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Dragodar
2014-01-12, 04:34 PM
Adherent


"My body has limits. I just haven't found them yet."

http://res.cloudinary.com/dgp7o7sgl/image/upload/v1389565786/assassin_wuezgh.jpg

Hit Dice: d8
Starting Age: Young
Starting Gold: 6d4x10

Description: So named due to their strict adherence to the Assassins' Creed, the Adherents are a class of highly trained assassins, not to be confused with the Assassin Prestige Class. Adherents are members of the Assassin Brotherhood, an ancient order of elite killers dedicated to the preservation of freedom, individualism, and autonomy for all people. The Adherents follow a strict code of conduct defined by their Order and operate in secret, always behind the scenes. True to their name, the Adherents adhere rigidly to the tenets of the Brotherhood.

Class Skills
The Adherent's class skills (and the key ability for each skill) are:
Balance (DEX),
Bluff (CHA),
Climb (STR),
Disable Device (INT),
Disguise (CHA),
Escape Artist (DEX),
Gather Information (CHA),
Hide (DEX),
Jump (STR),
Knowledge: All (INT),
Listen (WIS),
Move Silently (DEX),
Open Lock (DEX),
Search (INT),
Sleight of Hand (DEX),
Spot (WIS),
Survival (WIS),
Tumble (DEX),
Use Rope (DEX)

Skills Points at Each Level: 6 + INT
Bonus Languages: An Adherent's bonus language options include Elven, Sylvan, and Dwarven.

Abilities: An Adherent's most important ability is Intelligence, since most of his Class Features rely on it. It is closely followed by Dexterity, which is also a large factor in the effectiveness of his Class Features. After Dexterity, Constitution is usually the next priority for Adherents, for the extra hit points. Strength follows, for the boosts it gives to physical skills. After the physical stats, an Adherent has little use for Charisma or Wisdom.




Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Class Features




...

.................

...

...

...

.................



1st

+1
+0
+2
+0
Slow Fall 20 feet, Sneak Attack 1d6



2nd

+2
+0
+3
+0
Animal Familiar, Evasion



3rd

+3
+1
+3
+1
Slow Fall 30 feet, Quick Feet, Skill Focus, Skirmish Damage 1d6



4th

+4
+1
+4
+1
Skirmish Armor +1, Trackless Step, Skillful Tactician



5th

+5
+1
+4
+1
Slow Fall 40 feet, Sneak Attack 2d6, Adherent Bonus Feat



6th

+6/+1
+2
+5
+2
True Adherent Specialization



7th

+7/+2
+2
+5
+2
Slow Fall 50 feet, Skirmish Damage 2d6, Uncanny Dodge



8th

+8/+3
+2
+6
+2
Skirmish Armor +2, Wallrunner, Familiar Vision



9th

+9/+4
+3
+6
+3
Slow Fall 60 feet, Sneak Attack 3d6, Skirmish Damage 3d6, Catlike Descent



10th

+10/+5
+3
+7
+3
Adherent Bonus Feat, Various Methods



11th

+11/+6/+1
+3
+7
+3
Slow Fall 70 feet, Adherent Specialization Damage 4d6, Skill Focus, On the Run



12th

+12/+7/+2
+4
+8
+4
Skirmish Armor +3, Fast Movement 10



13th

+13/+8/+3
+4
+8
+4
Slow Fall 80 feet, Adherent Specialization Damage 5d6, Improved Uncanny Dodge



14th

+14/+9/+4
+4
+9
+4
Proficient Adherent, Master Tactician, Free Movement



15th

+15/+10/+5
+5
+9
+5
Slow Fall 90 feet, Adherent Specialization Damage 6d6, Adherent Bonus Feat



16th

+16/+11/+6/+1
+5
+10
+5
Skirmish Armor +4, Fast Movement 20



17th

+17/+12/+7/+2
+5
+10
+5
Slow Fall 100 feet, Adherent Specialization Damage 7d6, Quicker Feet



18th

+18/+13/+8/+3
+6
+11
+6
Adherent Bonus Feat



19th

+19/+14/+9/+4
+6
+11
+6
Slow Fall Any Distance, Adherent Specialization Damage 8d6, Skill Focus, Improved Catlike Descent



20th

+20/+15/+10/+5
+6
+12
+6
Skirmish Armor +5, Master Wallrunner, Assassination




Class Features: The following are all class features of the Adherent.

