Stalker (3.5e Class)

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Stalker
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Stalker[edit]

The many locations of the world are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the stalker, a skilled hunter and tracker. He knows the many environments of the world as if they were his home (as indeed they are), and he knows his prey in deadly detail.

Making a Stalker[edit]

Adventures: A stalker often accepts the role of protector, aiding those who live in or travel around the world. In addition, a stalker carries grudges against certain types of creatures and looks for opportunities to find and destroy them. He may also adventure for all the reasons that a fighter does.

Characteristics: A stalker can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes.

Alignment: Stalkers can be of any alignment. Most are good, and such stalkers usually function as protectors of the worldly areas. In this role, a stalker seeks out and destroys or drives off evil creatures that threaten the world. Good stalkers also protect those who travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Most stalkers are also chaotic, preferring to follow the ebb and flow of the world or of their own hearts instead of rigid rules. Evil stalkers, though rare, are much to be feared. They revel in the world’s thoughtless cruelty and seek to emulate her most fearsome predators.

Religion: A stalker like anyone else may worship a chosen deity. Fharlanghn (god of roads), Obad-Hai (god of nature), and Pelor (god of the sun) are the most common deities revered by stalkers, though some prefer more martial deities.

Background: Some stalkers gained their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and assistants. The stalkers of a particular master may count themselves as cohorts, or they may be rivals for the status of best student and thus rightful heir to their master’s fame.

Classes: Stalkers get along well with druids and to some extent with barbarians. They are known to bicker with paladins, mostly because they often share goals but differ in style, tactics, approach, philosophy, and esthetics. Since stalkers don’t often look to other people for support or friendship, they find it easy to tolerate people who are quite different from themselves, such as bookish wizards and preachy clerics. They just don’t care enough to get upset about others’ differences.

Role: The stalker’s best role is that of a scout and secondary combatant. Without the heavy armor of the fighter or the staying power of the barbarian, the stalker should focus on opportunistic and ranged attacks. Most stalker use their animal companions as sentries, scouts, or to assist them in melee combat.

Abilities: Dexterity is important for a stalker both because he tends to wear light armor and because several stalker skills are based on that ability. Strength is important because stalkers frequently get involved in combat. Several stalker skills are based on Wisdom. One of the stalker’s trademark skills, his ability to track foes, is based on Wisdom. Charisma en­hances a stalkers’s smiting power.

Races: Elves often choose the stalker’s path. They have the grace to move stealthily. Humans are often stalkers as well, being adaptable enough to learn their way around the many environments even if it doesn’t come naturally to them. Half-orcs may find the stalker’s life more comfortable than life among cruel and taunting humans (or orcs). Gnome stalkers are more common than gnome fighters, but still they tend to remain in their own lands rather than adventure among “the big people.” Dwarf stalkers are rare, but they can be quite effective. Instead of living in the surface wilderness, they are at home in the endless caverns beneath the earth. Here they hunt down and destroy the enemies of dwarvenkind with the relentless precision for which dwarves are known. Dwarf stalkers are often known as cavers. Halfling stalkers are highly respected for their ability to help communities of halflings prosper as they pursue their nomadic lifestyle.

Among the savage humanoids, only gnolls are commonly stalkers, using their skills to slyly stalk their prey.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Stalker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 1st Favored Enemy, Favored Smite 1/day, Track, Detect Favored
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Endurance
4th +4 +4 +4 +1 Animal Companion, Protection 1/day
5th +5 +4 +4 +1 2nd Favored Enemy, Favored Smite 2/day
6th +6/+1 +5 +5 +2 1st Favored Critical
7th +7/+2 +5 +5 +2 Favored Strike
8th +8/+3 +6 +6 +2 Swift Tracker, Protection 2/day
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd Favored Enemy, Favored Smite 3/day, 2nd Favored Critical
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Protection 3/day
13th +13/+8/+3 +8 +8 +4 Camouflage
14th +14/+9/+4 +9 +9 +4 3rd Favored Critical
15th +15/+10/+5 +9 +9 +5 4th Favored Enemy, Favored Smite 4/day
16th +16/+11/+6/+1 +10 +10 +5 Protection 4/day
17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight
18th +18/+13/+8/+3 +11 +11 +6 4th Favored Critical
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy, Favored Smite 5/day, Protection 5/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the stalker.

Weapon and Armor Proficiency: A stalker is proficient with all simple and martial weapons, and one additional weapon of the players choice, and with light armor, but not with shields.

