Rift Stalker (3.5e Class)

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Rift Stalker[edit]

The Rift Stalker was originally a rogue that had been granted a peek into the different planes of existence by an other worldly force

Making a Rift Stalker[edit]

The Rift Stalker is an assassin true and true. She uses her planar abilities to appear almost at random about the battlefield to catch her victims off-guard. When not in the heat of battle she may also be used as an effective scout to travel ahead of the party and escape with ease, that is if she is ever found. Be careful though, for all who may look upon the planes with unprepared minds will find themselves quite frail..

Abilities: High intelligence and dexterity scores are paramount for the class as her planar abilities and attacks depend on them respectively. The second most important skill is constitution as the Rift Stalker has poor base health. Lastly strength, wisdom, and charisma for various skill checks.

Races: Drow, Teifling, and similar are very fond of the Rift Stalker due to their heritage. It would also be just as likely to see humans, gnomes, and halflings to follow such a role as their curiosity would lead them to such an event.

Alignment: Any non-lawful

Starting Gold: 4d4x10 (100)

Starting Age: Simple

Table: The Rift Stalker

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Don't Blink, Unforeseen Strike, Gift of the Planes
2nd +1 +0 +3 +0 Suggestion from the Void
3rd +2 +1 +3 +1 Don't Blink II, Unforeseen Strike II
4th +3 +1 +4 +1 Boxing with Shadows
5th +3 +1 +4 +1 Now You See Me, Deception from the Void
6th +4 +2 +5 +2 Don't Blink III, Unforeseen Strike III
7th +5 +2 +5 +2 Dancing with Shadows
8th +6/+1 +2 +6 +2 Question from the Void, Gift of the Planes II
9th +6/+1 +3 +6 +3 Unforeseen Strike IV
10th +7/+2 +3 +7 +3 Don't Blink IV, The Prestige
11th +8/+3 +3 +7 +3 Threat from the Void
12th +9/+4 +4 +8 +4 Unforeseen Strike V
13th +9/+4 +4 +8 +4 Entwining with Shadows
14th +10/+5 +4 +9 +4 Don't Blink V, Terror from the Void
15th +11/+6/+1 +5 +9 +5 Gift of the Planes III, Unforeseen Strike VI
16th +12/+7/+2 +5 +10 +5 Running from Shadows
17th +12/+7/+2 +5 +10 +5 --
18th +13/+8/+3 +6 +11 +6 Don't Blink VI
19th +14/+9/+4 +6 +11 +6 Unforeseen Strike VII
20th +15/+10/+5 +6 +12 +6 One with Shadows

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge Planes (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Rift Stalker.

Weapon and Armor Proficiency: Rift Stalkers are proficient with all light armor but no shields. She losses all proficiency with all weapons and cannot gain any except through Gift of the Planes.

Don't Blink: Don't Blink allows the Rift Stalker to disappear in a small puff of smoke and reappear in a desired location. The ability takes a full move action and provokes no attack of opportunity upon leaving a threatened square, given that she can make a successful move silently check (DC 15). The ability may be used as many times as the user desires but incurs a stacking amount of nonlethal damage if the ability is used too many times within an hour. The ability may be used as many times equivalent to Rift Stalker level + intelligence modifier without consequences. If used more than that amount then she will incur nonlethal damage equal to rank of Don't Blink multiplied by how many times the ability is overused. (For example: A level 3 Rift Stalker with con modifier of +2 may only use Don't Blink 5 times. A 6th usage will incur 2 points, 7th will incur 4...)

DB I: Transport a distance equal to your base speed

DB II: Transport a distance equal to one and a half times your base speed

DB III: Transport you and one other creature of equal size or smaller (touch) double your movement or transport only yourself at only half of your movement (usable twice in one round)

DB IV: Transport you and one other creature of equal size or smaller double your movement at the cost of half your movement

DB V: Transport you and up to two other creatures of one size larger (or smaller) three times your movement at the cost of half your movement

DB VI: Transport you and up to two other creatures of two sizes larger (or smaller) three times your movement at the cost of half your movement


Unforeseen Strike: Unforeseen Strike is a calculated attack that requires the Rift Stalker to identify a weak point in her target (Search check DC 15) and then attack immediately after transporting to them. Upon rolling a 19 or 20 the entire attack will become a critical strike. If both rolls were to critically strike then add 2 to the weapon's critical modifier and apply it to the damage of both the normal damage and Unforeseen Strike's damage. When attacking, consider the target flat-footed as long as it was not in an adjacent square before the teleport. (This ability cannot be used in-conjunction with the rogue's sneak attack or similar abilities)

