NakedCelt
2007-08-29, 10:21 PM
Yes, it's a shameless gestalt ranger/rogue. Your point would be?
TRACKER
The tracker is a tireless stalker of the wilderness, a stealthy sneaking hunter. He follows prey for days, waiting for the right opportunity, then strikes from the shadows. Though lacking the ranger's combat capability, the tracker makes up for it with his ability to attack seemingly from nowhere. The creatures of the wild are not his friends but his prey...
GAME RULE INFORMATION
Dexterity is crucial for the tracker in both attack and defence. Intelligence and Wisdom further increase his skills.
Hit Die: d6.
Class Skills
The tracker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
THE TRACKER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Poison use, sneak attack +1d6, track
2nd|+1|+0|+3|+0|Evasion
3rd|+2|+1|+3|+1|Sneak attack +2d6
4th|+3|+1|+4|+1|Uncanny dodge
5th|+3|+1|+4|+1|Sneak attack +3d6
6th|+4|+2|+5|+2|Woodland stride
7th|+5|+2|+5|+2|Sneak attack +4d6
8th|+6/+1|+2|+6|+2|Swift tracker
9th|+6/+1|+3|+6|+3|Sneak attack +5d6
10th|+7/+2|+3|+7|+3|Improved uncanny dodge
11th|+8/+3|+3|+7|+3|Sneak attack +6d6
12th|+9/+4|+4|+8|+4|Improved evasion
13th|+9/+4|+4|+8|+4|Sneak attack +7d6
14th|+10/+5|+4|+9|+4|Camouflage
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6
16th|+12/+7/+2|+5|+10|+5|Attunement
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6
18th|+13/+8/+3|+6|+11|+6|Hide in plain sight
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6
20th|+15/+10/+5|+6|+12|+6|Trackless step[/table]
Class Features
All of the following are class features of the tracker.
Weapon and Armour Proficiency: A tracker is proficient with all simple weapons, plus the blowpipe, bolas, longbow, net, and shortbow. A tracker is proficient with light armour, but not with shields.
Poison Use (Ex): A tracker is trained in the use of poisons and never risks accidentally poisoning himself when applying poison to a blade or arrowhead.
Sneak Attack (Ex): If a tracker can catch a foe when she is unable to defend herself from his attack, he can strike a vital spot for extra damage. The tracker's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 every two tracker levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Any creature that is immune to critical hits is not vulnerable to sneak attacks. If a tracker gets a sneak attack bonus from another source, the bonuses to damage stack.
Track: A tracker gains Track as a bonus feat.
Evasion (Ex): At 2nd level and higher, if a tracker makes a successful 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 tracker is wearing light armour or no armour. A helpless tracker does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 4th level and higher, a tracker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.
Woodland Stride (Ex): At 6th level and higher, a tracker may move through any sort of natural undergrowth at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex): At 8th level and higher, a tracker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty while moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex): At 10th level and higher, a tracker can no longer be flanked.
Improved Evasion (Ex): At 12th level and higher, a tracker takes only half damage on a failed reflex save against an attack to which Evasion applies.
Camouflage (Ex): At 14th level and higher, a tracker can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Attunement (Su): At 16th level and higher, a tracker is attuned to the natural environment. Once per day per point of Wisdom bonus he possesses, he may attempt to glean information from his surroundings. The area he may survey is a 60-foot cone-shaped emanation originating from his eyes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
The amount of information gained depends on how long the tracker studies a particular area or subject. In the first round, he chooses whether he wishes to emulate detect animals or plants, detect poison, or detect snares and pits. The DM then makes a secret d% roll. The base chance for receiving meaningful information is 70% + 1% per tracker level. If this roll fails, the tracker detects nothing. If it succeeds, the tracker becomes aware that the area contains the animal, plant, poison, or snare he is attempting to detect. If the tracker detects nothing, he does not know whether it is because the attempt failed or because the animal, plant, poison or snare in question is not in fact present.
Thereafter, if the tracker is attempting to emulate detect animals or plants or detect snares and pits, the ability proceeds exactly as the spell (except for the reduced range of detect animals or plants). If the tracker is attempting to emulate detect poison, the second round reveals the number of poisoned or poisonous creatures or objects within the area, and the strength of the strongest present ("strength" here means the total number of dice of ability damage the poison deals). The third round then reveals the strength and location of each poisoned or poisonous creature or object. The tracker must make a DC 20 Wisdom check, as normal, to determine the exact type of poison.
Hide in Plain Sight (Ex): At 18th level and higher, a tracker can use the Hide skill in any sort of natural terrain even while being observed.
Trackless Step (Ex): At 20th level, a tracker leaves no trail in natural surroundings and cannot be tracked, unless he deliberately chooses to leave a trail.
(Yes, I know that's a lousy capstone. I'm trying to put together a wilderness campaign world where tracking is much more important than it usually is — so Trackless Step becomes a much more powerful ability.)
