Author Topic: Astral Stalker  (Read 6447 times)

Offline oslecamo

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Astral Stalker
« on: November 08, 2011, 05:12:40 AM »
Astral Stalker



Class

HD: d8
Level BAB Fort Reflex Will Features
1 +0 +0 +2 +0 Outsider Traits, Rules of The Hunt, Scent, Camouflage
2 +1 +0 +3 +0 Sneak attack (1d6), Poison
3 +2 +1 +3 +1 Throat Dart(1d4), +1 Str
4 +3 +1 +4 +1 Elusive Prey, +1 Cha, Bonus Feat
5 +3 +1 +4 +1 Sneak attack (2d6), Grace of the Hunter
6 +4 +2 +5 +2 Hunter Advantage, +1 Str
7 +5 +2 +5 +2 Perfect Tracker, DR/magic
8 +6/+1 +2 +6 +2 Sneak Attack (3d6), Bonus Feat, +1 Cha,
9 +6/+1 +3 +6 +3 Observe the Prey, +1 Str
10 +7/+2 +3 +7 +3 Evasion, Bonus Feat
11 +8/+3 +3 +7 +3 Unearthly Grace
12 +9/+4 +4 +8 +4 Hunter Eye, +1 Str, +1 Cha
Skills: 4+int modifier per level, quadruple at 1st, class skills are: Climb(str), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Search(int), Sense Motive(wis), Spot(wis), Survival(wis)

Proficiencies: Astral stalkers are only proficient with their own natural weapons

Features:

Outsider Traits: An Astral Stalker loses all racial bonuses and traits, and gains outsider traits (mainly Darkvision 120ft).  It is a medium sized outsider.  It has a basic speed of 40ft, and a climb speed of 10ft.  Lastly an Astral Stalker receives a bonus to its armor class equal to its constitution modifier in the form of a natural armor bonus.

Natural Attack: 2xClaws 1d6 (19-20x2)

Rules of the Hunt: Astral hunters live for the hunt, but to keep the hunt pure, and the competition deadly, they have imposed certain rules upon their conduct:
  • No Weapons Allowed: Astral Stalkers Claw weapons are treated as +1 weapons for every 4HD, as long as they do not carry or use weapons or armor. (so at 4HD claws are 1d6+1, 8HD 1d6+2 etc)
  • No killing other Stalkers: Astral Stalkers are compelled not to attack and other Astral Stalkers
  • No Traitors: Astral Stalkers are compelled not to turn on their employers
Scent(Ex): as per SRD

Camouflage(Ex): An astral stalker can use the hide skill in any sort of natural terrain, even if it doesn't normally provide cover, or concealment.

Sneak Attack(Ex): An astral stalker can make a sneak attack like a rogue from level 2,dealing an extra 1d6 points of damage whenever a foe is denied it's dexterity bonus, or the stalker is flanking.  This increases to 2d6 at level 5, and 3d6 at level 8.

Poison(Su): From level 2, An astral stalker can naturally produce poison, that can be used to coat either his claws, or his throat darts.  The poison is applied as a swift action, and lasts till the end of that turn. This ability is at will.

Poison: Injury; initial damage=Paralysis 1d4 rounds; secondary damage=none; Fort save DC scales at 10+1/2HD+con modifier.

At 10 HD the poison's secondary damage increases to another 1d4 rounds of paralyzis, and it now ignores immunity to paralyzis and/or poison from any source, altough oponents with that ability gain a +5 bonus on their saves against the Astral Stalker's poison.

Throat Dart(Su): From level 3, an astral stalker gains the ability to fire a throat dart at will, this deals 1d4 points of damage, and can be poisoned (see above).  This ability improves every 3HD, so at 6HD the dart does 2d4, at 9HD 3d4 and so on.  The range of this dart is 150ft with no range increment. The Astral Stalker may shoot extra throat darts in a single turn with iterative attacks, rapid shot, haste and similar abilities.

Strength Increase: From level 3 and every 3 level after that an astral stalker gains +1 to his strength.

Elusive Prey(Ex): An astral stalker is notoriously difficult to track, anyone attempting to track an astral stalker takes a  penalty on survival checks equal to his HD, and the Astral Stalker receives a bonus on saves against any divination spells and effects equal to 1/2 his HD. The Astral Stalker even gets a Will save against Divination spells that normally don't allow a save (DC=10+spell level+Highest mental stat of the caster), but it doesn't gain the extra bonus in those cases.

Bonus Feat: At fourth, and then again at seventh, and tenth level the astral stalker gets to choose a bonus feat from the following list:

Alertness, Improved Critical(claw), Improved Natural attack (claw) Improved Initiative, Self-Sufficient, Stealthy, or Track

Grace of the Hunter(Su):At level 5 An astral stalker can add it's charisma modifier as a bonus to it's armor class as a deflection bonus.

Hunter advantage (Ex): At level 6 an Astral Stalker adds his Strenght modifier to Hide and Move Silently checks. An Astral Stalker doesn't take a -20 penalty on hide checks for attacking while hiding.

Charisma Increase: From level 4 and every 4 level after that an astral stalker gains +1 to his charisma.

Perfect Tracker(Ex): An astral stalker can move  at it's normal speed while tracking without taking the normal -5 penalty, it takes only a -10 penalty (instead of the usual -20) when moving at up to twice normal speed whilst tracking. It also ignores track penalties due to terrain and can track any kind of creature trough any kind of enviroment, even a ghost trough the emptyness of the Ethereal Plane.

DR/Magic(Ex): From level 7 an astral stalker gains DR/Magic, this scales at 1/2 the stalkers Hit Dice.

Observe the Prey(Ex):For every round an Astral Stalker lays still observing an oponent, it gains a +1 bonus on attack rolls, damage rolls, saves, skill checks and ability checks against that oponent, for 1 round per Cha modifier after the Astral Stalker moves.

Evasion(Ex): An astral stalker can avoid even magical and unusual attacks with great agility.  If it makes a successful reflex saving throw against an attack that normally does half damage on a successful save, it instead takes no damage.

Unearthly Grace(Su): At level 11 an astral stalker gains his Cha modifier as a bonus on all saves, and no longer fails saves or attacks on a natural 1.

Hunter Eye(Ex): The Astral Stalker can quickly identify the strenghts and weakness of his oponents. As a move action, the Astral Stalker can atempt a spot check wich DC is 15+Target's HD. If it suceeds then the Astral Stalker automatically learns one of the following (roll 1d3 to determine witch):
-All of the target's racial plus class abilities.
-All of the target's magic buffs, feats and skill ranks.
-All of the target's gear.

The Astral Stalker can use Hunter Eye multiple times against one oponent, and doesn't risk learning the same thing twice. So three sucessfull atempts would reveal all of the above.



Done by FyreByrd, some final tweaks by me.
« Last Edit: July 29, 2012, 05:13:41 AM by oslecamo »