Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore—and perhaps the reason they fear to explore them.
At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level).
This ability replaces favored terrain.
At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain. Furthermore, the deep walker ignores difficult terrain created by underground terrain and subterranean flora.
This ability replaces woodland stride.
This ability replaces camouflage.
At 17th level, a deep walker can use the Stealth skill while he is underground, even when being observed.
This ability replaces hide in plain sight.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.