Stalker Base Class


Homebrew and House Rules

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This is what I wanted to do for some time: a shadow-wielding class. Initially those were two classes: Shadowcaster (very vaguely related to 3rd edition class of that name and only in flavor of using shadow, no mechanical relations) and Shadow Stalker. Somewhere during the early development I decided to fuse them into single class. During the writing I finally decided to drop "Shadow" part from the name to avoid unwieldy constructions in description of its abilities (which already use shadow a lot).

Stalker

Role: A stalker taps the power of shadows to deceive and hinder the opponents and weaves darkness itself into tools and weapons to be used as needed.

Alignement: Any.

Base Attack Bonus: Medium progression.
Hit Dice: d8.

Good Saving Throws: Reflex and Will.

Class Skills: The stalker’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge [local] (Int), Knowledge [planes] (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Stealth (Dex) and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Level.. Special
1......... Shadow lash, shadow mark 2
2......... Shadow mark 3, stalker knack
3......... Shadow weaving 1
4......... Shadow mark 4, stalker knack
5......... Shadow lash (move action)
6......... Shadow mark 5, stalker knack
7......... Shadow weaving 2
8......... Shadow mark 6, stalker knack
9......... Shadow lash (swift action)
10....... Shadow mark 7, stalker knack
11....... Shadow weaving 3
12....... Shadow mark 8, stalker knack
13.......
14....... Shadow mark 9, stalker knack
15....... Shadow weaving 4
16....... Shadow mark 10, stalker knack
17.......
18....... Shadow mark 11, stalker knack
19....... Shadow weaving 5
20....... Shadow mark 12, shadow master, stalker knack

Class Features:

Weapon And Armor Proficiency: Stalkers are proficient with all simple weapons, light and one-handed martial weapons, whips, repeater crossbows and light armors. They are also proficient with any weapon and armor they craft for themselves with their shadow weaving ability.

Shadow Lash (Su): A stalker can direct the power of shadows to lash at the bearers of his marks with a standard action. Each mark inflicts 1d6 points of damage to its bearer. Damage from multiple marks are added together and count as single source of damage before applying damage reduction or hardness and checking for massive damage. Using this ability removes all the triggered marks.

At 5th level, a stalker can use this ability as a move action. At 9th level, he can activate it as a swift action.

Some feats, knacks and abilities can improve damage die used to determine shadow lash damage. In such case the damage die progression is 1d6, 1d8, 1d10 and 1d12 unless noted otherwise.

Some knacks can add secondary effects to the shadow lash. All saving throws against them are made against DC of 10+one-half stalker class level+the stalker’s Dexterity modifier. The saving throw DC can be increased with Ability Focus (Shadow Lash). All secondary effects of the shadow lash are considered shadow effects.

Shadow Mark (Su): A stalker can mark his enemies with wisps of shadowstuff. Each time a stalker hits a corporeal opponent with a manufactured weapon he is proficient with or with an unarmed strike he may place a shadow mark upon the target. Alternatively, a stalker can take a standard action to place shadows mark on a touched creature or object or full-round action to place up to six marks on willing recipients.

A stalker can have up two shadow marks active at any one time, plus one additional at 2nd level and every two levels thereafter to a maximum of 12 marks at 20th level. Multiple marks can be placed on a single creature or object. The stalker can remove harmlessly any number of his existing shadow marks with a free action. Shadow mark vanish immediately if the distance between the recipient and the stalker exceeds 50 feet.

A stalker is aware of a general direction towards all of his shadow marks.

A stalker using ghost touch weapon, being incorporeal or while being subject to another effect that allows full interaction with incorporeal creatures can place his shadow marks on incorporeal creatures.

Stalker Knack: At 2nd level and every two levels thereafter, a stalker learns a secret technique that draws upon training and shadows to expand his capabilities. Knacks marked with asterisk (*) grant secondary effect to the stalker’s shadow lash ability. A single activation of shadow lash can only benefit from single secondary ability.

Each knack can be selected only once, unless noted otherwise.

Stalker knacks:
Blasting Lash* (Su): When using shadow lash, a stalker with this knack can make the triggered marks explode. All the creatures adjacent to the mark bearers suffer the same damage or half on a successful Reflex saving throw.

Bleeding Lash* (Su): When using shadow lash, a stalker with this knack can cause the lash victims to bleed. Each creature damaged with bleeding lash suffer a bleed damage equal to the number of shadow marks it bore. The bleeding continues until it is stopped with first aid or any form of healing.

