Vaynor
2010-01-25, 11:41 PM
CEREBRAL STALKER
http://i25.photobucket.com/albums/c83/Vaynor/Assassin_by_Skyrioncopy.jpg
a cerebral stalker at work
The cerebral stalker is both a warrior of the night and of the mind. A cerebral stalker utilizes physical and mental swiftness in battle, perfected by long hours of training and meditation. The stalker’s main source of power is his intelligence and telepathic powers, allowing him to quickly analyze a situation and gain the benefits of his knowledge in combat, as well as being able to read his opponent’s thoughts in order to gain an advantage. Cerebral stalker’s are known for being swift and deadly, both physically and mentally.
Cerebral stalkers can range from hired assassins, infiltrating the most secure locations by breaking into the very minds of the guards themselves, or simple thieves, gaging the threat of a location with their mindsight, or even as vigilantes, bringing justice to criminals of the night by breaking down their minds and bodies.
Game Rule Information
Alignment: Any
Hit Die: d6
Starting Gold: As rogue.
Class Skills
The cerebral stalker’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level
BAB
Fort Save
Ref Save
Will Save
Telepathy
AC Bonus
Special
1st
+0
+0
+2
+2
10 ft.
+0
Mind strike +1d6, trap finding, wild talent
2nd
+1
+0
+3
+3
15 ft.
+0
Uncanny dodge
3rd
+2
+1
+3
+3
25 ft.
+0
Mind strike +2d6, mental acuity +1 (skills)
4th
+3
+1
+4
+4
30 ft.
+0
Mindsight, evasion
5th
+3
+1
+4
+4
40 ft.
+1
Mind strike +3d6, improved uncanny dodge
6th
+4
+2
+5
+5
45 ft.
+1
Mental acuity +2 (initiative)
7th
+5
+2
+5
+5
55 ft.
+1
Mind strike +4d6, mind vision
8th
+6/+1
+2
+6
+6
60 ft.
+1
Mental leap
9th
+6/+1
+3
+6
+6
70 ft.
+1
Mind Strike +5d6, mental acuity +3 (saves)
10th
+7/+2
+3
+7
+7
75 ft.
+2
Mental shock
11th
+8/+3
+3
+7
+7
85 ft.
+2
Mind Strike +6d6, unconquerable mind
12th
+9/+4
+4
+8
+8
90 ft.
+2
Mental acuity +4 (speed)
13th
+9/+4
+4
+8
+8
100 ft.
+2
Mind strike +7d6, improved evasion
14th
+10/+5
+4
+9
+9
105 ft.
+2
Cloud senses
15th
+11/+6/+1
+5
+9
+9
115 ft.
+3
Mind strike +8d6, mental acuity +5 (damage)
16th
+12/+7/+2
+5
+10
+10
120 ft.
+3
Mind blank
17th
+12/+7/+2
+5
+10
+10
130 ft.
+3
Mind Strike +9d6, mental overload
18th
+13/+8/+3
+6
+11
+11
135 ft.
+3
Mental acuity +6, mental acuity (spell resistance)
19th
+14/+9/+4
+6
+11
+11
145 ft.
+3
Mind strike +10d6, improved mental shock
20th
+15/+10/+5
+6
+12
+12
150 ft.
+4
Destruction of the mind
Class Features
Weapon and Armor Proficiency: Cerebral stalkers are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, longsword, rapier, sap, shuriken, and siangham. Cerebral stalkers are proficient with all light armor, but not shields.
Telepathy: A cerebral stalker’s mind is empowered, allowing him to communicate with any creature that has a language. The telepathy’s range is dictated on the table above.
AC Bonus (Ex): A cerebral stalker’s swift mind allows him to react to attacks much more quickly. When unencumbered and with no more than light armor equipped, the cerebral stalker adds his Intelligence bonus (if any) as an insight bonus to his AC. In addition, a cerebral stalker gains a +1 insight bonus to AC at 5th level. This bonus increases by 1 for every five cerebral stalker levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Mind Strike: The cerebral stalker’s intelligence and telepathic ability allows him to increase the damage he deals against targets affected by his telepathy (although the creature does not need to speak or comprehend a language for this ability). If a cerebral stalker can catch an opponent when it is unable to defend himself effectively from mental attack, he can strike a vital or unguarded spot for extra damage. This extra damage dice is added any time the cerebral stalker’s target would be denied their Dexterity bonus to AC (if any), or when the cerebral stalker flanks his target.
