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View Full Version : D&D 3.x Class The Fourth Class: The Stalker of the Wilds



GrayDeath
2018-12-17, 02:51 PM
As with the other classes, this is meant for a Cooperative Setting between me and a friend.

Please see the Sage of the BLade for limitations, and peach the class according to them, not Cor4e CLasses.

Thank you!


The Stalker: A Hunter and Killer of specific types of creatures as well as a tracker and survivalist.

He skirts the edges of Civilization, hunting at his leisure beasts and men alike.

For many people this is the most feared class of all, others see it as a barely competent small time caster with no manners.

Role: Mobile and flexible Combattant, Frontline or otherwise, that is able to support both himself and others, and excels in themwilds/dealing with his favoured enemies. He is not the toughest of martials though.

Alignment: Any, although in general Alignments that include Neutral are more likely.

Relations to other classes: Asa class specialized on the less civilized areas, a Stalker profits greatly from working with more civilized CLasses....if it was that easy, that is. Their outlook clashes with many of the more rigid Religions, and of course with any and all City Slickers.^^



General: Gets to choose one of 3 Paths of Stalking, all giving Spontaneous Casting up to Level 4 Spells from the start (Ends at spells known: 6, 6, 5, 4, with unboosted 8, 7, 6, 5 per day). These paths are both a shared philosophy and a specialization focussing on a certain style and 2 chosen Weapons.

Spellcasting: Stalkers are divine Casters that use Wisdom as their Casting Stat.
They choose their available Spells from either the Ranger or Druid Spell Lists (however they cannot choose any Druid Spell that deals Damage directly!).

Stalkers are spontaneous Casters that only know a limited number of Spells up to Level 5. Attention: Spell progression still in progress, at the moment I am aiming for them to cast from the get go and end at the following Spells known at Level 20: L1: 6, L2: 6, L3: 5, L4: 4, L5: 2. Open for Suggestions on the exact progression and/or ideas for other allowed Spells The are NOT meant to be able to blast or CHarm/Dominate People or create stuff via magic, the rest is open.


Basics:

Hitdie: D8

Saves: High Fort and Reflex

Skillpts: 6+IntMod

Class Skills: Acrobatics, Climb, Escape Artist, Handle Animal, Intimidate, Knowledge (Nature and Local), Perception, Stealth, Survival.



Stalker of the Wilds


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Favoured Enemy 1, Skill Focus Survival


2nd

+2

+3

+3

+1
Choose a Path, Take First Step


3rd

+3

+3

+3

+1
Alertness


4th

+4

+4

+4

+1
Improved Tracking, Animal Companion



5th

+5

+4

+4

+1
Favoured Enemy , Second Step


6th

+6/+1

+5

+5

+2
Evasion, Declared Prey.



7th

+7/+2

+5

+5

+2
Skill Focus Survival, Acrobatics, Escape Artist (Stack!)


8th

+8/+3

+6

+6

+2
Third Step


9th

+9/+4

+6

+3

+6
Improved Evasion


10th

+10/+5

+7

+7

+3
Favoured Enemy 3, Natural Ease


11th

+11/+6/+1

+7

+7

+3
Fourth Step


12th

+12/+7/+2

+8

+8

+4
Awakened Animkal Companion.


13th

+13/+8/+3

+8

+8

+4
Preternatural Tracking


14th

+14/+9/+4

+9

+9

+4
Stalkers Gift


15th

+15/+10/+5

+9

+9

+5
Favoured Enemy 4


16th

+16/+11/+6/+1

+10

+10

+5
Final Step


17th

+17/+12/+7/+2

+10

+10

+5
Stalkers Gift 2


18th

+18/+13/+8/+3

+11

+11

+6
Choose: Second path 1 or perfected Path 1


19th

+19/+14/+9/+4

11

+11

+6
Choose: Second Path or Perfected path 2


20th

+20/+15/+10/+5

+12

+12

+6
Ultimate Stalker



Improved Tracking: May always take 10 for tracking Rolls. Does not automatically fail when rolling a 1.


Preternatural Tracking: Can track beings due to their essence (Magical, Outsider, Abberation, Dragon or simliar), which cannot be negated by spells unless cast with a DC of the Stalkers Level +3 or higher.

Declared Prey: A Stalker of Level 6 or higher may declare a certain single being "His Prey". Only one declared Prey may be hunted at once.
This has the following Effects: THe declared Prey suffers from-2 AC vs the Stalker, and the Stalker gains +1 to attacks made against it for every 3 levels of Stalker.

Natural Ease: While "within nature, ergo outside of any developed areas, the Stalker gains the following bonuses:
+1/4 his Level to all Tracking, Stealth and Knowledge Nature Rolls.
Fast Healing 1.


Stalkers Gift and Stalkers GIft 2:
Stalkers Gift: Choose one: Gain Blindsense 20ft or gain Immunity to being flanked/FLatfooted except by a Rogue of +4 or more Levels.
Stalkers Gift 2: Choose one: Wild Shape (natural Animals only) as Druid of your Level or permanently gain +2 to any 3 Attributes.

Second Path 1: Take the First Step in a second Path, and the second at Level 19

Perfected Path 1: Gain +2 to every Damage die rolled and to crit confirmation rolls with your Path Weapons this and next Level (Stacks with everything!).



Ultimate Stalker: Cannot be detected by the declared Prey via Any Means whatsoever, until he strikes, and gains automatic Crit Confirmation against it.
Also every time he kills a worthy declared Prey (CR at least Level of the Stalker -2) all alone, he gains +1 to a physical Attribute of his choice (up to +4 to any single attribute).




Paths: Only one of these can be followed until it is mastered. At Level 18 and 19 the Option of taking the first steps in a second path are available (See there).

Path of the Ranged Hunter:

Works with the Longbow and one ranged Weapon of your choice.

Step 1: Gain Skirmish (increases by 1 for every step taken) and Point Blank Shot

Step 2: Skirmish +1, Rapid Shot

Step 3: Increase Critical Multiplier of your path Weapons by 1, Skirmish +1

Step 4: Increase your range by 25% (also increases Range increments by that much), and ignore natural detriments to your shots (wind, light fog, light natural Cover, Rain etc), Skirmish +1

Final Step: You may craft Arrows of Slaying for favoured Enemies you have by using their Bone and hair for your Arrows (MUST do so yourself, must be hunted yourself!). Each Arrow requires 2 hours of crafting and a Crafting Result of 25, no other Costs! Skirmish +1.



Path of the Strong Hunter:

Choose Bladespear (2d4, 19-20*, Reach and normal fighting) and one more weapon.

Step 1: Gain Weapon Focus for your path weapons, gain Power attack

Step 2: When power attacking, you ignore natural Armor of up to the amount you reduced your attack roll by.

Step 3: You ignore DR up to your Level in Stalker/2 when using handed weapons. Increase your crit range by 1.

Step 4: You may make a second attack against the same target if you land a critical hit.

Final Step: When power attacking, you ignore any and all nonepic natural Armor and DR.



Path of the Swift Hunter:

Works with Khatars and one other light weapon of your choice.

Step 1: Gain 2 Weapon Fighting and Weapon Finesse

Step 2: Gain improved 2 weapon fighting and Weapon Focus (Your Path weapons)

Step 3: Increase your Crit Range and Multiplier by 1

Step 4: You may Flurry with your Path Weapons (as a monk of the same Level could do)

Final Step: If you hit a target with more than half your attacks in a round, you may declare that all but 2 attacks missed. If you do so, these 2 automatically land as critical hits and roll maximum Damage.