Hawker (3.5e Class)

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Both fast and agile, the Hawker moves all around the battlefield, always trying to position himself at the opponents' flanks. He uses quick sneaky attacks to damage his enemies and move in-and-out of danger at will. His superior agility allows him to dodge incoming attacks a lot easier than any other, and he will use this opportunity to retaliate with deadly efficiency.

Making a Hawker[edit]

Hawkers are fast and agile, giving them an advantage in moving about the battlefield with more ease, and flanking their enemies. They aren't good at handling a lot of incoming attacks over time, and will suffer if left to fend for themselves against multiple opponents. They are at their best when they have allies stealing the opponents' attention. <-Strong points and weak points, and effectiveness with party members.->.

Abilities: Dexterity is the main focus of a good Hawker, giving him bonuses to both his attacks, and his ability to dodge incoming blows. A potential good second choice would be Intelligence, to give them an advantage with Skills. As a third option Constitution should be considered, to give them a bit more health to withstand enemies that get too close.

Races: Any race can be a Hawker, although Elves, Halflings and Humans are most common.

Alignment: Any Chaotic, as Hawkers do not prefer following laws and tend to go their own way.

Starting Gold: 4d4x10 gp (100 gp).

Starting Age:As rogue.

Table: The Hawker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
AC Bonus Fast Movement
Fort Ref Will
1st +1 +2 +2 +0 Stealthy Strike +1d6, Trapfinding 5 1 +0 ft.
2nd +2 +3 +3 +0 Ghost Step (Invisible) 10 1 +0 ft.
3rd +3 +3 +3 +1 Bonus Feat, Stealthy Strike +2d6 15 1 +0 ft.
4th +4 +4 +4 +1 Great Leap, Poison Use 20 1 +10 ft.
5th +5 +4 +4 +1 Dodge Stance, Two-Weapon Fighting 25 2 +10 ft.
6th +6/+1 +5 +5 +2 Bonus Feat, Stealthy Strike +3d6 30 2 +10 ft.
7th +7/+2 +5 +5 +2 Spirit Strike 35 2 +10 ft.
8th +8/+3 +6 +6 +2 40 2 +20 ft.
9th +9/+4 +6 +6 +3 Bonus Feat, Improved Poison Use, Stealthy Strike +4d6 45 2 +20 ft.
10th +10/+5 +7 +7 +3 Ghost Step (ethereal), Improved Two-Weapon Fighting 50 3 +20 ft.
11th +11/+6/+1 +7 +7 +3 Triple Attack 55 3 +20 ft.
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Stealthy Strike +5d6 60 3 +30 ft.
13th +13/+8/+3 +8 +8 +4 65 3 +30 ft.
14th +14/+9/+4 +9 +9 +4 Wholeness of Body 70 3 +30 ft.
15th +15/+10/+5 +9 +9 +5 Bonus Feat, Stealthy Strike +6d6 75 4 +30 ft.
16th +16/+11/+6/+1 +10 +10 +5 Combo Finisher 80 4 +40 ft.
17th +17/+12/+7/+2 +10 +10 +5 Meditation, Timeless Body 85 4 +40 ft.
18th +18/+13/+8/+3 +11 +11 +6 Abundant Step, Bonus Feat, Stealthy Strike +7d6 90 4 +40 ft.
19th +19/+14/+9/+4 +11 +11 +6 95 4 +40 ft.
20th +20/+15/+10/+5 +12 +12 +6 Ghost Walk 100 5 +50 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

Weapon and Armor Proficiency: A Hawker is proficient with all simple weapons and all one-handed martial weapons. The Hawker is proficient with only light armor.

AC Bonus (Ex): Starting at first level, the Hawker starts off with a +1 bonus to his AC Bonus. This is increase by another one point every 5 levels (+2 at level 5, +3 at 10, +4 at 15, +5 at 20). This only applies if the Hawker is using Light Armor, and no Armor Check penalties are in place. He loses all of his AC Bonuses if he wears anything heavier than light armor, or if he has anything with armor check penalties equipped (before or after Masterworks).

Stealthy Strike (Ex): The Hawker's ability to flank and find weaknesses in his opponents allows him to use a stealthy strike to increase the damage he deals. At first level, this bonus damage is 1d6. This increases by another d6 at level three, and every three levels thereafter (2d6 at level 3, 3d6 at level 9, up to and including 7d6 at level 18).

Trapfinding (Ex): The Hawker's keen sense of danger allows him to use Search to locate traps with a DC higher than 20. He can also use Disable Device to bypass or disable traps.

Ghost Step (Su): Power Points: 5. Starting at level 2, the Hawker can fade from sight for 4 rounds, as if using the spell Invisible. Using this ability is considered at Swift Action, and does not provoke an attack of opportunity. At level 10, the Hawker becomes ethereal instead of invisible when using Ghost Step.

Bonus Feat: At level 3, and every third level thereafter, the Hawker can choose a feat from the Fighter's feat list.