TRACKER
The tracker is a tireless stalker of the wilderness, a stealthy sneaking hunter. He follows prey for days, waiting for the right opportunity, then strikes from the shadows. Though lacking the ranger's combat capability, the tracker makes up for it with his ability to attack seemingly from nowhere. The creatures of the wild are not his friends but his prey...
GAME RULE INFORMATION
Dexterity is crucial for the tracker in both attack and defence. Intelligence and Wisdom further increase his skills.
Hit Die: d6.
Class Skills
The tracker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
THE TRACKER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Poison use, sneak attack +1d6, track
2nd|+1|+0|+3|+0|Evasion
3rd|+2|+1|+3|+1|Sneak attack +2d6
4th|+3|+1|+4|+1|Uncanny dodge
5th|+3|+1|+4|+1|Sneak attack +3d6
6th|+4|+2|+5|+2|Woodland stride
7th|+5|+2|+5|+2|Sneak attack +4d6
8th|+6/+1|+2|+6|+2|Swift tracker
9th|+6/+1|+3|+6|+3|Sneak attack +5d6
10th|+7/+2|+3|+7|+3|Improved uncanny dodge
11th|+8/+3|+3|+7|+3|Sneak attack +6d6
12th|+9/+4|+4|+8|+4|Improved evasion
13th|+9/+4|+4|+8|+4|Sneak attack +7d6
14th|+10/+5|+4|+9|+4|Camouflage
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6
16th|+12/+7/+2|+5|+10|+5|Attunement
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6
18th|+13/+8/+3|+6|+11|+6|Hide in plain sight
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6
20th|+15/+10/+5|+6|+12|+6|Trackless step[/table]
Class Features
All of the following are class features of the tracker.
Weapon and Armour Proficiency: A tracker is proficient with all simple weapons, plus the blowpipe, bolas, longbow, net, and shortbow. A tracker is proficient with light armour, but not with shields.
Poison Use (Ex): A tracker is trained in the use of poisons and never risks accidentally poisoning himself when applying poison to a blade or arrowhead.
Sneak Attack (Ex): If a tracker can catch a foe when she is unable to defend herself from his attack, he can strike a vital spot for extra damage. The tracker's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 every two tracker levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Any creature that is immune to critical hits is not vulnerable to sneak attacks. If a tracker gets a sneak attack bonus from another source, the bonuses to damage stack.
Track: A tracker gains Track as a bonus feat.
Evasion (Ex): At 2nd level and higher, if a tracker makes a successful 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 tracker is wearing light armour or no armour. A helpless tracker does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 4th level and higher, a tracker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.
Woodland Stride (Ex): At 6th level and higher, a tracker may move through any sort of natural undergrowth at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex): At 8th level and higher, a tracker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty while moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex): At 10th level and higher, a tracker can no longer be flanked.
Improved Evasion (Ex): At 12th level and higher, a tracker takes only half damage on a failed reflex save against an attack to which Evasion applies.
Camouflage (Ex): At 14th level and higher, a tracker can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Attunement (Su): At 16th level and higher, a tracker is attuned to the natural environment. Once per day per point of Wisdom bonus he possesses, he may attempt to glean information from his surroundings. The area he may survey is a 60-foot cone-shaped emanation originating from his eyes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
The amount of information gained depends on how long the tracker studies a particular area or subject. In the first round, he chooses whether he wishes to emulate detect animals or plants, detect poison, or detect snares and pits. The DM then makes a secret d% roll. The base chance for receiving meaningful information is 70% + 1% per tracker level. If this roll fails, the tracker detects nothing. If it succeeds, the tracker becomes aware that the area contains the animal, plant, poison, or snare he is attempting to detect. If the tracker detects nothing, he does not know whether it is because the attempt failed or because the animal, plant, poison or snare in question is not in fact present.
Thereafter, if the tracker is attempting to emulate detect animals or plants or detect snares and pits, the ability proceeds exactly as the spell (except for the reduced range of detect animals or plants). If the tracker is attempting to emulate detect poison, the second round reveals the number of poisoned or poisonous creatures or objects within the area, and the strength of the strongest present ("strength" here means the total number of dice of ability damage the poison deals). The third round then reveals the strength and location of each poisoned or poisonous creature or object. The tracker must make a DC 20 Wisdom check, as normal, to determine the exact type of poison.
Hide in Plain Sight (Ex): At 18th level and higher, a tracker can use the Hide skill in any sort of natural terrain even while being observed.
Trackless Step (Ex): At 20th level, a tracker leaves no trail in natural surroundings and cannot be tracked, unless he deliberately chooses to leave a trail.
(Yes, I know that's a lousy capstone. I'm trying to put together a wilderness campaign world where tracking is much more important than it usually is — so Trackless Step becomes a much more powerful ability.)