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Bard

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Dilettante
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Mage
Mage Blade
Outdoorsman
Stalker
Warmain

Race Concepts

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Stalker

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

AC Bonus

Special

1st

+1

+2

+2

+0

+0

Track, Poison Exposure, Meditation

2nd

+2

+3

+3

+0

+0

Evasion

3rd

+3

+3

+3

+1

+1

Sneak Attack +1d6, Favoured Weapon

4th

+4

+4

+4

+1

+1

Uncanny Dodge, Meditation (self-healing)

5th

+5

+4

+4

+1

+1

Poison Use, Exotic Weapon

6th

+6/+1

+5

+5

+2

+2

Eyes in the Night

7th

+7/+2

+5

+5

+2

+2

Sneak Attack +2d6, Meditation (resist energy)

8th

+8/+3

+6

+6

+2

+2

Improved Uncanny Dodge

9th

+9/+4

+6

+6

+3

+3

Hide in Plain Sight, Exotic Weapon

10th

+10/+5

+7

+7

+3

+3

Death Attack, Meditation (nondetection)

11th

+11/+6/+1

+7

+7

+3

+3

Sneak Attack +3d6

12th

+12/+7/+2

+8

+8

+4

+4

Improved Evasion

13th

+13/+8/+3

+8

+8

+4

+4

Meditation (gaseous form), Exotic Weapon

14th

+14/+9/+4

+9

+9

+4

+4

 

15th

+15/+10/+5

+9

+9

+5

+5

Sneak Attack +4d6

16th

+16/+11/+6/+1

+10

+10

+5

+5

Meditation (haste)

17th

+17/+12/+7/+2

+10

+10

+5

+5

Exotic Weapon

18th

+18/+13/+8/+3

+11

+11

+6

+6

 

19th

+19/+14/+9/+4

+11

+11

+6

+6

Sneak Attack +5d6

20th

+20/+15/+10/+5

+12

+12

+6

+6

 


Hit Die: d8
Class Skills
The class’s class skills (and the key ability for each skill) are
Skill points at 1st Level: (4 + Int mod) x 4
Skill points at each additional level: 4 + Int mod
Class Features
All of the following are class features of the class.
Weapon and Armour Proficiency: A stalker is proficient with all simple and martial weapons, and with light armour, medium armour, and shields (except tower shields).

Track: A stalker gains Track as a bonus feat.

Poison Exposure: One method stalkers use to defeat opponents is poison. Not always a debilitating poison, stalkers usually use a sleeping poison. Using poison however carries the risk of accidently poisoning oneself when applying the poison. With this ability, stalkers reduce the risk of accidental exposure by 1%/level. At 1st level the risk is 4%, at 2nd level 3%, at 3rd level 2% and at 4th level 1%.

Meditation: Stalkers learn how to meditate from their mentors. To gain any benefit from meditation, stalkers must maintain a meditative mode for at least one hour.
At 1st level stalkers gain the benefit of clearing their mind, ridding themselves of exhaustion or fatigue and feeling no ill effects for not sleeping a full 8 hour period.
To meditate the stalker must not be interrupted while meditating. Preferably the meditation should be conducted in a dim to dark area, with little noise. However stalkers learn how to shut out distractions to focus on themselves.
While meditatiing stalkers are not asleep, are fully aware and able to leave the meditative state if they are attacked.

Evasion: At 2nd level and higher, a stalker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless stalker (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Sneak Attack: If a stalker can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the stalker’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the stalker flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the stalker score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A stalker can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a stalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. A stalker can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A stalker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Favoured Weapon: The mage blade choses one type of weapon that they know. With this weapon they gain a +1 bonus to hit, that can stack with Weapon Focus. The weapon type cannot change once the decision has been made.

Uncanny Dodge: Starting at 4th level, a stalker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

Meditation (self-healing): To gain benefit of this meditative state, the stalker must meditate for a minimum of four hours. At the end of the meditation the stalker is fully rested, free of exhaustion or fatigue, healed as if for sleeping a complete 8 hour period, and healed for 2d8hp + 1/class level.
This meditative state can only be used once per 24 hour period.

Poison Use: Stalkers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Exotic Weapon: At 5th level and every four levels (9th, 13th, and 17th ) the stalker learns the use of one exotic weapon of their choice. It is given that the stalker has been practising with this new weapon for the previous levels until this level of mastery has been achieved.

Eyes in the Night: At 6th level the stalker gains the ability to see in darkness with the use of darkvision. The darkvision range is 30’ and is in all respects exactly the same as the racial ability darkvision.
If the stalker already has darkvision, this ability grants them an extra 30’ range of vision.

Meditation (resist energy): The stalker learns the meditative state of mind over the elements. After one hour of meditation a stalker gains the ability to resist energy like the spell by choosing one element. This ability lasts for 10 minutes/class level.
A stalker can use this ability once per 24 hour period.

Imrpoved Uncanny Dodge: A stalker of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defence denies another stalker the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight: At 9th level, a stalker can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a stalker can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Death Attack: If a stalker studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (stalker's choice). While studying the victim, the stalker can undertake other actions so long as his attention stays focused on the target and the target does not detect the stalker or recognize the stalker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the stalker's class level + the stalker's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the stalker. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the stalker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the stalker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Meditation (nondetection): This meditative state provides the stalker with the nondetection ability, which works the same as the spell of the same name. A stalker must spend three hours in meditation to gain this ability which lasts for 10 minutes/class level.
A stalker can use this ability once per 24 hour period.

Improved Evasion: This ability works like evasion, except that while the stalker still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless stalker (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Meditation (gaseous form): To gain this ability a stalker must spend one hour in meditation, after which their body and all gear becomes incoporeal as per the gaseous form spell. The form lasts for 1 minute/class level.
A stalker can use this ability once per 24 hour period.

Meditation (haste): To gain this ability a stalker must spend eight hours in mediation. A stalker has an eight hour period in which to make use of the benefits granted by this meditative state. As a standard action a stalker can draw upon the meditation to act as if hasted, as per the spell of the same name. This effect lasts for 1 round/class level.
A stalker can use this ability once per 24 hour period.