Weapon and Armor Proficiencies: Adherents are proficient with simple and martial weapons, and with light and medium armor.

Slow Fall (Ex): An Adherent within arm’s reach of a wall or similar vertical surface (such as a tree, a castle gate, or a sheer mountainside) can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The Adherent’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet every other level after 1st up to 100 feet at 17th level. At 19th level he can use a nearby wall to slow his descent and fall any distance without harm.
When leveling up an Adherent's slow fall, his Adherent levels stack with the levels of any other class with slow fall for the purposes of multiclassing.

Sneak Attack (Ex): If an Adherent can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the Adherent's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Adherent flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Adherent levels thereafter (2d6 at 5th and 3d6 at 9th) until 9th level, when it ceases to progress for Freerunners, but progresses every two levels for Shadowmelders (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th). Should the Adherent 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. An Adherent can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, an Adherent can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute a sneak attack.
An Adherent 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 Adherent must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Adherent cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
When leveling up an Adherent's sneak attack, his Adherent levels stack with the levels of any other class with sneak attack for the purposes of multiclassing.

Animal Familiar (Ex): At 2nd level, the Adherent gains an Animal Familiar (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars) selected from the following list: eagle, falcon, osprey, hawk, owl, or raven.
In most cases, the familiar functions as a sentry, scout, or hunting animal, rather than as a protector.
An Adherent can obtain a familiar by summoning it. Doing so takes 24 hours. The familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Adherent chooses the kind of familiar he gets. As the Adherent advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Adherent, it cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.


Familiar Attributes


Animal

Skill Modifier

Save Modifier

Special Attribute




Eagle
+3 to Spot Checks
+1 to FORT
+2 to Initiative




Falcon
+3 to Hide Checks
+1 to REF
+2 to Initiative




Osprey
+3 to Listen Checks
+1 to REF
+(lvl) to Hit Points




Hawk
+3 to Spot Checks
+1 to FORT
+1 to Armor Class




Owl
+3 to Move Silently Checks
+1 to WILL
+1 to Armor Class




Raven
+3 to Survival Checks
+1 to WILL
+(lvl) to Hit Points



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

Skirmish (Ex): An Adherent relies on mobility to deal extra damage and improve his defense.
Skirmish Damage: At 3rd level, he deals an extra 1d6 points of damage on a single attack which he makes during any round in which he moves at least 15 feet. The extra damage applies only to one attack per turn, but the Adherent may choose which attack this is. This extra damage increases to 2d6 at 7th and 3d6 at 9th level, when it ceases to progress for Shadowmelders but progresses every two levels for Freerunners (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th). Adherents can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Skirmish Armor: At 4th level, an Adherent gains a +1 competence bonus to Armor Class during any round in which he moves at least 15 feet. The bonus applies as soon as the Adherent has moved 15 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
An Adherent loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the Skirmish ability from another class, the bonuses stack.

Quick Feet: Beginning at 3rd level, an Adherent may gain a +4 dodge bonus against an enemy's Attack of Opportunity of his choice, a number of times per day equal to his DEX modifier. The Adherent may only use this ability once per turn.
Quicker Feet: At 17th level, an Adherent no longer incurs Attacks of Opportunity at all.

Skill Focus: At 3rd level, the Adherent gains Skill Focus as a bonus feat. He must apply the feat to one of his class skills.
At 11th level, and again at 19th level, he gains Skill Focus for two other class skills.

Trackless Step (Ex): Beginning at 4th level, an Adherent cannot be tracked. See the druid class feature, page 36 of the Player's Handbook.

Skillful Tactician: Beginning at level 4, an Adherent can reroll a skill check on a Class Skill once per day.
Master Tactician: Beginning at level 14, an Adherent can reroll a skill check on a Class Skill a number of times per day equal to his INT modifier.