Favored Enemy (Ex): At 1st level, a stalker may select a type of creature from among those given on Table: Stalker Favored Enemies. The stalker gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the stalker may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the stalker chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the stalker’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Stalker Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

The benefits of the stalker’s chosen favored enemy apply only when he wears light or no armor. He loses all benefits of his favored enemy bonus when wearing medium or heavy armor.

Favored Smite (Su): Once per day, a stalker may attempt to smite a favored enemy with one normal melee attack. He/she adds her Charisma bonus (if any) to his/her attack roll and deals 1 extra point of damage per stalker level. If the stalker accidentally smites a creature that is not a favored enemy, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the stalker may smite a favored enemy one additional time per day, as indicated on Table: The Stalker, to a maximum of five times per day at 20th level.

The benefits of the stalker’s favored smite apply only when he wears light or no armor. He loses all benefits of his favored smite when wearing medium or heavy armor.

Track: A stalker gains Track as a bonus feat.

Detect Favored (Sp): At will, a stalker can use detect evil, as the spell but detects favored enemies rather than evil.

Endurance: A stalker gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a stalker gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the stalker on her adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the stalker’s effective druid level is one-half his stalker level. A stalker may select from the [[SRD:Druid#Alternate Animal Companions|alternative lists of animal companions]] just as a druid can, though again his effective druid level is half his stalker level. Like a druid, a stalker cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Protection (Sp): Once a day, a stalker can use Protection from Evil, as the spell but protects from favored enemies rather than evil. The stalker can use protection two times per day at 8th level and one additional time per day every four levels thereafter.

Favored Critical (Su): A stalker can either increase the critical modifier of his attacks by one against a favored enemy or allow a favored enemy that would normally be immune to critical hits to be critical hit with his/her attacks.

At 10th level, and at every four levels thereafter, the stalker may increase his/her critical modifier against another favored enemy or the same as before, or allow a favored enemy that would normally be immune to critical hits to be critical hit with his/her attacks, as indicated on Table: The Stalker, to a maximum of four at 18th level.

Favored Strike (Ex): At 7th level, a stalker may add his/her favored enemy bonus to attacks against his/her favored enemies.

Swift Tracker (Ex): Beginning at 8th 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.

Evasion (Ex): At 9th level, a stalker can avoid even magical and unusual 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 be used only if the stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.

Camouflage (Ex): A stalker of 13th level or higher can use the Hide skill in any sort of the native terrain of his favored enemies, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of native terrain of his favored enemies, a stalker of 17th level or higher can use the Hide skill even while being observed.

The Druid's Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions: A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.

Epic Stalker[edit]

Table: The Epic Stalker

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th Protection 6/day
25th 6th Favored Enemy, Favored Smite 6/day
26th Bonus Feat
27th
28th Protection 7/day
29th Bonus Feat
30th 7th Favored Enemy, Favored Smite 7/day

4 + Int modifier skill points per level.

Protection (Sp): The epic Stalker can use Protection from Evil, as the spell but protects from favored enemies rather than evil. He or she can use protection one additional time per day for every four levels higher than 20th.

Favored Enemy (Ex): The epic stalker gains one additional favored enemy, and his or her bonuses against one category of favored enemies goes up by +2, every five levels higher than 20th.

Favored Smite (Su): The epic Stalker adds his or her class level to damage with any favored smite attack, as normal. He or she can smite one additional time per day for every five levels higher than 20th.

Animal Companion: The epic stalker’s animal companion continues to increase in power as normal. The stalker’s effective druid level is half his or her stalker level. For stalkers above 41st level, consult the epic druid for details on how an animal companion’s power level increases.


Bonus Feats: The epic stalker gains a bonus feat (selected from the list of epic stalker bonus feats) every three levels after 20th.

Epic Stalker Bonus Feat List: Armor Skin, Bane of Enemies, Blinding Speed, Death of Enemies, Devastating Critical, Epic Endurance, Epic Prowess, Epic Reputation, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Great Smiting, Improved Favored Enemy, Legendary Climber, Legendary Rider, Legendary Tracker, Overwhelming Critical, Perfect Health.

Elven Stalker Starting Package[edit]

Elves learn to hunt from a young age, some learn to hunt their enemies.

Weapons: Longsword, Longbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge (type pertaining to 1st favored enemy) 4 Int "—"
Listen 4 Wis "—"
Spot 4 Wis "—"
Survival 4 Wis "—"

Feat: Dodge.

Gear: Studded Leather, 2 Quivers of 20 arrows, Basic Adventuring Gear.

Gold: 100.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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