US I: Add 1d6 to the damage roll

US II: After declaring what action you will take you may either lower the search dc by 5 and deal 2d4 or keep the normal dc for 2d6

US III: After declaring what action you will take you may either lower the search dc by 5 and deal 3d4, keep the dc for 3d6, or raise it by 4 for 3d8

US IV: After declaring what action you will take you may either lower the search dc by 5 and deal 4d4, keep the dc for 4d6, or raise it by 4 for 4d8

US V: After declaring what action you will take you may either lower the search dc by 5 and deal 5d6, keep the dc for 5d8, or raise it by 4 for 5d10

US VI: After declaring what action you will take you may either lower the search dc by 5 and deal 6d6, keep the dc for 6d8, or raise it by 4 for 6d10

US VII: After declaring what action you will take you may either lower the search dc by 5 and deal 7d6, keep the dc for 7d8, or raise it by 4 for 7d10


Gift of the Planes: Gift of the Planes removes all proficiency with all weapons and disallows gaining any other proficiency but it grants proficiency, weapon focus, and finesse with any one handed, melee weapon that does either only piercing or slashing damage.

GOTP II: The Rift Stalker can exchange her previous one handed weapon for a two handed with the same perks. The Rift Stalker may also decide to keep the one handed weapon and thus gain the two weapon fighting perk (if the feat has already been acquired then select the next down the line)

GOTP III: The Rift Stalker can exchange her previous melee weapon for any single bow. She would then replace her previous bonuses granted by this skill with: proficiency, point blank shot, shot on the run, and improved precise shot. Ranged attacks can now be used in conjunction with US as long as the target is within 30'. If she decides to keep her one handed or two handed melee weapon then she acquires improved two weapon fighting or weapon specialization respectively.


...from the Void: All of the abilities require the rift stalker to remain concentration and line of sight on the target. Don't blink may be used to keep line of sight without breaking concentration. These abilities require a full action to use.

Suggestion from the Void: Suggestion from the Void allows that Rift Stalker to place a thought into the target's mind. She may use a diplomacy check to persuade the intended target to do something that seems quite reasonable (for example, suggesting a guard to leave his post to check a random noise or suggest that a merchant go for a walk on a nice day).

Deception from the Void: Deception from the Void is similar to the former however instead of persuading the target to something that they might normally already do, she may instead use a bluff check to implant a lie that would make the target act somewhat irregular (example: make a guard think that he needs a new torch even if he just lit one or make a merchant think leaving his stall unattended would be fine).

Question from the Void: Question from the Void allows the Rift Stalker to, with successful gather information check, pry at the mind of a single target. She may "ask" one question per round as long as she remains concentrating. All questions must be specific and cannot inquire about different subjects within the same question. (example: a question that would yield results would be, "Where is the king?" Whereas one that would not, "Who stole the amulet and where did they go?")

Threat from the Void: Threat from the Void allows the Rift Stalker, with a successful intimidate check, to implant a chilling message into the target's mind. The target will behave erratically and potentially strike out with violence (example: she may tell a guard if he does not strike down his ally then his family will be sold off as slaves or tell a merchant that his greed has come to far and will be slaughtered if he does not give away all his wares).

Terror from the Void: Terror from the Void allows the Rift Stalker, with a successful intimidate check, to flash images and hallucinations in the mind of a single target. The target will flee until it is cornered in which the target will cower.


Boxing with Shadows: Boxing with Shadows allows the Rift Stalker to become more attuned to the planes and as such makes her much harder to hit. Instead of adding your dex modifier to your AC, add one and a half times (round up).(+4 to dex results in +6 to AC)

Dancing with Shadows: Dancing with Shadows allows the Rift Stalker to become even more attuned to the planes and as such allows her to maneuver about even when trying to keep a low profile. Actions such as climbing, jumping, running (2x speed), etc. can be used while attempting to move silently without incurring any penalties.

Entwining with Shadows: Entwining with Shadows demonstrates the Rift Stalker's connection to the planes and allows her to become virtually invisible at times. When attempting to hide in areas of dim light or worse, as long as the Rift Stalker does not move or attempt to make a sound, she earns a +10 to hide checks.