Distant Marks (Su): Shadow marks of a stalker who selected this knack retain potency until the distance between them and their creator exceeds 100 feet.

Dual Lash: When using shadow lash, a stalker with this knack can apply two secondary effects to all the victims instead of one. A stalker must be at least 10th level to select this knack.

Entangling Lash* (Su): When using shadow lash, a stalker with this knack can entangle the lash victims. Each creature damaged with entangling lash that fails a Reflex saving throw against the lash gains entangled condition for a number of rounds equal to marks it bore.

Evasion (Ex): A stalker with this knack can evade 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.

Fast Stealth (Ex): A stalker with this knack can move at full speed while using Stealth without penalty.

Feat: A stalker can select a feat he qualifies for in place of a knack.

Finesse Stalker: A stalker that selects this knack gains Weapon Finesse as a bonus feat.

Improved Evasion (Ex): A stalker with this knack exposed to an effect that allows Reflex saving throw to halve the damage suffers half damage on a failed save. A helpless stalker cannot benefit from this ability. A stalker must be at least 10th level and has to possess evasion ability before selecting this knack.

Mark Awareness (Su): A stalker with this knack maintains a constant awareness of his shadow marks and feels presence of all creatures or objects bearing them as if using blindsense as long as there is line of effect between stalker and the bearer.

Painful Lash* (Su): When using shadow lash, a stalker with this knack can make the lash victims sickened. Each creature damaged with sickening lash that fails a Fortitude saving throw against the lash gains sickened condition for number of rounds equal to marks it bore. This is a pain effect.

Rending Lash* (Su): Increases potency of the shadow lash ability increasing its damage die by one step.

Terryfing Lash* (Su): When using shadow lash, a stalker with this knack can make the lash victims shaken. Each creature damaged with terryfing lash that fails a Will saving throw against the lash gains shaken condition for number of rounds equal to marks it bore. This is a mind-affecting fear effect.

List of knacks is obviously far from being complete.

Shadow Weaving (Su): A stalker can draw substance from the Plane Of Shadow and weave it into useful forms. At 3rd level, a stalker is capable of shaping and maintaining single weave. He may create and maintain one additional weave at 7th level and every four levels thereafter. A stalker that has a maximum number of weaves active has to dissolve one of them when he starts creating a new one. Shadow weaves that were destroyed cannot be reshaped until the stalker rests for at least eight hours, although those hours do not need to be consecutive.

Weaving a shadow into a usable form requires one minute of work and concentration (certain weaving require more time to shape) and complex gestures and cannot be performed wile the stalker is grappled, helpless, paralyzed, pinned or otherwise prevented from precise manual movement.

Shadow weaves dissolve into unshaped shadowstuff when the stalker dies or becomes unconscious for more than 1 round but not when he is asleep. A stalker can deliberately dissolve any of his shadows as a move action.

Shadow weaves are yet to be written. At the moment I know that the most basic use of this ability will be creation of tools and weapons, with possibility of creating magical trinkets and quasi-real servitors available at higher levels.

Shadow Master: Upon reaching 20th level, a stalker becomes master of shadows. From now on he can select different secondary effect for each target affected by his shadow lash, can activate it as immediate action and its damage die improves by one step.
This ability might see some revision or expansion as well.

Alternate Favored Class Bonuses:
Human: Add +1/6 of a stalker knack.

Strix: Add +1/3 to Perception and Stealth checks in dim light or darkness.

Wayang: Add +1/2 to damage inflicted with shadow lash against one of the affected targets.


Stalker feat:
Extra Knack
Prerequisites: Stalker knack feature
Benefits: The character learns one additional knack. This feat may be taken multiple times granting one additional knack each time it is selected.

Things to do:
- Shadow weaving.
- Abilities for 13th and 17th level (possibly assassin's Hide in Plain Sight at 13th level, we'll see).
- I am thinking about giving this class a pool of shadow motes, similar to ki points (1/2 level plus Dex modifier) and a number of knacks that would use them but I wonder if I really want to add another variable to track beside shadow marks and shadow weavings. Using them would allow for more powerful abilities that could be used a limited number of times per day, however.