Alternatively, this extra damage may be added when the cerebral stalker forcefully intrudes on the target’s mind instead of simply catching them off guard. If the target fails on a DC 10 + 1/2 class level + Int modifier Will save, then the extra dice may be added to any attacks made that round. Activating this ability is a free action. Only one target may be affected by the extra dice incurred in this manner, and only the target that failed its Will save.
The extra damage is 1d6 at level 1, and it increases by 1d6 every odd cerebral stalker levels thereafter. Should the cerebral stalker score a critical hit with a mind strike, this extra damage is not multiplied.
Ranged attacks can count as mind strikes only if the target is within 30 feet.
Creatures immune to critical hits are still affected by this ability, but only if they are not mindless or immune to mind-affecting abilities. A cerebral stalker cannot use mind strike to deal nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as a part of a mind strike.
The extra damage from the mind strike ability stacks with the extra damage from sneak attack or sudden strike whenever both would apply to the same target. Additionally, this ability counts as sneak attack for the purposes of qualifying for prestige classes that require it. This ability also counts as sneak attack for the purpose of feats that require or affect it (when applicable).
Trapfinding: A cerebral stalker can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magical traps. See the rogue class feature (PHB 50).
Wild Talent: A cerebral stalker gains Wild Talent as a bonus feat. Additionally, the cerebral stalker may learn psionic powers through the use of feats or similar. For this purpose, add the cerebral stalker's level to any manifesting class levels he has for the purposes of manifester levels.
Uncanny Dodge (Ex): At level 2, the cerebral stalker gains the uncanny dodge ability. This functions as the rogue ability of the same name.
Mental Acuity (Ex): A cerebral stalker’s mental powers allow him to react to danger quickly, as well as use his intelligence in areas that would not normally require it. At level 2, the cerebral stalker gains a +1 insight bonus on initiative rolls. This improves to +2 at level 5, and an additional +1 at levels 9, 13, and 17. Additionally, the cerebral stalker may use his Intelligence modifier for attack rolls instead of the normal ability score.
In addition, the cerebral stalker may use his intelligence as an additional modifier an amount of times per day equal to one-half his class level (minimum 1) plus his Intelligence bonus (if any). This ability may be used in the following ways:
At level 3, the cerebral stalker can utilize his high intelligence to aid non-intelligence based skill checks. Whenever the cerebral stalker attempts a skill check where the key ability score is not Intelligence, he may expend a mental acuity use to add his Intelligence modifier to the roll. Mental acuity uses used in this fashion may only function once per round.
At level 6, the cerebral stalker can use his telepathy and intelligence to further enhance his reflexes, and even slightly foresee events. At the beginning of combat, he may expend a mental acuity use to add his Intelligence modifier to his initiative modifier. Activating this ability is an immediate action. This ability is only usable once per encounter.
At level 9, the cerebral stalker can use his mental prowess to foresee events, hinder bodily harm, and increase his force of will. Whenever the cerebral stalker is subject to an effect that incurs a Fortitude, Reflex, or Will save he may expend a mental acuity use to add his Intelligence modifier to the roll. This ability only affects a single roll, and does not affect any subsequent rolls even when incurred by the same ability. This ability is only usable once per round.
At level 12, the cerebral stalker can boost his speed by expending a mental acuity use. The cerebral stalker’s base speed increases by 30 feet for a number of rounds equal to his Intelligence modifier. This ability stacks with any other instances of itself (up to a maximum of 3 uses expended (90 ft.)). At any point in which more than one mental acuity uses are expended, the cerebral stalker may, instead of increasing his speed, gain an additional attack each round (one additional attack maximum). For example, if a cerebral stalker chose to expend 3 uses of mental acuity, he may increase his speed by 90 ft., or increase his speed by 60 ft. and gain an additional attack. This additional attack stacks with all other effects that grant additional attacks. Activating this ability is a swift action.