Fast Movement (Ex): A Hawker with no armor or light armor gains a +10 Enchantment Bonus to his base land speed at level 4. This is increased every fourth level (+10 at level 4, +20 at level 8, all the way up to +50 at level 20).

Great Leap (Su): The Hawker can make all Jump checks as if he already had a running start (like with the Run feat), giving him a +4 bonus to all Jump checks.

Poison Use (Ex): Starting at level 4, the Hawker becomes proficient at applying poison to his weapons. He never risks poisoning himself when doing this.

Dodge Stance (Ex): Starting at level 5, the Hawker can enter a Dodge Stance in which works exactly like Parry, to improve his chance of dodging incoming attacks. If he succeeds dodging by a dice roll of over 10 against the attack, he will gain an attack of opportunity with Stealthy Strike.

Two-Weapon Fighting (Ex): At level 5, the Hawker gains the feat Two-Weapon Fighting.

Spirit Strike (Ex): Power Points: 10. Beginning at 7th level, the Hawker can strike incorporeal and ethereal creatures as if they were corporeal.

Improved Poison Use (Ex): Upon reaching level 9, the Hawker can apply poison with near inhuman quickness. He can now apply poison to his weapons as a Move Action instead of a Standard Action.

Improved Two-Weapon Fighting (Ex): At level 10, the Hawker gains the feat Improved Two-Weapon Fighting.

Triple Strike (Ex): Power Points: 10. The Hawker's ability to attack enemies quickly has become so good he can effectively make a Triple Attack to one single enemy as a Full Round Action with his top Attack Bonus.

Wholeness of Body (Su): Power Points: 5. The Hakwer can heal his own wounds. You can heal yourself as a swift action for 3d8+10.

Combo Finisher (Ex): Power Points: 15. At level 16, if the Hawker makes a Full Round Action (announcing his intent beforehand), he will automatically critically hit his last opponent if all other attacks succeeded, meaning he won't even have to roll the last (fourth) attack.

Meditation (Ex): Upon reaching level 17, the Hawker can enter a state of meditation for 10 minutes per day to regain some of his Power Points. Power Points regained equals his level + Wisdom Modifier.

Timeless Body (Ex): Upon attaining 17th level, a Hawker no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Hawker still dies from old age when his time is up. If the Hawker has an inanimate body or inanimate body parts, they no longer can become rusted or old though aging.

Abundant Step (Su): Power Points: 10. At level 18, the Hawker can move magically between spaces as if using the spell Dimension Door. His caster level is equal to his class level.

Ghost Walk (Su): Power Points: 10. Upon reaching level 20, the Hawker can become ethereal for longer periods of time, as if casting the spell Etherealness. His caster level is equal to his class level. This action is considered a Swift Action and does not provoke an attack of opportunity.

Epic Hawker[edit]

Table: The Epic Hawker

Hit Die: d6

Level Special
21st Bonus Feat, Stealthy Strike +8d8
23rd Bonus Feat
24th Stealthy Strike +9d8
25th Bonus Feat
27th Bonus Feat, Stealthy Strike +10d8
29th Bonus Feat
30th Stealthy Strike +11d8

6 + Int modifier skill points per level.

Bonus Feat: At level 21, and every other levels thereafter, the Hawker can take a feat from the Epic Fighter's feat list.

<Stealthy Strike>: At level 21, and every third level thereafter, another d8 is added to the Hawker's Stealthy Strike.

Campaign Information[edit]

Playing a Hawker[edit]

Religion: Many Hawkers don't follow a deity, but if they ought to choose one, it should reflect their alignment - chaotic.

Other Classes: Hawkers feel very similar to Rangers and Rogues. They are not fans of Clerics and Paladins, whom serve Lawful deities.

Combat: Hawkers are good with one on one duels, or if they have allies stealing the opponents' attention, giving them a flanking opportunity.

Hawkers in the World[edit]

"Give me a target. Any target. I'll be in and out of there before anyone knew I was coming."
—Christoph Niels, Human Hawker

Hawkers tend to be around cities where they can easily find work, often as assassins or mercenaries.

Daily Life: Young and inexperienced Hawkers spent a lof of their time studying combat techniques, and do daily runs to keep up their agility. Experienced Hawkers hone their abilities and skills, while searching for a job that can land them some extra gold.

Organizations: Hawkers themselves don't organize, but it's not rare to find them in Guilds or groups that take on assassination or mercenary work.

NPC Reactions: Usually with care. Those that know what a Hawker is capable of, fear their quick and deadly arts. Those that don't know might mistake them for a mischievous Rogue.

Hawker Lore[edit]

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

DC Results
15 A Hawker is fast and deadly.
20 A Hawker can use unique powers to speed himself, and will most likely stab you from behind or from the sides.
25 Hawkers are capable of becoming invisible at will.
30 Experienced Hawkers can become ethereal, and can even damage ethereal begins.

Hawkers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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