I really loved the flavor of the class. And if you make the Shadow Weaving correctly, it will be a fantastic substitute of the shadow magic classes. Some things:

  • I really didn't like the use of a physical attribute defining a supernatural ability efficiency. Why not use Charisma or Wisdom?
  • You talk about damage reduction. The shadow lash damage is physical in nature?
  • Will be there any way to a target to get rid of a shadow mark beside wander off its limits?
  • What about a knack that creates a special mark with no maximum distance? Something like a "prey mark". I think it gives a "stalkish" feel. Of course, only one at time and only lasheable from the normal marks' distance (the later not really a problem, as you would want to mantain it to track your prey).
  • I like the Shadow Weaving quasi-real servitor idea. Maybe something like a "twin" with which you shares an action pool (like Alchemist's Twin Form or DSP Dread Shadow Twin)?


  • freduncio wrote:
    I really loved the flavor of the class. And if you make the Shadow Weaving correctly, it will be a fantastic substitute of the shadow magic classes. Some things:

    I created this class mostly for flavor reasons.

    Quote:
    - I really didn't like the use of a physical attribute defining a supernatural ability efficiency. Why not use Charisma or Wisdom?

    Some 3/4th of classes I have pending on my drive awaiting for further development is Charisma based. I wanted a bit of change. And I can't exactly see this class as Wisdom-based. I considered Intelligence but for now I settled for Dexterity. Captain, my previous base class, used Intelligence as a secondary ability score and at least another class I would like to develop in the future will be using Intelligence as well.

    Quote:
    - You talk about damage reduction. The shadow lash damage is physical in nature?

    Yes. Initially I wanted the shadow lash to inflict slashing damage and I might go back to that.

    Quote:
    - Will be there any way to a target to get rid of a shadow mark beside wander off its limits?

    Not at the moment. At first I thought about 1 minute time limit but I'd like for shadow marks to have non-combat use. I might add the clause that shadow mark can be removed with certain forms of magic but at the moment shadow mark can only be removed by exceeding the distance. Note that remaining within the distance might be a challenge for the Stalker.

    I am thinking about reducing the basic distance and adding a few steps of max distance increase.

    Quote:
    - What about a knack that creates a special mark with no maximum distance? Something like a "prey mark". I think it gives a "stalkish" feel. Of course, only one at time and only lasheable from the normal marks' distance (the later not really a problem, as you would want to mantain it to track your prey).

    Oh, good one. I had vague ideas about something like that but could not make the thought-cloud collapse into more clear concept.

    Quote:
    - I like the Shadow Weaving quasi-real servitor idea. Maybe something like a "twin" with which you shares an action pool (like Alchemist's Twin Form or DSP Dread Shadow Twin)?

    I have yet to develop that part more. I initially thought about something akin to summon monster/shadow monster effects but its specific are fluid at the moment.


    Drejk wrote:
    I created this class mostly for flavor reasons.

    Captain Sui-Feng from Bleach spring to my mind.

    Drejk wrote:
    Some 3/4th of classes I have pending on my drive awaiting for further development is Charisma based. I wanted a bit of change. And I can't exactly see this class as Wisdom-based. I considered Intelligence but for now I settled for Dexterity. Captain, my previous base class, used Intelligence as a secondary ability score and at least another class I would like to develop in the future will be using Intelligence as well.

    Got it, a personal choice. Still think a mental attribute setup is better. =]

    Drejk wrote:

    Not at the moment. At first I thought about 1 minute time limit but I'd like for shadow marks to have non-combat use. I might add the clause that shadow mark can be removed with certain forms of magic but at the moment shadow mark can only be removed by exceeding the distance. Note that remaining within the distance might be a challenge for the Stalker.

    I am thinking about reducing the basic distance and adding a few steps of max distance increase.

    Some ideas:

  • Concealment/stealth bonus against marked targets.
  • Is shadow jumping out of question? Maybe only to marked target's shadow?
  • Maybe a little off the flavor: Damage dealt to one marked target is received by another. Consumes mark. Has both friendly and hostile uses.
  • Capstone suggestion: A target marked by all your marks is subject to a death effect (yeah, I liked Bleach).

    Drejk wrote:
    I have yet to develop that part more. I initially thought about something akin to summon monster/shadow monster effects but its specific are fluid at the moment.

    I can see this in more caster type of class. On the other side, if it's only one servitor (much like shadowdancer's companion shadow) it fits.