Bonus Feat: At 5th level, and again at 10th level and 15th level, an Adherent may choose a bonus feat from the following list:


Bonus FeatsSkill Focus [Class Skill]: +3 to a single Class Skill, does not stack
Acrobatic: +2 to Jump and Tumble checks
Agile: +2 to Balance and Escape Artist checks
Alertness: +2 to Listen and Spot checks
Animal Affinity: +2 to Handle Animal and Ride checks
Athletic: +2 to Climb and Swim checks
Deceitful: +2 to Disguise and Forgery checks
Deft Hands: +2 to Sleight of Hand and Use Rope checks
Diligent: +2 to Appraise and Decipher Script checks
Investigator: +2 to Gather Information and Search checks
Negotiator: +2 to Diplomacy and Sense Motive checks
Nimble Fingers: +2 to Disable Device and Open Lock checks
Persuasive: +2 to Bluff and Intimidate checks
Self-Sufficient: +2 to Heal and Survival checks
Stealthy: +2 to Hide and Move Silently checks

True Adherent: At 6th level, the Adherent must choose his expertise: Freerunner or Shadowmelder. Freerunners specialize in ease of movement across difficult terrain. Shadowmelders specialize in stealth and secrecy in various environments.


FreerunnersFreerunning: Beginning at 6th level, the Adherent can Take 10, even in situations that would otherwise not allow it, on any Balance, Climb, Jump, or Tumble check, a number of times per day equal to his INT modifier.
Flawless Stride (Ex): Starting at 8th level, an Adherent can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
An Adherent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Damage Specialization: At 9th level, a Freerunner receives his last damage die in Sneak Attack, and from this point onward continues to gain 1d6 damage to his Skirmish ability every two levels rather than every four (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th).
ShadowmeldersShadowmelding: Beginning at 6th level, the Adherent can Take 10, even in situations that would otherwise not allow it, on any Disguise, Hide, Move Silently, or Sleight of Hand check, a number of times per day equal to his INT modifier.
Hide in Plain Sight (Ex): Beginning at 8th level, an Adherent can use the Hide skill in any terrain (including crowds of people), even while being observed. See the ranger class feature, page 48 of the Player's Handbook. An Adherent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Damage Specialization: At 9th level, a Shadowmelder receives his last damage die in Skirmish, and from this point onward continues to gain 1d6 damage to his Sneak Attack ability every two levels rather than every four (4d6 at 11th, 5d6 at 13th, 6d6 at 15th, 7d6 at 17th, and 8d6 at 19th).

Uncanny Dodge (Ex): Starting at 7th level, an Adherent can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. The Adherent may not benefit from this ability when wearing medium or heavy armor or carrying a heavy load.
If an Adherent already has uncanny dodge from a different class (an Adherent with at least two levels of barbarian, or at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead at 7th level.
Improved Uncanny Dodge (Ex): An Adherent of 13th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue or another Adherent the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue or Adherent levels than the target does.

Familiar Vision (Ex): At level 8, an Adherent gains the Blindsight ability out to 40 feet, whenever they are within 1 mile of their animal familiar. The range of this ability increases by ten feet every two levels thereafter (50 at 10th, 60 at 12th, 70 at 14th, 80 at 16th, 90 at 18th, and 100 at 20th).

