Durithill the B
2007-04-18, 08:59 PM
Alright, this is my first time creating a class and I'm still relativly new to D&D, so bear with me if I completly mess this up.
Anyways, this is sort of a cross between an assassin and a ranger I'm trying to get my DM to approve since he won't let me be evil... Thoughts and suggestions please.
Stalker
The love of pursuit and the thrill of the chase are personified in the elusive Stalker. Those targeted by a Stalker had best give up all hope of escape. Those that wish to capture a Stalker should simply accept defeat. Undetectable and uncapturable, Stalkers specialize in spying, harassing, chasing and shaking off enemies.
Requirements
Alignment: Any chaotic.
Skills: Move Silently 8 ranks, Hide 8 ranks, Survival 8 ranks
Special: The character must follow a person for an entire day without being detected.
Class Skills
The stalker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Dex), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier
Class Features
All the following are features of the stalker prestige class.
Weapon and Armor Proficiency: A stalker’s weapon training focuses on weapons suitable for stealth and sneak attacks. Stalkers are proficient with the crossbow (hand or light), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Stalkers are proficient with light armor but not shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a stalker gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
Poison Use: Stalkers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Track: A stalker gains Track (see page 101 of the Player’s Handbook) as a bonus feat.
Spells: Beginning at 1st level, a stalker gains the ability to cast a number of arcane spells. To cast a spell, a stalker must have an Intelligence score of at least 10 + the spell’s level, so a stalker with an Intelligence of 10 or lower cannot cast these spells. Stalker bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the stalker’s Intelligence bonus (if any). When the stalker gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level stalker), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The stalker’s spell list appears below. A stalker casts spells just as a bard does.
Upon reaching 6th level, and every even-numbered level after that (8th and 10th), an stalker can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level stalker spell the stalker can cast. A stalker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Stalker Spells Known
{table=head]Level|Level 1 spells|Level 2 spells|Level 3 spells|Level 4 spells
1st|
2*|
-|
-|
-
2nd|
3|
-|
-|
-
3rd|
3|
2*|
-|
-
4th|
4|
3|
-|
-
5th|
4|
3|
2*|
-
6th|
4|
4|
3|
-
7th|
4|
4|
3|
2*
8th|
4|
4|
4|
3
9th|
4|
4|
4|
3
10th|
4|
4|
4|
4[/table]
*Provided the stalker has sufficient Intelligence to have a bonus spell at this level.
Evasion (Ex): At 2nd level and higher, a stalker can avoid even magical and unsual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.
If a character gains evasion from a second class (such as a rogue), the character automatically gains improved evasion (see below).
Improved Evasion (Ex): If a character gains evasion (see above) from a second class (such as a rogue), the character automatically gains improved evasion.
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth he takes only half damage on a failed save. A helpless stalker does not gain the benefit of improved evasion.
Uncanny Dodge (Ex): Starting at 2nd level, a stalker gains the ability to react to danger before his sense would normally allow him to even be aware of it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge (see below).
Swift Tracker (Ex): Beginning at 4th level, a stalker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex): At 5th level, stalker can no longer be flanked, since he can react to opponents on the opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the stalker. The exception to this defense is that a rogue at least four levels higher than the stalker can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Shadow Jump (Su): At 5th level, a stalker gains the ability to travel between shadowsas if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A stalker can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 3rd, the distance a stalker can jump each day doubles (40 feet at 7th, and 80 feet at 9th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 7th-level stalker who jumps 32 feet cannot jump again until the next day.)
Hide in Plain Sight: At 6th level, a stalker can use the Hide 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.
Stalker Spell List
Stalkers choose their spells from the following list:
1st level: disguise self, feather fall, ghost sound, jump, mimicry, obscuring mist, true strike.
2nd level: alter self, cat’s grace, darkness, fox’s cunning, invisibility, pass without trace, smoke stairs, spider climb, spike growth.
3rd level: create fetch, darkvision, deeper darkness, false life, misdirection, nondetection.
4th level: stalker’s darkness, clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory.
Stalker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|
+0|
+0|
+2|
+0|Poison use, Track, spells|0 - - -
2nd|
+1|
+0|
+3|
+0|Sneak attack +1d6, uncanny dodge|1 - - -
3rd|
+2|
+1|
+3|
+1|-|2 0 - -
4th|
+3|
+1|
+4|
+1|Sneak attack +2d6, swift tracker|3 1 - -
5th|
+3|
+1|
+4|
+1|Improved uncanny dodge, shadow jump 20 ft.|3 2 0 -
6th|
+4|
+2|
+5|
+2|Sneak attack +3d6, hide in plain sight|3 3 1 0
7th|
+5|
+2|
+5|
+2|Evasion, shadow jump 40 ft.|3 3 2 0
8th|
+6|
+2|
+6|
+2|Sneak attack +4d6|3 3 3 1
9th|
+6|
+3|
+6|
+3|Shadow jump 80 ft.|3 3 3 2
10th|
+7|
+3|
+7|
+3|Sneak attack +5d6|3 3 3 3[/table]
------------------------------------------------------------------
Stalker's Darkness
Evocation (Darkness)
Level: Stalker 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 30-ft.-radius spherical emanation
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No
Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute darkness around you. Your sight alone pierces the darkness, showing you your disoriented victims within.
You call a globe of absolute darkness into being, which only you can see through. All other creatures within or who enter the spell's area are blinded while they remain in the area. Even creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it.