  • Shadow jumping allowing teleportation to marked subjects is one of the abilities I like to add. I am still considering how to make it - initially it was "spend move action, teleport to square adjacent to existing mark, remove mark" knack that required 8th level but I am concerned about balance issues of unlimited short range teleport. Want to get on the other side of the hedge? Shadow mark a stone and throw it on the other side (it was great in Flashback but I expect players to abuse such ability to an unexpected degree).


    Nice. I love the archetype of shadow, and this has a pretty interesting mechanic associated with it. Reminds me of a bard archetype I did once. I might be able to give more in-depth feedback later, but right now I strongly recommend switching it to be Charisma based. Forcing shadows to bend to your will has much more to do with Charisma than it does dex, and dex doesn't make nearly as much sense, IMO.


    I love it all but the class name. It's too vanilla for a being with such awesome abilities. May I suggest:

    Shadejack

    or

    Eclipser/Eclipsor

    or

    Cloakist

    or

    Nightsmith


    Drejk wrote:
    Shadow jumping allowing teleportation to marked subjects is one of the abilities I like to add. I am still considering how to make it - initially it was "spend move action, teleport to square adjacent to existing mark, remove mark" knack that required 8th level but I am concerned about balance issues of unlimited short range teleport. Want to get on the other side of the hedge? Shadow mark a stone and throw it on the other side (it was great in Flashback but I expect players to abuse such ability to an unexpected degree).

    Maybe there's a use for the motes?


    One of the names I had for the class was Shadow Weaver.
    Also, I envision him to manipulate shadows "physically" - Charisma fails to suit him at all. Unassuming, indistinct Stalker should be as efficient if not more than the one with strong presence and force of personality. If a mental ability score would be strict requirement Wisdom would trumps the Charisma in this case.


    Does he punch a hole in the fabric of reality to pull things from the Shadow Plane, kinda like the hekatonkheires? :D


    Nah, he steals the shadowstuff from there with his dimensionally-nimble fingers. :P


    Drejk wrote:
    Nah, he steals the shadowstuff from there with his dimensionally-nimble fingers. :P

    And charisma doesn't make sense? ;)

    Have you seen SGG's Shadow Assassin? It's up on d20pfsrd.com now if you're cheap, and it's a very similar theme.


    I'll have to check. It would be pointless to focus on creating class that is already done :|


    What? Nooo, the more the merrier.


    Ok, quick browse shows that it is somewhat different than what I have in mind. No worry, the stalker project won't be terminated.


    Shadow Well (Su): At 2nd level, a stalker gains a pool of shadow energy points, known as shadow motes, that can be used to power various magical abilities. The number of motes in the stalker's shadow well is equal to 1/2 his stalker level + his Dexterity modifier. Shadow well replenishes each morning after eight hours of rest or meditation. This hours do not need to be consecutive.
    The Dexterity modifier might be replaced with a mental ability modifier if I'll change the ability score governing the shadow lash.

    A stalker can spend a shadow mote as a swift action to gain darkvision with 60 feet range for one hour or extend range of existing darkvsion by the same distance. In addition, he can spend one mote to increase speed by 20 feet. Finally, a stalker can spend one mote to gain +4 insight bonus to Stealth checks for 1 round.

    Additional knacks:
    Shadow Peek (Sp): A stalker can take a standard action and spend a shadow mote to see and hear through one of his shadow marks as if using scrying. This effect lasts as long as he concentrates and removes the mark once he ends his concentration. A successful Will saving throw made by the bearer of the targeted mark negates the effect but still removes the mark. This is an equivalent of 4th level spell. Selecting this knack requires 8th level.

    Shadow Slide (Su): A stalker with this knack can spend a shadow mote as a move action to teleport to a square adjacent to one of his shadow marks. This removes the mark. Selecting this knack requires 6th level.

    First shadow weaves:
    All the inanimate shadow weaves dissolve if they leave the stalker's possession for more than 1 round.
    I must seriously work on naming this things or I'll end with lots of shadow-somethings...

    Shadow Bandolier
    Effect: Shapes the shadowstuff into a bandolier or a quiver that can be worn by the stalker and provide him with unlimited supply of shadowy darts, throwing knives, sling stones, arrows or crossbow bolts. Such projectiles count as magical and dissolve one round after they are drawn from the bandolier.

    Shadow Tools
    Effect: Shapes shadowstuff into a tool or set of tools weighing not exceeding 1 pound per three stalker levels. While the tools are suitable for practicing single skill of the stalker's choice they require expenditure of shadow motes to provide limited supplies, such as healer's kit, with one mote consumed per use.

