 1st level, the bonuses granted by the Realmwalker Adept feat increase from +2 to +4. At 4th level, these bonuses increase again to +6.

Realmwalker’s Training

At 1st level, the realmwalker gains the Realmwalker Master feat as a bonus feat (even if they do not meet the prerequisites). If they already possess that feat, they may retrain it for any feat they qualify for at no additional cost in money or time, selecting a new, valid feat or other choice for that feat.

Well Traveled (Ex)

Realmwalkers are often well traveled, having seen and been to many different places and planes. At 1st level, whenever the realmwalker would attempt a Knowledge (geography) check, the realmwalker may instead use his total Knowledge (planes) bonus.

Aligned Class (Ex)

Starting at 2nd level, the realmwalker chooses one base class they belonged to before gaining realmwalker levels. The realmwalker gains all the class features for this class, essentially adding each realmwalker level at 2nd level, 3rd level, and 5th level to their aligned class to determine what class features they gain. The realmwalker retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of their aligned class as well as those of the realmwalker prestige class.

Sense Gateways (Su)

The realmwalker has an intuitive sense of direction towards openings to other planes. At 2nd level, the realmwalker gains a unique sense, allowing the realmwalker to always know the distance and direction of any portals, rifts (including extradimensional spaces), teleportation circles, and other means of planar transportation (such as fairy rings or ley lines), as though under a constant Divination sphere divine effect for the Divine Warp alternate divination. The range of this sense is 1 mile per realmwalker level and is blocked by effects which would block or ward against divination effects.

At 5th level, this sense is increased to 10 miles per realmwalker level.

Planar Protector (Ex)

The realmwalker’s training has honed their combat knowledge against incursions and invaders. At 3rd level, when fighting creatures not native to the realmwalker’s favored plane, the realmwalker gains a +1 bonus on attack and damage rolls against such creatures. This bonus also applies to saving throws made against the abilities and effects from such creatures, and the realmwalker gains a +1 dodge bonus to AC against their attacks. If the realmwalker possesses magic, this bonus also applies to the realmwalker’s caster level, magic skill bonus, and magic skill defense with magic effects against invaders. The bonuses granted by this ability increase to +2 at 5th level.

Note and Example: Unlike the ranger’s favored enemy class feature, the planar protector ability is a wide net of potential targets, specifically focused on creatures which are not native to or originally from the realmwalker’s current favored plane. GMs should use their discretion with this ability. A native outsider born on the plane, such as an ifrit, would not be unnatural or non-native, whereas a great demon warlord bringing the armies of hell to invade a holy plane would not be native. Creatures not natural to the favored plane, even if they were spawned there, are similarly subject to this ability’s bonuses (such as a demon which is spawned on the material plane).

Planar Shepherd (Su)

The realmwalker’s extensive travels have made the realmwalker a reliable guide in both familiar and unknown lands. At 4th level, the realmwalker gains the Protection sphere Planar Refuge advanced talent as a constant aegis effect, providing its benefits against the realmwalker’s favored plane. This is a supernatural effect which is not suppressed by a dead magic zone or similar planar trait of the realmwalker has attuned to that plane as their favored plane. The aegis effect granted by this ability cannot be sacrificed by (succor) talents or other similar effects, but is treated as the realmwalker’s aegis if they possess Protection sphere talents which would augment its effects (such as the Protection sphere Community talent).

In addition, the realmwalker can share the protections granted by this ability with his allies. At the start of each day, when the realmwalker rests and regains resources, the realmwalker can select a number of allies up to their realmwalker level plus their Intelligence, Wisdom, or Charisma modifier (whichever is highest). The realmwalker’s selected allies gain the benefits of the planar shepherd ability for the next 24 hours and are treated as being under one of the realmwalker’s aegis effects.

Realmwarp (Sp)

The realmwalker’s mastery over planar travel and acclimatization allows them to travel between planes. At 5th level, once per day as a standard action, the realmwalker may open a portal to any other plane, which remains open for up to 1 minute, but may be closed by the realmwalker as a standard action. Any creature may spend a move action to enter the portal to be safely transported to the portal’s destination. Involuntary movement or unwilling creatures cannot enter the portal.

The realmwalker may designate a specific place they are familiar with on the destination plane (either having a clear mental image, knowing about its existence, etc.). If the realmwalker chooses such a place, the portal has no chance of failure, so long as that specific place exists. Otherwise, the portal becomes connected to a random location on the plane, as though the “similar area” result were rolled on the Warp sphere True Teleport advanced talent Table: Mishap.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.