At level 15, the cerebral stalker may perceive weaknesses in his opponents physical and mental defense, and use these weaknesses to his advantage. By expending a mental acuity use, the cerebral stalker may add his Intelligence modifier to all damage rolls made during the round this ability was activated. Activating this ability is a swift action. This ability does not stack.
At level 18, the cerebral stalker can enhance his resistance to spells and spell-like abilities. By expending a mental acuity use, the cerebral stalker gains 10 + class level spell resistance for a number of rounds equal to his Intelligence modifier. In addition, the cerebral stalker can even reflect spells back at the caster. If the caster’s caster level check fails to overcome the cerebral stalker’s spell resistance, the spell has a chance to reflect. Subtract the caster’s caster level check result from the cerebral stalker’s spell resistance. This number is the highest level spell the cerebral stalker can reflect. For example, if a level 18 cerebral stalker is affected by a level 17 wizard’s finger of death, and the spell is negated due to the cerebral stalker’s spell resistance (28) due to the wizard’s caster level check of 21, the spell is reflected (28 - 21 = 7, the level of the spell). If the caster rolls higher than the number needed to reflect the spell, the spell is still negated but not reflected. This ability requires a swift action to activate. However, the cerebral stalker may also activate this ability as an immediate action, but the duration is halved.
A maximum of 5 uses of mental acuity may be expended per round.
Mindsight: At level 4, the cerebral stalker gains Mindsight (LoM 126) as a bonus feat.
Evasion (Ex): At level 4, the cerebral stalker gains the evasion ability. This functions as the rogue ability of the same name.
Improved Uncanny Dodge (Ex): At level 5, the cerebral stalker gains the improved uncanny dodge ability, as the rogue ability of the same name.
Mind Vision (Su): At level 7, the cerebral stalker may enter its target’s consciousness and see the world as they do. Once per minute, the cerebral stalker may target any creature that is currently being affected by his telepathy. The creature must succeed on a DC 10 + 1/2 class level + Int modifier Will save or be affected. Upon a failed save, the cerebral stalker enters the mind of the target, seeing, hearing, smelling, and feeling what the target does, as well as hearing surface thoughts. The cerebral stalker does not literally enter their mind as with mental leap, but instead retains his current state and gains the effects detailed by this ability. The target is not aware of this ability. This ability can be used for a number of rounds equal to 3 + Int modifier. If the target goes out of range of the cerebral stalker’s telepathy, the cerebral stalker may continue mind vision for 1 additional round before it fails. If the creature succeeds on the Will save, then they are immediately aware that someone tried to access their mind, but nothing more. Activating this ability is a full-round action and is treated as a spell for Concentration checks (spell level equal to class level divided by 2, max 9). Mind vision is usable a number of times per day equal to the cerebral stalker’s Intelligence modifier.
Mental Leap (Su): At level 8, the cerebral stalker can fully and completely enter the minds of his opponents. As a standard action, expending a use of mental acuity, the cerebral stalker may, upon a failed DC 10 + 1/2 class level + Int modifier Will save, enter the mind of an adjacent opponent completely. The cerebral stalker appears to disappear, his body entering the target's mind. The cerebral stalker may remain in the target’s mind until the end of his next turn, at which point the cerebral stalker must exit. He may exit either through the same mind he entered, or instead traverse to another creature’s mind within range of his telepathy. This creature must also succeed on a Will save, or the cerebral stalker enters their mind (dealing no damage). This ability may be used continuously, a number of times equal to the cerebral stalker’s Intelligence modifier, but only once per round.
Both the initial entering and the final exiting deals 1d6/class level damage (max 15d6). When exiting a mind, the cerebral stalker must choose an open, adjacent square or suffer equal damage to the target each round he remains inside their mind past his limit. While inside an opponents mind he can read both surface and subconscious thoughts, as well as being able to converse with the target. The cerebral stalker can choose to negate the damage dealt upon entering or exiting his opponent’s minds, also negating any possible damage to himself.
If the cerebral stalker is caught inside their target’s mind when the target is killed, the cerebral stalker must succeed on a DC 10 + 1/2 class level + Int modifier (all using the target's stats) Will save or be killed as well (a successful check removes the cerebral stalker from the target’s mind without harm). If their target is affected by a mind-affecting effect, the cerebral stalker must make a DC 10 + 1/2 class level + Int modifier Will save or also be affected (incurring separate saves from the target). A creature may not be affected by this ability more than 1/round/Int modifier.