    Shadow Weapon
    Effect: Shapes shadowstuff into a weapon of his choice. It strikes as a magic weapon. At 6th level shadow weapon gains +1 enhancement bonus to attack and damage rolls with additional +1 at 9th level and every three levels thereafter.
    A change of previously written rule: Stalkers are no longer proficient with all weapons and armors they weave for themselves.


    Shadowjack sounds good...


    Fetchling Favored Class Bonus: Add +1/4 of a shadow mote.

    RPG Superstar 2012 Top 32

    I would give strix +1/2 to Perception and Stealth, since they could get +1 to either from just the extra skill point.


    Only balance complaint I have at the moment is that its far too much of a SAD class.

    I'd split off your shadow mote ability to a mental ability score, akin to gunslinger grit.


    SmiloDan wrote:
    I would give strix +1/2 to Perception and Stealth, since they could get +1 to either from just the extra skill point.

    Missed that. I have to look on alternate favored class bonuses a bit more to see if I'll reach some other satisfying bonus...


    How about conjuring Shadow Conjuration/Evocation/Shades using motes?


    I am thinking how to do this. I'll probably avoid shadow evocation, focusing on weapon attacks mixed with shadow lash as a means of inflicting damage for this class but some sort of shadow minions is intended.

    RPG Superstar 2012 Top 32

    How about a pair of shadow minions--and you can jump "through" one and arrive through the other one?


    Good idea, but I don't know if I go for pair or just one with which stalker could exchange place.

    And for now:

    Umbral Destrier
    Type: Minion
    Effect: A quasi-real mount
    A stalker forms the shadows into a mount that can be ridden like a light horse or a pony that leaves no traces. With a standard action, the stalker can collapse his umbral destrier into a horse-shaped protrusion of own shadow.
    At 7th level, the stalker riding his umbral destrier can spend a shadow mote to grant it ability to air walk for 10 minutes.
    At 11th level, the stalker riding an his umbral destrier can spend a shadow mote to shadow walk.
    At 15th level, the stalker can spend additional motes to allow a group of riders shadow walk with him. A mote has to spend for each mount and each rider must bear the stalker's shadow mark. Or maybe I reverse it? Each mount would need a shadow mark and a mote would have to be spent per rider.
    At 19th level, the stalker riding the umbral destrier can spend a mote to open a gate to travel to the Plane Of Shadows or another plane connected to the Plane Of Shadows.


    my only 2 copper pieces I would like to add is that every class in pathfinder gains something at every level. you have 2 dead levels, 13th and 17th level.


    Which, as I noted in the first post, will be filled in time.

    I am more and more set on giving the stalker Hide In Plain Sight (Shadow Dancer supernatural version) at 13th level but 17th level remains empty.

    Hide in Plain Sight (Su): A stalker can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a stalker can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.


    Hey Drejk! Check out the Shadowsworn base class presented in Kobold Press' Player's guide Guide to the Crossroads. Originally written for 3.5 by Wolfgang Baur and updated by Christina Stiles (and someone else ICRRN -I can't recall right now). It's a bit like a shadow-based rogue-caster that also does some shadow conjuration. I think your stalker is significantly separate and different enough, but you might want to check it out:

    Players Guide to the Crossroads

    As well as the Shadowsworn the book is filled to the brim with awesome...


    Nightstalker? (ok, I think it's someone here on theboards, but still, it would sound well...)


    Pathfinder Rulebook Subscriber

    Dreaaaaaaaam weaver


    As I needed a moment of rest from trying to design missing attunements and augmentation options for Mage's matrices (nope, this is not a shameless plug, not at all), I decided to open and review Stalker after a few months-long pause. Obviously, after so long time I found a few grammar and stylistic errors that I missed before. I also started to think about increasing shadow lash initial damage die from d6 to d8 to make it more competitive with other classes.

    And now I noticed that I hadn't added the Hide In Plain Sight ability text to my notes.


    Idea for 17th level ability: Stalker can spend a shadow mote to hide in own shadow.


    This is thematically akin to a 4th edition class I started to build. I wanted to make a big hulking brute (strength) that lurched out of the shadows (stealth) and said boo (intimidate). He got some minor spellcasting to summon areas of shodow, then ability cause the shadow to grab hold of enemies (telekinesis of sorts, but with tangible shadow), then later some minor teleportation in shadows. I might have even used the working title of Stalker as well. I forget. I toyed with the idea of making it a PF class, but you beat me to it!


