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View Full Version : D&D 3.x Class Mystic Stalker [3.5, PrC, PEACH]



Seiji
2015-10-29, 07:59 PM
I set out originally to make a playable 3.5 Forsaker. Most of the 3.5 Forsaker attempts I see port over all the worst parts of the class; the need to smash valuable magic items, the inability to spend wealth on pretty much anything, etc. After I stripped out all of the things I found unplayable and added abilities that I thought thematic and useful it ended up as something completely different. So here is the Mystic Stalker.

Mystic Stalker

The mystic stalker loathes spellcasters. She knows that every one of them is utterly sinister towards the rest of creation. When working towards a common goal, a mystic stalker might fall in with a spellcaster who continually shows herself to use magic selflessly and responsibly, but at her core she believes that such power will always corrupt. It does not matter where they draw their magic from. The ability to slice, dice, mash and julienne reality itself is a capability mortals should not trifle with. The mystic stalker will use every opportunity to convince companions that magic is unnecessary in everyday life. Ultimately, she can appreciate that when fire is too uncontrollable to douse, that it must be fought with fire. Even so, magic as a last resort is only the means to an end, and if the world lost all magic tomorrow, the mystic stalker would gladly toss her enchanted weapons into a fire and withdraw to a mundane life.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Feat: Mage Slayer
Special: The character must make an oath to never cast spells, use spell-like abilities, and/or use spell-trigger items. If she violates this oath, she loses all mystic stalker abilities and may not progress her mystic stalker levels any farther. She regains her abilities and advancement potential if she atones for her violations, as appropriate.

Mystic Stalker Hit Die: D12


LevelBABFortRefWillSpecial


1+1+2+2+2AC Bonus, Damage reduction 1/—, Detect Spellcaster


2+2+3+3+3Pierce Magical Protection


3+3+3+3+3Evasion, Mettle


4+4+4+4+4Pierce Magical Concealment


5+5+4+4+4AC Bonus +1, Damage reduction 2/—, Disjunctioning Strike 1/day


6+6+5+5+5Dogged Hunter


7+7+5+5+5Mind Blank


8+8+6+6+6Relentless Pursuit


9+9+6+6+6AC Bonus +2, Damage reduction 3/—


10+10+7+7+7Fast Healing 2, Immunity to Magic, Recovery, Disjunctioning Strike 2/day


Class Skills (4 + Int modifier per level): Balance, Climb, Craft, Escape Artist, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim, Tumble

CLASS FEATURES
TAB:-DAC Bonus (Ex): You gain a bonus to your Armor Class equal to your Constitution bonus (if any). This bonus to AC applies against touch attacks and when you are flat-footed. You lose this bonus when unconscious or sleeping. Add one point to this bonus at 5th level, and another at 9th level.
TAB:-DDamage Reduction (Ex): You gain the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage you take each time you are dealt damage. At 5th level this damage reduction rises by 1 point, and another point at 9th level. This damage reduction stacks with damage reduction from other sources.
TAB:-DDetect Spellcaster (Su): At will, you can use detect spellcaster, which functions as the detect evil spell. Instead of evil, you sense the presence of spontaneous and prepared spellcasters, either arcane or divine. Additionally, after three rounds of concentration, you can determine whether the spellcaster is arcane or divine.
TAB:-DPierce Magical Protection: At 2nd level and higher, you gain Pierce Magical Protection as a bonus feat, even if you lack the prerequisites. If you already have Pierce Magical Protection, you can select any other feat for which you meet the prerequisites as your bonus feat.
TAB:-DEvasion (Ex): At 3rd level and higher, you can avoid even magical and unusual attacks with great agility. If you make 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), you instead take no damage. If you already have evasion from a class feature or some other source, you instead gain Improved Evasion. A helpless mystic stalker does not gain the benefit of evasion.
TAB:-DMettle (Ex): At 3rd level and higher, you can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. If you already have mettle from a class feature or some other source, you instead gain Improved Mettle, which halves the harmful effects of a spell on a failed Fortitude or Will save while still protecting you entirely on a successful save. An unconscious or sleeping mystic stalker does not gain the benefit of mettle.
TAB:-DPierce Magical Concealment: At 4th level and higher you gain Pierce Magical Concealment as a bonus feat, even if you lack the prerequisites. If you already have Pierce Magical Concealment, you can select any other feat for which you meet the prerequisites as your bonus feat.
TAB:-DDisjunctioning Strike (Ex): At 5th level and higher you may attempt to disjoin, as Mordenkeinen's Disjunction, a single object or a creature and all of its attended items, once per day, with one normal melee attack. The DC to resist this effect, where appropriate, is 15 plus your mystic stalker level. Your caster level for this effect is equal to 10 plus your mystic stalker level. If a spellcaster struck with this effect fails their saving throw, their spellcasting ability and any spell-like or supernatural abilities they possess are suppressed for 1d4+1 rounds. At 10th level you may disjunctioning strike one additional time per day.
TAB:-DDogged Hunter (Su): At 6th level and higher you cannot be stopped by the mere retreat of your target. This ability allows you to make use of any magic door or portal you come across as though you had the specific ability to do so. You can bypass arcane lock spells as though you yourself had cast them, ignore glyphs of warding as though you knew the password (even glyphs that have no password), and bypass the magic of a hold portal as though you could cast knock at will.
This power even extends to portals created or maintained by magic. You can follow another character through a phase door, and can enter a Mordenkainen's Magnificent Mansion and similiar structures regardless of whether the caster designated you as one of the creatures able to enter.
This ability does not confer any advantage when dealing with mundane locks or doors.
TAB:-DMind Blank (Ex): At 7th level and higher you gain a persistent mind blank effect, as the spell of the same name.
TAB:-DRelentless Pursuit (Su): At 8th level you gain the ability to run down spellcasters even when they have fled across time and space. When a spell, spell-like ability, or supernatural effect of the teleportation subschool is activated nearby, you may open a gate at the point of origin. This functions as the planer travel effect of the spell of the same name, except that the destination must be the exact destination of the original teleportation effect. This functions whether the destination is on the current plane or another. To use this ability you must be within 30 feet of where the teleportation spell or effect took place, and you must begin concentrating on your turn immediately following its activation. At the beginning of your next turn a tear in space opens, and is large enough for 1 medium creature to pass through at a time. You may hold the portal open only for no more than 1 round per 2 mystic stalker levels, and you must concentrate on doing so, or else the connection is severed. For every two rounds you hold the portal open, you may choose to increase its dimensions to accommodate one size category larger.
TAB:-DFast Healing 2 (Ex): At 10th level you gain the extraordinary ability to regain hit points at an exceptional rate. At the beginning of each of your turns, you heal two hit points.
TAB:-DImmunity to Magic (Ex): At 10th level you are immune to any spell, spell-like ability, or supernatural effect that allows spell resistance.
TAB:-DRecovery (Ex): At 10th level you gain the power to recover from extreme bodily harm much faster than others. When you suffer ability damage, it returns at a rate of 1 point per hour. Additionally, when you suffer level drain it is only temporary. Temporary level drain can only be recovered with a full day of complete rest, at a rate of 1 level per day.

Edit: Removed Antimagic Field; she didn't need it.