Mental Shock (Su): At level 10, whenever the cerebral stalker is able to deal additional damage due to a critical hit, he may also deal a swift, mental attack. The target receives a -4 penalty on Will saves until the end of the cerebral stalker’s next turn. This ability does not stack with itself, but is refreshed upon any additional critical hits made by the cerebral stalker.
Unconquerable Mind (Ex): At level 11, the cerebral stalker’s mind becomes nigh impenetrable. The cerebral stalker gains a +4 bonus on Will saves against mind-affecting effects. Additionally, any mental attack or intrusion attempted against the cerebral stalker has a 30% chance of being reflected back upon the attacker (whether successful or not, and even if the cerebral stalker is immune to the ability) as if the cerebral stalker had used the ability.
Improved Evasion (Ex): At level 13, the cerebral stalker gains improved evasion, as the rogue ability of the same name.
Cloud Senses (Su): At level 14 the cerebral stalker gains the ability to confound the minds of his opponents. For a number of targets in telepathy range up to 3 + Int modifier, the cerebral stalker may attempt a Hide check even when being watched. In addition, he gains a +4 bonus on Hide and Move Silently checks against targets included in this ability.
Mind Blank (Sp): At level 16, the cerebral stalker’s mind becomes completely impenetrable. The cerebral stalker is considered under the effects of a constant mind blank ability, with the spell’s caster level equal to the cerebral stalker’s class level. This ability may be suppressed or resumed at will, as a swift action.
Mental Overload (Su): The cerebral stalker can infiltrate his opponent’s minds and render them incapable of action. At level 17, by expending a mental acuity use, the cerebral stalker can reach out telepathically to the enemies surrounding him and stun them. All enemies in a 30 foot range must succeed on a DC 10 + 1/2 class level + Int modifier Will save or be stunned for 1d4+1 rounds. Activating this ability requires one standard action.
Improved Mental Shock (Su): The cerebral stalker may decrease his opponent’s mental faculties even more than before. At level 19, by expending a mental acuity use, the cerebral stalker can daze his opponent’s mind, causing them to suffer a -10 penalty on Will saves for 3 + Int mod rounds. This ability does not stack with itself, but stacks with Mental Shock. In addition, the opponent is dazed for 1 round. Activating this ability requires one swift action.
Destruction of the Mind (Su): At level 20, the cerebral stalker gains the ability to use his telepathic might to completely destroy a creature’s mind. Once per day, the cerebral stalker may manifest microcosm as a psion of equal level. This power may only be used on a single target, using the cerebral stalker’s Intelligence modifier as the primary casting stat.
New Feats
Improved Mental Acuity
Your mental acuity ability gains additional uses.
Prerequisites: Mental Acuity class feature
Benefit: You gain 3 extra uses of mental acuity each day.
Normal: You are limited to a number of mental acuity uses equal to one-half class level + Int modifier.
Special: You may gain this feat multiple times. Its effects stack.
Mental Finesse
Your focused intellect allows you to find the weakest points to strike.
Prerequisites: Mental Acuity class feature, Int 15
Benefit: By expending a use of mental acuity, and when using any weapon that the cerebral stalker class grants proficiency in, you may add your Intelligence modifier to your attack roll.
For Use in a Low-Tier Game
A cerebral stalker does not belong in a game with monks and samurai, and is much more at home as a powerful martial class in upper-tier games. If a player wishes to play a cerebral stalker in a less powerful game, the DM can adopt these easy changes in order to reduce the power of the cerebral stalker to that of a lower tier.
First, reduce the cerebral stalker's mind strike progression to +1d6/three levels instead of +1d6/two levels.
Additionally, the cerebral stalker must now be completely unarmored in order to gain use of his AC bonus and other encumbrance-dependent class features.
Introduce the following feat:
Improved Mind Strike
Your mind strike is even more devastating than normal.
Prerequisites: Mind Strike +1d6
Benefit: Whenever a creature takes damage from your mind strike class feature, if must succeed on a DC 10 + 1/2 class level + Int modifier Will save or receive an additional 1d8 points of damage.