    Two new knacks:

    Critical Mark: When a stalker confirms a critical hit he can place one additional mark on the target, up to regular maximum of active marks.

    Lasting Shadows: Conditions bestowed by secondary lash effects that normally last for a number of rounds equal to marks unleashed on the target last for two more rounds.


    And another one:

    Shadow Filch (Su): A stalker can take a standard action to recall a marked object into own hand. Intelligent items and creatures possessing the recalled object may make a Will saving throw to negate this effect. Additionally the stalker can take a standard action to use Sleight Of Hand skill or Steal combat maneuver on a marked creature. Using either ability removes the mark from the target. Item recalled or stolen with this ability cannot weight more than 1 pound. This is a shadow and teleportation effect.


    Drejk wrote:

    This is what I wanted to do for some time: a shadow-wielding class. Initially those were two classes: Shadowcaster (very vaguely related to 3rd edition class of that name and only in flavor of using shadow, no mechanical relations) and Shadow Stalker. Somewhere during the early development I decided to fuse them into single class. During the writing I finally decided to drop "Shadow" part from the name to avoid unwieldy constructions in description of its abilities (which already use shadow a lot).

    Stalker

    Role: A stalker taps the power of shadows to deceive and hinder the opponents and weaves darkness itself into tools and weapons to be used as needed.

    Alignement: Any.

    Base Attack Bonus: Medium progression.
    Hit Dice: d8.

    Good Saving Throws: Reflex and Will.

    Class Skills: The stalker’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge [local] (Int), Knowledge [planes] (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Stealth (Dex) and Use Magic Device (Cha).

    Skill Ranks Per Level: 6 + Int modifier

    Level.. Special
    1......... Shadow lash, shadow mark 2
    2......... Shadow mark 3, stalker knack
    3......... Shadow weaving 1
    4......... Shadow mark 4, stalker knack
    5......... Shadow lash (move action)
    6......... Shadow mark 5, stalker knack
    7......... Shadow weaving 2
    8......... Shadow mark 6, stalker knack
    9......... Shadow lash (swift action)
    10....... Shadow mark 7, stalker knack
    11....... Shadow weaving 3
    12....... Shadow mark 8, stalker knack
    13.......
    14....... Shadow mark 9, stalker knack
    15....... Shadow weaving 4
    16....... Shadow mark 10, stalker knack
    17.......
    18....... Shadow mark 11, stalker knack
    19....... Shadow weaving 5
    20....... Shadow mark 12, shadow master, stalker knack

    Class...

    Needs a bonus to peeping in windows and/or a bonus against radiation in the zone.


    I am considering switching the ability score used to calculate saving throw DC and number of shadow motes to Wisdom - with explanation that Stalker needs intuition and instincts to manipulate shadowstuff. I will add Intelligence- and Charisma-based Stalker archetypes if I follow that course of action.


    Shadow Slide changes name to Shadow Stride.

    New knacks:

    Doppelshade (Su): As a swift action, a stalker can spend a shadow mote to create a shadowy duplicate of oneself occupying an empty square within 50 feet. Until the end of the stalker’s following turn, he provides allies with flanking partner and makes attacks of opportunity as if he was both in his real location and the place occupied by his doppelshade. The stalker can flank with his own doppelshade in this way.

    Shadow Tricks (Sp): When this knack is acquired one of mage hand, message or prestidigitation has to be selected. The stalker can use selected spell-like ability at will. Shadow tricks belong to illusion (shadow) school instead of their original school. This knack can be selected multiple times, each one granting use of different spell-like ability.

    Things I am working on:

    Improved Shadow Stride that would grant the stalker benefits of attacking from surprise against the creature he teleported to. Required level 10th. [ooc]I am problem with wording the ability properly.[/i]

    Greater Shadow Stride that would allow using shadow stride as a swift action instead of move action. Probably would require 14th level.

    Ability to use planar ally as a spell-like ability to call a night hag to serve for a short time in echange for hefty payment. (and possibly some other shadow-related outsiders... Kytons?). Will require 12th level.


    Huh. A question of grammar to whatever native English speaker happens to read that thread:

    In description of knacks, such as blasting lash:

    Quote:
    Blasting Lash* (Su): When using shadow lash, a stalker with this knack can make the triggered marks explode. All the creatures adjacent to the mark bearers suffer the same damage or half on a successful Reflex saving throw.