One with Shadows: One with Shadows demonstrates the powerful bond between the Rift Stalker and the planes. When in dim lighting or worse, if the Rift Stalker wishes, she becomes nearly impossible to perceive and as such must be deliberately looked for. Even without attempting to hide, a dc 20 listen or spot check must be used to perceive the Rift Stalker.


Now You See Me: Now you see me allows the Rift Stalker, once per round, to phase into a different plane of existence for a moment to avoid a single strike. The ability must be used before she knows definitively if she is going to be hit or not. This ability has a cooldown of 1d4 rounds. (The cooldown is a full round; in other words if you roll a one, the ability will not be restored until that attacker's turn comes back in the initiative sequence)


The Prestige: The Prestige is a grand gesture that can be used as a free action. The ability will create an allusion that will make it appear as though the Rift Stalker and all allies within a 60 foot radius will step through a portal to another plane of existence. All allies will be cloaked in a shroud of invisibility that can only be seen through with a DC 25 sense motive check. All members in the shroud may move freely and communicate among each-other though no sound will be heard outside of it. This ability lasts lasts as long the Rift Stalker takes no action other than speak but if an ally were to walk outside of the area of influence then they will lose all benefits of the ability and will no longer be able to access the shroud again.


Running from Shadows: Running from Shadows allows the Rift Stalker, as a free action, to select a single target and mark them. This ability may be used once per day and lasts 24 hours. The Rift Stalker steals the target's shadow for the duration of the effect and subsequently knows exactly where her target is at all times. The first Unforeseen Strike against a marked target requires no search check and may use the highest damage roll. If the target is slain while still under the affects of the abilities then the cooldown is reduced to one hour.

Human Rift Stalker Starting Package[edit]

Weapons: Rapier 1d6 (18-20/x2)

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Decipher Script 4 Int
Disable Device 4 Int
Escape Artist 4 Dex
Hide 4 Dex
Knowledge Planes 4 Int
Move Silently 4 Dex
Search 4 Int
Sleight of Hand 4 Dex
Spot 4 Wis

Feat: Skill Focus (+3 Search)

Bonus Feats: Stealthy (+2 Hide and Move Silently

Gear: Leather armor (+2 AC), and any additional supplies suited for your campaign

Gold: 4d4x10 (40-160)

Campaign Information[edit]

Playing a Rift Stalker[edit]

Religion: The Rift Stalker can come from nearly all walks of life but few come from a place of law and order.

Other Classes: Paladins and some clerics may wrongly see them as abominations but some arcane users may seem them as gifts from another plane. As a rule of thumb, many lawful individuals will see these people as untrustworthy or downright shady but on the otherhand, most other adventurers will be used to the unpredictable nature of these and welcome them aboard.

Advancement: Rift Stalker would go very hand in hand with a class like the sorcerer who focuses in illusion magics or the likeness. Another multiclass option would be the monk as they also do not rely on a variety of weapons and offer various traits to keep the Rift Stalker out of harms way.

Rift Stalkers in the World[edit]

Do not gaze long into the void less I stare back into you
—Neri, Teifling Rift Stalker

Often times Rift Stalkers can be found leading thieves' guilds or similar shady groups but it would be rare to see a single one not running or hiding from church groups as many have come to believe that they are nothing more than scouts for other planar beings. Some have come to appreciate their untold potential and as such many will find their names spoken throughout various mage circles. Rift Stalkers may even live a life carrying the burden of being a witness of the planes and continue on trying to live a normal life. Just be careful not to curse at the next runt to get in your way for he may have already seen the fastest way to take your life.

Daily Life: A Rift Stalker may be nothing like one another in terms of day to day life but each and every one of them will experience visions of the planes that they had laid eyes upon every time they lay their heads to rest.

Organizations: Rift Stalkers are not raised or trained in their professions instead they are thrust upon them therefore there are no organizations solely responsible for housing these plane touched beings.

NPC Reactions: Some may be fascinated to see very unassuming individuals vanish and reappear instantly but many may find their chaotic nature very unsettling. A Rift Stalker that has earned a name for herself may find people clutching to their coin purses or their loved ones as she walks on by.

Rift Stalker Lore[edit]

Characters with ranks in Knowledge Local can research Rift Stalkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
5 These are individuals that have some ties to the planes.
10 Rift Stalkers are people who had once seen the layers of the planes.
15 These people are able to blink around at will and are often very frail looking individuals.
20 These are potentially very dangerous assassins who are able to pinpoint the weaknesses of nearly any individual.



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