Special: This feat can be taken multiple times, its effects stack.
http://i25.photobucket.com/albums/c83/Vaynor/Assassin_by_Skyrioncopy.jpg
a cerebral stalker at work
The cerebral stalker is both a warrior of the night and of the mind. A cerebral stalker utilizes physical and mental swiftness in battle, perfected by long hours of training and meditation. The stalker’s main source of power is his intelligence and telepathic powers, allowing him to quickly analyze a situation and gain the benefits of his knowledge in combat, as well as being able to read his opponent’s thoughts in order to gain an advantage. Cerebral stalker’s are known for being swift and deadly, both physically and mentally.
Cerebral stalkers can range from hired assassins, infiltrating the most secure locations by breaking into the very minds of the guards themselves, or simple thieves, gaging the threat of a location with their mindsight, or even as vigilantes, bringing justice to criminals of the night by breaking down their minds and bodies.
Game Rule Information
Alignment: Any
Hit Die: d6
Starting Gold: As rogue.
Class Skills
The cerebral stalker’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level
BAB
Fort Save
Ref Save
Will Save
Telepathy
AC Bonus
Special
1st
+0
+0
+2
+2
10 ft.
+0
Mind strike +1d6, trap finding, wild talent
2nd
+1
+0
+3
+3
15 ft.
+0
Uncanny dodge
3rd
+2
+1
+3
+3
25 ft.
+0
Mind strike +2d6, mental acuity +1 (skills)
4th
+3
+1
+4
+4
30 ft.
+0
Mindsight, evasion
5th
+3
+1
+4
+4
40 ft.
+1
Mind strike +3d6, improved uncanny dodge
6th
+4
+2
+5
+5
45 ft.
+1
Mental acuity +2 (initiative)
7th
+5
+2
+5
+5
55 ft.
+1
Mind strike +4d6, mind vision
8th
+6/+1
+2
+6
+6
60 ft.
+1
Mental leap
9th
+6/+1
+3
+6
+6
70 ft.
+1
Mind Strike +5d6, mental acuity +3 (saves)
10th
+7/+2
+3
+7
+7
75 ft.
+2
Mental shock
11th
+8/+3
+3
+7
+7
85 ft.
+2
Mind Strike +6d6, unconquerable mind
12th
+9/+4
+4
+8
+8
90 ft.
+2
Mental acuity +4 (speed)
13th
+9/+4
+4
+8
+8
100 ft.
+2
Mind strike +7d6, improved evasion
14th
+10/+5
+4
+9
+9
105 ft.
+2
Cloud senses
15th
+11/+6/+1
+5
+9
+9
115 ft.
+3
Mind strike +8d6, mental acuity +5 (damage)
16th
+12/+7/+2
+5
+10
+10
120 ft.
+3
Mind blank
17th
+12/+7/+2
+5
+10
+10
130 ft.
+3
Mind Strike +9d6, mental overload
18th
+13/+8/+3
+6
+11
+11
135 ft.
+3
Mental acuity +6, mental acuity (spell resistance)
19th
+14/+9/+4
+6
+11
+11
145 ft.
+3
Mind strike +10d6, improved mental shock
20th
+15/+10/+5
+6
+12
+12
150 ft.
+4
Destruction of the mind
Class Features
Weapon and Armor Proficiency: Cerebral stalkers are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, longsword, rapier, sap, shuriken, and siangham. Cerebral stalkers are proficient with all light armor, but not shields.
Telepathy: A cerebral stalker’s mind is empowered, allowing him to communicate with any creature that has a language. The telepathy’s range is dictated on the table above.
AC Bonus (Ex): A cerebral stalker’s swift mind allows him to react to attacks much more quickly. When unencumbered and with no more than light armor equipped, the cerebral stalker adds his Intelligence bonus (if any) as an insight bonus to his AC. In addition, a cerebral stalker gains a +1 insight bonus to AC at 5th level. This bonus increases by 1 for every five cerebral stalker levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Mind Strike: The cerebral stalker’s intelligence and telepathic ability allows him to increase the damage he deals against targets affected by his telepathy (although the creature does not need to speak or comprehend a language for this ability). If a cerebral stalker can catch an opponent when it is unable to defend himself effectively from mental attack, he can strike a vital or unguarded spot for extra damage. This extra damage dice is added any time the cerebral stalker’s target would be denied their Dexterity bonus to AC (if any), or when the cerebral stalker flanks his target.