Wallrunner (Ex): At level 8, an Adherent can take a running start of 15 feet, on a horizontal surface, to move up to half his base land speed along a vertical surface, such as a wall. For every ten feet of vertical wall the Adherent traverses, he must make a DC 10 DEX check or fall off. Any extra distance traveled after a DEX check is made requires an additional DEX check, even if the distance is short. For example, running ten feet along the wall would require a single DEX check, but running eleven feet would require two checks.
Using the Wallrunner ability is considered normal movement for the Adherent and is counted along with any other movement the Adherent makes that turn as a single move action. If the Adherent has not used up all of his base land speed when he finishes the Wallrun, he may take it afterward as part of the same move action.
For example, a level 10 human Adherent would have a base land speed of 30 feet. He would be able to move up to 15 feet (half his base land speed) along a vertical surface, after taking the appropriate 15 foot head start. This would leave him 0 feet to move after completing the Wallrun. The Adherent would have to make a DEX check for the first ten feet of the Wallrun, and another for the final five feet.
Proficient Wallrunner: At level 14, the Adherent need only take a 10 foot running start to use the Wallrunner ability, and must only make the DC 10 DEX check for every fifteen feet of vertical wall traversed.
For example, a level 15 human Adherent, with Fast Movement 10, would have a base land speed of 40 feet. He would be able to move up to 20 feet (half his base land speed) along a vertical surface, after taking the appropriate 10 foot head start. This would leave him 10 feet to move after completing the Wallrun. The Adherent would have to make a DEX check for the first fifteen feet of the Wallrun, and a second check for the final five feet.
Master Wallrunner: At level 20, the Adherent need only take a 5 foot running start to use the Wallrunner ability, and must only make the DC 10 DEX check for every twenty-five feet of vertical wall traversed.
For example, a level 20 human Adherent, with Fast Movement 20, would have a base land speed of 50 feet. He would be able to move up to 25 feet (half his base land speed) along a vertical surface, after taking the appropriate 5 foot head start. This would leave him 20 feet to move after completing the Wallrun. The Adherent would have to make a single DEX check for the 25 foot Wallrun.

Catlike Descent (Ex): At level 9, an Adherent gains the ability to contort his body during a fall so as to minimize the speed of his descent. This ability functions as the spell Feather Fall (lasting one round per level; 54 seconds at level 9 and 2 minutes at level 20) and may be used once per day, but the Adherent may only use the 'spell' on himself. The Adherent may not use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Catlike Descent: At 19th level, the Adherent may use his Catlike Descent ability a number of times per day equal to his DEX modifier.

Various Methods (Ex): At 10th level, an Adherent learns to use his abilities in unorthodox ways. A number of times per day equal to his INT modifier, he may use his DEX modifier instead of his STR modifier for any STR-based Class Skill, or he may use his INT modifier instead of his WIS modifier for any WIS-based Class Skill.

On the Run (Ex): Starting at level 11, an Adherent can, when using an attack action with a melee weapon, move both before and after the attack, provided that his total distance moved is not greater than his base land speed. Moving in this way does not provoke an attack of opportunity from the defender he attacks, though it might provoke attacks of opportunity from other creatures, if appropriate.
Also, the Adherent can make melee Sneak attacks while moving, whether he is moving normally, through crowds, or at a full sprint.

Fast Movement (Ex): At 12th level, Adherents gain a 10 foot bonus to their Base Land Speed. At 16th level, this bonus increases to 20 feet. An Adherent loses this bonus when wearing medium or heavy armor, or when carrying a medium or heavy load.

Free Movement (Ex): At 14th level and higher, an Adherent can slip out of bonds, grapples, and even the effects of confining spells easily. When incarcerating the Adherent, the foe must consciously make an effort to bind the Adherent extra carefully, and then must also succeed on a DC 15 DEX check (when using physical confines) or a DC 15 CHA check (when using magic or supernatural means) check to successfully bind the Adherent.
If the foe fails to meet the DC 15 check, the Adherent may automatically slip free of the bond. If the foe meets or surpasses the DC 15 check, then the foe's Ability roll is now the DC for the required Escape Artist check from the Adherent for a successful escape. An Adherent loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Assassination: At 20th level, the Adherent gains the Assassination ability. Once per day, the Adherent may choose an opponent to assassinate. As long as the Adherent is positioned above his target in elevation, and as long as conditions for both Skirmish and Sneak Attack are met (the distance of the fall from the Adherent's perch to his target counts toward the movement conditions for the Skirmish ability), and as long as the target is unaware of the Adherent's presence, and as long as the target's hit dice are equal to or less than those of the Adherent, the Adherent may immediately leap down onto and instantly take the life of the target.
If the Adherent is more than 20 feet above his target when the Assassination ability is activated, then it uses up one Catlike Descent charge for the day; if the Adherent has already used all of his Catlike Descent for the day, then he takes falling damage as normal for an Assassination over 20 feet.
The Adherent may not use Assassination when wearing medium or heavy armor or when carrying a medium or heavy load.