While you are outside the sphere, you can see nothing within, and every creature within has total concealment. Upon entering the spell's area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.
Anyways, this is sort of a cross between an assassin and a ranger I'm trying to get my DM to approve since he won't let me be evil... Thoughts and suggestions please.
Stalker
The love of pursuit and the thrill of the chase are personified in the elusive Stalker. Those targeted by a Stalker had best give up all hope of escape. Those that wish to capture a Stalker should simply accept defeat. Undetectable and uncapturable, Stalkers specialize in spying, harassing, chasing and shaking off enemies.
Requirements
Alignment: Any chaotic.
Skills: Move Silently 8 ranks, Hide 8 ranks, Survival 8 ranks
Special: The character must follow a person for an entire day without being detected.
Class Skills
The stalker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Dex), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier
Class Features
All the following are features of the stalker prestige class.
Weapon and Armor Proficiency: A stalker’s weapon training focuses on weapons suitable for stealth and sneak attacks. Stalkers are proficient with the crossbow (hand or light), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Stalkers are proficient with light armor but not shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a stalker gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
Poison Use: Stalkers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Track: A stalker gains Track (see page 101 of the Player’s Handbook) as a bonus feat.
Spells: Beginning at 1st level, a stalker gains the ability to cast a number of arcane spells. To cast a spell, a stalker must have an Intelligence score of at least 10 + the spell’s level, so a stalker with an Intelligence of 10 or lower cannot cast these spells. Stalker bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the stalker’s Intelligence bonus (if any). When the stalker gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level stalker), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The stalker’s spell list appears below. A stalker casts spells just as a bard does.
Upon reaching 6th level, and every even-numbered level after that (8th and 10th), an stalker can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level stalker spell the stalker can cast. A stalker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Stalker Spells Known
{table=head]Level|Level 1 spells|Level 2 spells|Level 3 spells|Level 4 spells
1st|
2*|
-|
-|
-
2nd|
3|
-|
-|
-
3rd|
3|
2*|
-|
-
4th|
4|
3|
-|
-
5th|
4|
3|
2*|
-
6th|
4|
4|
3|
-
7th|
4|
4|
3|
2*
8th|
4|
4|
4|
3
9th|
4|
4|
4|
3
10th|
4|
4|
4|
4[/table]
*Provided the stalker has sufficient Intelligence to have a bonus spell at this level.
Evasion (Ex): At 2nd level and higher, a stalker can avoid even magical and unsual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.
If a character gains evasion from a second class (such as a rogue), the character automatically gains improved evasion (see below).
Improved Evasion (Ex): If a character gains evasion (see above) from a second class (such as a rogue), the character automatically gains improved evasion.
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth he takes only half damage on a failed save. A helpless stalker does not gain the benefit of improved evasion.
Uncanny Dodge (Ex): Starting at 2nd level, a stalker gains the ability to react to danger before his sense would normally allow him to even be aware of it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge (see below).
Swift Tracker (Ex): Beginning at 4th level, a stalker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex): At 5th level, stalker can no longer be flanked, since he can react to opponents on the opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the stalker. The exception to this defense is that a rogue at least four levels higher than the stalker can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Shadow Jump (Su): At 5th level, a stalker gains the ability to travel between shadowsas if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A stalker can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 3rd, the distance a stalker can jump each day doubles (40 feet at 7th, and 80 feet at 9th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 7th-level stalker who jumps 32 feet cannot jump again until the next day.)
Hide in Plain Sight: At 6th level, a stalker can use the Hide 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.
Stalker Spell List
Stalkers choose their spells from the following list:
1st level: disguise self, feather fall, ghost sound, jump, mimicry, obscuring mist, true strike.
2nd level: alter self, cat’s grace, darkness, fox’s cunning, invisibility, pass without trace, smoke stairs, spider climb, spike growth.
3rd level: create fetch, darkvision, deeper darkness, false life, misdirection, nondetection.
4th level: stalker’s darkness, clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory.
Stalker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|
+0|
+0|
+2|
+0|Poison use, Track, spells|0 - - -
2nd|
+1|
+0|
+3|
+0|Sneak attack +1d6, uncanny dodge|1 - - -
3rd|
+2|
+1|
+3|
+1|-|2 0 - -
4th|
+3|
+1|
+4|
+1|Sneak attack +2d6, swift tracker|3 1 - -
5th|
+3|
+1|
+4|
+1|Improved uncanny dodge, shadow jump 20 ft.|3 2 0 -
6th|
+4|
+2|
+5|
+2|Sneak attack +3d6, hide in plain sight|3 3 1 0
7th|
+5|
+2|
+5|
+2|Evasion, shadow jump 40 ft.|3 3 2 0
8th|
+6|
+2|
+6|
+2|Sneak attack +4d6|3 3 3 1
9th|
+6|
+3|
+6|
+3|Shadow jump 80 ft.|3 3 3 2
10th|
+7|
+3|
+7|
+3|Sneak attack +5d6|3 3 3 3[/table]
------------------------------------------------------------------
Stalker's Darkness
Evocation (Darkness)
Level: Stalker 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 30-ft.-radius spherical emanation
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No
Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute darkness around you. Your sight alone pierces the darkness, showing you your disoriented victims within.
You call a globe of absolute darkness into being, which only you can see through. All other creatures within or who enter the spell's area are blinded while they remain in the area. Even creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it.
While you are outside the sphere, you can see nothing within, and every creature within has total concealment. Upon entering the spell's area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.