Alternatively, this extra damage may be added when the cerebral stalker forcefully intrudes on the target’s mind instead of simply catching them off guard. If the target fails on a DC 10 + 1/2 class level + Int modifier Will save, then the extra dice may be added to any attacks made that round. Activating this ability is a free action. Only one target may be affected by the extra dice incurred in this manner, and only the target that failed its Will save.
The extra damage is 1d6 at level 1, and it increases by 1d6 every odd cerebral stalker levels thereafter. Should the cerebral stalker score a critical hit with a mind strike, this extra damage is not multiplied.
Ranged attacks can count as mind strikes only if the target is within 30 feet.
Creatures immune to critical hits are still affected by this ability, but only if they are not mindless or immune to mind-affecting abilities. A cerebral stalker cannot use mind strike to deal nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as a part of a mind strike.
The extra damage from the mind strike ability stacks with the extra damage from sneak attack or sudden strike whenever both would apply to the same target. Additionally, this ability counts as sneak attack for the purposes of qualifying for prestige classes that require it. This ability also counts as sneak attack for the purpose of feats that require or affect it (when applicable).
Trapfinding: A cerebral stalker can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magical traps. See the rogue class feature (PHB 50).
Wild Talent: A cerebral stalker gains Wild Talent as a bonus feat. Additionally, the cerebral stalker may learn psionic powers through the use of feats or similar. For this purpose, add the cerebral stalker's level to any manifesting class levels he has for the purposes of manifester levels.
Uncanny Dodge (Ex): At level 2, the cerebral stalker gains the uncanny dodge ability. This functions as the rogue ability of the same name.
Mental Acuity (Ex): A cerebral stalker’s mental powers allow him to react to danger quickly, as well as use his intelligence in areas that would not normally require it. At level 2, the cerebral stalker gains a +1 insight bonus on initiative rolls. This improves to +2 at level 5, and an additional +1 at levels 9, 13, and 17. Additionally, the cerebral stalker may use his Intelligence modifier for attack rolls instead of the normal ability score.
In addition, the cerebral stalker may use his intelligence as an additional modifier an amount of times per day equal to one-half his class level (minimum 1) plus his Intelligence bonus (if any). This ability may be used in the following ways:
At level 3, the cerebral stalker can utilize his high intelligence to aid non-intelligence based skill checks. Whenever the cerebral stalker attempts a skill check where the key ability score is not Intelligence, he may expend a mental acuity use to add his Intelligence modifier to the roll. Mental acuity uses used in this fashion may only function once per round.
At level 6, the cerebral stalker can use his telepathy and intelligence to further enhance his reflexes, and even slightly foresee events. At the beginning of combat, he may expend a mental acuity use to add his Intelligence modifier to his initiative modifier. Activating this ability is an immediate action. This ability is only usable once per encounter.
At level 9, the cerebral stalker can use his mental prowess to foresee events, hinder bodily harm, and increase his force of will. Whenever the cerebral stalker is subject to an effect that incurs a Fortitude, Reflex, or Will save he may expend a mental acuity use to add his Intelligence modifier to the roll. This ability only affects a single roll, and does not affect any subsequent rolls even when incurred by the same ability. This ability is only usable once per round.
At level 12, the cerebral stalker can boost his speed by expending a mental acuity use. The cerebral stalker’s base speed increases by 30 feet for a number of rounds equal to his Intelligence modifier. This ability stacks with any other instances of itself (up to a maximum of 3 uses expended (90 ft.)). At any point in which more than one mental acuity uses are expended, the cerebral stalker may, instead of increasing his speed, gain an additional attack each round (one additional attack maximum). For example, if a cerebral stalker chose to expend 3 uses of mental acuity, he may increase his speed by 90 ft., or increase his speed by 60 ft. and gain an additional attack. This additional attack stacks with all other effects that grant additional attacks. Activating this ability is a swift action.
At level 15, the cerebral stalker may perceive weaknesses in his opponents physical and mental defense, and use these weaknesses to his advantage. By expending a mental acuity use, the cerebral stalker may add his Intelligence modifier to all damage rolls made during the round this ability was activated. Activating this ability is a swift action. This ability does not stack.