Zman
2014-01-12, 04:47 PM
Interesting idea.

Chassis: Nearly as weak as the Rogue. Fewer Skill points and less Skills.

Mostly Rogue with a bit of Monk for the special abilities, overall quite weak.

You've created a Tier 5 class. Maybe that was your intention, but I think as fun as this class looks, it's going to underperform.

Cats Decent comes way too late. Maybe a Scaling Slowfall ability the ends up as Featherfall could be better.


My suggestions, D10 Hit Dice, Full BAB, and give it some Skirmish as well. Maybe at 2/6/10/14/18th levels for a total of 5d6 Skirmish. If you limited the Skirmish to only one attack a round, you could give it a full progression. IMO, you have a solid Tier 4 class then. I would also add an "Attack on the Run" ability, like free Spring attack.

I like the flavor, but feel it needs mor oomph.

Dragodar
2014-01-12, 04:55 PM
Interesting idea.

Chassis: Nearly as weak as the Rogue. Fewer Skill points and less Skills.

Mostly Rogue with a bit of Monk for the special abilities, overall quite weak.

You've created a Tier 5 class. Maybe that was your intention, but I think as fun as this class looks, it's going to underperform.

Cats Decent comes way too late. Maybe a Scaling Slowfall ability the ends up as Featherfall could be better.


My suggestions, D10 Hit Dice, Full BAB, and give it some Skirmish as well. Maybe at 2/6/10/14/18th levels for a total of 5d6 Skirmish. If you limited the Skirmish to only one attack a round, you could give it a full progression. IMO, you have a solid Tier 4 class then. I would also add an "Attack on the Run" ability, like free Spring attack.

I like the flavor, but feel it needs mor oomph.

sounds good! i posted early because i'd rather err on the side of underpowered than overpowered, but i actually was planning on making a couple of those changes already.

A full BAB would be way too powerful, but i really like your idea about skirmish; i hadn't thought of that! also, what do you mean by "attack on the run"? because i do have the "on the run" ability as of right now. were you talking about something different?

Zman
2014-01-12, 05:26 PM
sounds good! i posted early because i'd rather err on the side of underpowered than overpowered, but i actually was planning on making a couple of those changes already.

i was definitely going to give it the full BAB and probably move Cat's Descent to a lower level.

i really like your idea about skirmish though, i hadn't thought of that! also, what do you mean by "attack on the run"? because i do have the "on the run" ability as of right now. were you talking about something different?

Yes, I was talking about a new ability, effectively Spring attack for free. Maybe make it equivalent to a charge action, a straight ling, double movement, but allow them to attack at any part along their path. Fits the movable combatant theme and let's them capitalize on their speed enhancement. Alternatively, just giving them Spring Attack at ~Level 4. Would really synergism with Skirmish.


Edit:. Looks like you really took my suggestions to hears. For Slowfall, make it "wall, or other similar surface". Wall is too limiting, castle gate, tree, sheer mountain side, ect are all great potential uses for the ability.

Aside from maybe cleaning up some of the wording and the minor stuff, it looks solid to me. A good Tier 4 class. Many would tell you to try and push this class to Tier 3, bit IMO Tier 4s like this can be solid choices and makes a good balance point.

Amnoriath
2014-01-12, 07:17 PM
It is a class that doles out easy damage almost too easily. "Also, the Stalker can make melee Sneak attacks while moving, whether he is moving normally, through crowds, or at a full sprint." This would suggest an additional 10d6 of effective skirmish that doesn't need to meet the 10ft movement condition. While still under the shear numbers of Ubercharging this does it far more readily with more types of attacks.
While attempting to be intelligence focused you actually don't have any intelligence based class skills or class bonuses that come in any time soon. Honestly I would take wisdom over intelligence simply because you actually don't have many class skills in relation to skill points(no spot, search, or listen?) and it shores up a weakness.
Also slow fall is redundant when you have cat like descent. The bonus feats are either just small bonuses or bread and butter feats that should have been taken earlier.
While seemingly jam packed with class abilities you really just have a fast and easy damage dealer with some mobility expertise.