    Is the shadow lash ability specific enough for the correct for to be "when using the shadow lash..."

    Also, does having specific knack makes the stalker specific enough to be "the stalker with this knack..." is he still unspecified enough for keeping it "a stalker with this knack"?


    I agree with those above about mental stat for abilities, otherwise I like it!


    Shadow Accessories
    Type: trinket
    Effect: A stalker can shape raw shadowstuff into a helpful accessory that helps using specific skill. At 6th level the shadow accessory also grants +1 competence bonus to appropriate skill checks with aditional +1 every three levels thereafter to a maximum of +5 at 18th level.

    Shadow accessories are useless for any other purposes that the skill they were dedicated to. Acrobatic pole can’t be used as improvised lever, climbing claws won’t inflict damage, shadowy attires and jewelry will dissolve before they could be sold. Attempt to use a shadow accessory against their intent makes them lose substance and unweave. Shadow accessories will also dissolve if they leave the stalker’s possession for more than one round or anyone else beyond the stalker who created it attempts to use them.

    Spoiler:
    Acrobatics: A pole that helps balance and can be used for pole valuting.
    Bluff: A glittering jewelry that impresses others.
    Climb: A pair of climbing claws.
    Craft or profession: A set of tools appropriate for specific trade.
    Disable Device: Set of lock picks.
    Disguise: Clothing and make up made of shadowstuff.
    Escape Artist: A coating of slick shadows.
    Fly: A set of small wings that help steer in the flight.
    Intimidate: A shadowy mask that terrifies others.
    Sleight Of Hand: A pair of sticky gloves.
    Stealth: A color-changing cloak.

    Possibly other skills will get their own accessories too.
    Note that for many of those skills shadow accessory does nothing until 6th level, but for others it is useful since 3rd level - those which require specific tools to use at all...


    Revised Shadow Weapon weaving:

    Shadow Weapon
    Type: trinket
    Effect: A stalker can shape raw shadowstuff into a magic bludgeoning, piercing or slashing weapon he can wield and use efficiently. Shadow weapon is a light weapon that inflicts 1d6 points of damage or two handed weapon that inflicts 1d10 points of damage (Small stalkers’ shadow weapons will inflict 1d4 and 1d8 respectively), critical threat range of 19-20 or critical threat multiplier of x3 and one of the following properties: blocking, disarm, distracting, nonlethal, performance, ranged (with range increment of 50 feet, requires arrows, bolts or shots), reach, thrown (with 20 feet range incremenet) or trip. At 6th level and every three levels thereafter the shadow weapon gains cumulative +1 enhancement bonus to attack and damage. All the weapon traits are set when the weapon is woven, changing them requires dissolving old weapon and weaving a new one.

    Shadow weapons are sheathed directly into the stalker's shadow - they do not exist as separate items when not wielded.


    You may find some inspiration in the illusion sub-school shadow. The shadows themselves become tangible. Perhaps at a higher level creatures under the effect of Shadow Mark and/or Shadows could be moved about or held still?


    Ciaran Barnes wrote:
    Perhaps at a higher level creatures under the effect of Shadow Mark and/or Shadows could be moved about or held still?

    Mind-reading is not one of the stalker's intended abilities!

    In fact when I mentioned a faw posts above change of name of shadow slide knack to shadow stride it was because I intend to make a knack with a working name of sliding lash that converts marks into forced movement - 5 feet per mark probably, with Reflex save negating the movement.


    Another knack:

    Reaching Shadows (Su): A stalker threatens all the creatures bearing his shadow marks and can make attacks of opportunity against them regardless of actual distance. Making an attack of opportunity against marked creature removes one of the shadows marks on that creature. This is a teleportation shadow effect.

    Shadow weapon weaving will be probably developed further.


    Hmmm, for a moment shadowsworn was haunting me as best name for this class but then I checked in and noted Oceanshieldwolf post that it is already occupied. Now I am considering shadowwalker.

    EDIT: Or maybe shadowstrider? Shadowstrider sounds neat...


    Shadow walker sounds good


    Other candidates: darkwalker, darkstrider, nightstrider, shadewalker or shadestrider... Nightwalker is already occupied. I am trying for a name that would look well as single compound word. Shadowwalker has that unseemly double w.


    I consider removing fourth and fifth shadow weaves from 15th and 19th level and replacing them with something else to keep maximum number of shadow weaves at three.


    What do you have in mind?

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