At level 18, the cerebral stalker can enhance his resistance to spells and spell-like abilities. By expending a mental acuity use, the cerebral stalker gains 10 + class level spell resistance for a number of rounds equal to his Intelligence modifier. In addition, the cerebral stalker can even reflect spells back at the caster. If the caster’s caster level check fails to overcome the cerebral stalker’s spell resistance, the spell has a chance to reflect. Subtract the caster’s caster level check result from the cerebral stalker’s spell resistance. This number is the highest level spell the cerebral stalker can reflect. For example, if a level 18 cerebral stalker is affected by a level 17 wizard’s finger of death, and the spell is negated due to the cerebral stalker’s spell resistance (28) due to the wizard’s caster level check of 21, the spell is reflected (28 - 21 = 7, the level of the spell). If the caster rolls higher than the number needed to reflect the spell, the spell is still negated but not reflected. This ability requires a swift action to activate. However, the cerebral stalker may also activate this ability as an immediate action, but the duration is halved.
A maximum of 5 uses of mental acuity may be expended per round.
Mindsight: At level 4, the cerebral stalker gains Mindsight (LoM 126) as a bonus feat.
Evasion (Ex): At level 4, the cerebral stalker gains the evasion ability. This functions as the rogue ability of the same name.
Improved Uncanny Dodge (Ex): At level 5, the cerebral stalker gains the improved uncanny dodge ability, as the rogue ability of the same name.
Mind Vision (Su): At level 7, the cerebral stalker may enter its target’s consciousness and see the world as they do. Once per minute, the cerebral stalker may target any creature that is currently being affected by his telepathy. The creature must succeed on a DC 10 + 1/2 class level + Int modifier Will save or be affected. Upon a failed save, the cerebral stalker enters the mind of the target, seeing, hearing, smelling, and feeling what the target does, as well as hearing surface thoughts. The cerebral stalker does not literally enter their mind as with mental leap, but instead retains his current state and gains the effects detailed by this ability. The target is not aware of this ability. This ability can be used for a number of rounds equal to 3 + Int modifier. If the target goes out of range of the cerebral stalker’s telepathy, the cerebral stalker may continue mind vision for 1 additional round before it fails. If the creature succeeds on the Will save, then they are immediately aware that someone tried to access their mind, but nothing more. Activating this ability is a full-round action and is treated as a spell for Concentration checks (spell level equal to class level divided by 2, max 9). Mind vision is usable a number of times per day equal to the cerebral stalker’s Intelligence modifier.
Mental Leap (Su): At level 8, the cerebral stalker can fully and completely enter the minds of his opponents. As a standard action, expending a use of mental acuity, the cerebral stalker may, upon a failed DC 10 + 1/2 class level + Int modifier Will save, enter the mind of an adjacent opponent completely. The cerebral stalker appears to disappear, his body entering the target's mind. The cerebral stalker may remain in the target’s mind until the end of his next turn, at which point the cerebral stalker must exit. He may exit either through the same mind he entered, or instead traverse to another creature’s mind within range of his telepathy. This creature must also succeed on a Will save, or the cerebral stalker enters their mind (dealing no damage). This ability may be used continuously, a number of times equal to the cerebral stalker’s Intelligence modifier, but only once per round.
Both the initial entering and the final exiting deals 1d6/class level damage (max 15d6). When exiting a mind, the cerebral stalker must choose an open, adjacent square or suffer equal damage to the target each round he remains inside their mind past his limit. While inside an opponents mind he can read both surface and subconscious thoughts, as well as being able to converse with the target. The cerebral stalker can choose to negate the damage dealt upon entering or exiting his opponent’s minds, also negating any possible damage to himself.
If the cerebral stalker is caught inside their target’s mind when the target is killed, the cerebral stalker must succeed on a DC 10 + 1/2 class level + Int modifier (all using the target's stats) Will save or be killed as well (a successful check removes the cerebral stalker from the target’s mind without harm). If their target is affected by a mind-affecting effect, the cerebral stalker must make a DC 10 + 1/2 class level + Int modifier Will save or also be affected (incurring separate saves from the target). A creature may not be affected by this ability more than 1/round/Int modifier.
Mental Shock (Su): At level 10, whenever the cerebral stalker is able to deal additional damage due to a critical hit, he may also deal a swift, mental attack. The target receives a -4 penalty on Will saves until the end of the cerebral stalker’s next turn. This ability does not stack with itself, but is refreshed upon any additional critical hits made by the cerebral stalker.
Unconquerable Mind (Ex): At level 11, the cerebral stalker’s mind becomes nigh impenetrable. The cerebral stalker gains a +4 bonus on Will saves against mind-affecting effects. Additionally, any mental attack or intrusion attempted against the cerebral stalker has a 30% chance of being reflected back upon the attacker (whether successful or not, and even if the cerebral stalker is immune to the ability) as if the cerebral stalker had used the ability.
Improved Evasion (Ex): At level 13, the cerebral stalker gains improved evasion, as the rogue ability of the same name.
Cloud Senses (Su): At level 14 the cerebral stalker gains the ability to confound the minds of his opponents. For a number of targets in telepathy range up to 3 + Int modifier, the cerebral stalker may attempt a Hide check even when being watched. In addition, he gains a +4 bonus on Hide and Move Silently checks against targets included in this ability.
Mind Blank (Sp): At level 16, the cerebral stalker’s mind becomes completely impenetrable. The cerebral stalker is considered under the effects of a constant mind blank ability, with the spell’s caster level equal to the cerebral stalker’s class level. This ability may be suppressed or resumed at will, as a swift action.
Mental Overload (Su): The cerebral stalker can infiltrate his opponent’s minds and render them incapable of action. At level 17, by expending a mental acuity use, the cerebral stalker can reach out telepathically to the enemies surrounding him and stun them. All enemies in a 30 foot range must succeed on a DC 10 + 1/2 class level + Int modifier Will save or be stunned for 1d4+1 rounds. Activating this ability requires one standard action.
Improved Mental Shock (Su): The cerebral stalker may decrease his opponent’s mental faculties even more than before. At level 19, by expending a mental acuity use, the cerebral stalker can daze his opponent’s mind, causing them to suffer a -10 penalty on Will saves for 3 + Int mod rounds. This ability does not stack with itself, but stacks with Mental Shock. In addition, the opponent is dazed for 1 round. Activating this ability requires one swift action.
Destruction of the Mind (Su): At level 20, the cerebral stalker gains the ability to use his telepathic might to completely destroy a creature’s mind. Once per day, the cerebral stalker may manifest microcosm as a psion of equal level. This power may only be used on a single target, using the cerebral stalker’s Intelligence modifier as the primary casting stat.
New Feats
Improved Mental Acuity
Your mental acuity ability gains additional uses.
Prerequisites: Mental Acuity class feature
Benefit: You gain 3 extra uses of mental acuity each day.
Normal: You are limited to a number of mental acuity uses equal to one-half class level + Int modifier.
Special: You may gain this feat multiple times. Its effects stack.
Mental Finesse
Your focused intellect allows you to find the weakest points to strike.
Prerequisites: Mental Acuity class feature, Int 15
Benefit: By expending a use of mental acuity, and when using any weapon that the cerebral stalker class grants proficiency in, you may add your Intelligence modifier to your attack roll.
For Use in a Low-Tier Game
A cerebral stalker does not belong in a game with monks and samurai, and is much more at home as a powerful martial class in upper-tier games. If a player wishes to play a cerebral stalker in a less powerful game, the DM can adopt these easy changes in order to reduce the power of the cerebral stalker to that of a lower tier.
First, reduce the cerebral stalker's mind strike progression to +1d6/three levels instead of +1d6/two levels.
Additionally, the cerebral stalker must now be completely unarmored in order to gain use of his AC bonus and other encumbrance-dependent class features.
Introduce the following feat:
Improved Mind Strike
Your mind strike is even more devastating than normal.
Prerequisites: Mind Strike +1d6
Benefit: Whenever a creature takes damage from your mind strike class feature, if must succeed on a DC 10 + 1/2 class level + Int modifier Will save or receive an additional 1d8 points of damage.
Special: This feat can be taken multiple times, its effects stack.