ROGUE-ASSASSIN KIT Stalker Description: Stalkers boast extensive training in weapon use, scouting, and outdoor survival, but they truly make their claim to fame as 'big game hunters.' They pride themselves on their ability to find and bring down the most dangerous quarry imaginable, and they are experts in taking advantage of terrain and neutralizing the strengths of their quarry, taking every advantage for themselves. Stalkers are in high demand by rulers as royal huntsmen, game wardens, and even military scouting leaders, as well as private individuals who seek out these talented individuals as bodyguards. Some expeditions are so dangerous and demanding that they require the attention of a specialist with exceptional combat and stealth skills; they specialize in neutralizing dangerous animals as well as monsters of various types, though their skills qualify them for a wide range of adventures. For a determined Stalker, no job is too difficult and no enemy too formidable. Requirements: In addition to normal Assassin requirements, a Stalker must be sufficiently strong and physically fit to take on the privations and dangers of the wilderness, requiring at least a 14 in both Strength and Constitution. Because of their single-minded focus on hunting in the wilderness and studying the ways of animals and monsters, Stalkers tend to avoid contact with other humanoid creatures and tend to be lacking in interpersonal skills. As a result, unlike other Assassins, a Stalker has no minimum Charisma requirement. Stalkers may be of any alignment, though those that make a practice of hunting sapient humanoid creatures or using deadly poisons tend to be evil. In addition to the standard races capable of producing Assassins, full-blooded elves may become Stalkers. Weapons & Armor: Stalkers have the usual Assassin weapon and armor restrictions. At least half of a Stalker's weapon proficiencies must be spent on the following weapons: bow (any), crossbow (any), dagger/knife (any), spear (any), or sword (any). Thief Abilities & Modifiers: Climb Walls, Detect Noise, Escape Bonds, Find/Remove Traps, Hide in Shadows, Move Silently Special Benefits: Stalkers gain the Backstab ability of common Assassins, though their damage multiplier and chance of instant kill should be determined based on their actual level, rather than doubling their level. Unlike other Assassins, however, a Stalker's training in hunting and killing creatures of all types allows him or her to gain the full normal Backstab bonus (including instant kill chance) versus creatures of all body types, rather than merely basically humanoid creatures, save that amorphous creatures still suffer no extra damage from a Backstab. Regardless of shape, size H creatures still suffer only half the normal damage multiplier, with no chance of instant kill, and size G creatures cannot be effectively backstabbed, as it is very difficult to land a truly lethal blow upon such enormous creatures. Master of the Hunt: Regardless of terrain type, a Stalker gains a +1 bonus to his or her Hunting proficiency for every three levels of experience (rounding up), and like a Ranger his or her Tracking proficiency does not suffer the usual -6 penalty (though it does not automatically increase with his or her level). Once in position after having followed their prey through the use of these proficiencies, Stalkers often use their ability to Backstab (at half their normal level) with missile weapons at short range to bring down their prey more efficiently. In addition to this hunting ability, each time a Stalker takes proficiency in Survival (see Terrain Mastery below) they may select one natural animal from that terrain type and one other creature type native to that terrain (which can be anything from another different natural animal to a monster of some sort or even a humanoid race) for careful study into their habits, combat abilities, and overall strengths and weaknesses. The type chosen must be a specific creature type (e.g., brown bears, frost giants), not a general type (e.g., bears, giants). This careful study grants a Stalker a +1 bonus to attack and damage rolls as well as Armor Class when he or she is fighting against members of that species, and this bonus is increased to +2 when fighting them in the terrain type where they were studied. In addition, if he or she attempts a Backstab against a member of that species, this damage bonus is added in before the damage multiplier is applied. If a Stalker uses his or her Poison Mastery ability to brews a poison for use against a creature type he or she has studied, the poison applies a -2 saving throw penalty (not cumulative) to creatures of that species but grants a +2 bonus to saving throws for creatures of other types. If proficiency in Survival in a given terrain type is selected more than once, a Stalker can elect to learn about new creature types or can relearn the same creature(s) again, with each additional 'slot' spent increasing the bonus by +1, but only while in that terrain type. That is, the first time a creature type is learned, the basic bonus applies to all terrain types and environments with an extra +1 bonus within the specific terrain type; further slots spent to study that creature type increase the bonus only when fighting in the terrain type in which the creature type was studied, as part of this study and skill involves dealing with such creatures in their native environment (i.e., the terrain type learned in Survival). For example, if a 1st level Stalker learns Survival (Forest) and selects brown bear and centaur as his or her objects of study, he or she gains a +1 bonus in all situations against brown bears and centaurs (+2 in Forest terrain). If either creature type is studied again in any terrain context, the additional study increases the Stalker's bonus only when fighting in that terrain type. Hence, if our Stalker later learned Survival (Mountain) and studied brown bears and griffons, he or she would gain a universal +1 bonus against griffons (+2 in Mountains) and would increase his or her bonus against brown bears to +2, but only when fighting them in the mountains (i.e., his or her bonus when fighting brown bears in Forests would still be only +2 and in other terrains only +1). Terrain Mastery: Stalkers are experts in learning all of the ins and outs of terrain types of all sorts, and they can learn the Survival non-weapon proficiency for only a single slot for each terrain type chosen. In addition to the usual benefits of the proficiency, whenever a Stalker is in a terrain for which he or she knows Survival he or she gains a +10 bonus to all of his or her thieving abilities and his or her Back Protection ability and also gains a +2 bonus to his or her Herbalism, Hunting, and Tracking proficiencies (note that others attempting to use Tracking against a Stalker in terrain that he or she has studied suffer a -2 penalty to do so). If the Animal Lore or Monster Lore proficiencies are known, they also receive a +2 bonus. Note that it is possible for a Stalker to learn Survival in a particular terrain type more than once, with each additional slot adding a +2 bonus to his or her Survival proficiency check. In addition, the above benefits are gained cumulatively for each time the Stalker has learned the proficiency (i.e., learning Survival (Mountain) three times would result in a +30 (or +6, as appropriate) bonus to his or her skills while in the mountains). Wild Fighting: Their intensive study of predators and animals of all types enables Stalkers to mimic some of their attack styles and methods and incorporate them into their own combat actions. As a result of this intensive training, Stalkers do not suffer an initiative penalty when fighting a creature with a weapon when they themselves are unarmed. When attacking with their bare hands, they gain multiple attacks as a fighter of equal level, and each 'attack' (actually a sequence of stylized animalistic maneuvers) inflicts 1d4 points of damage plus the Stalker's Strength bonus. In addition, if the attack roll is 5 or more higher than that needed to score a hit (or a natural 20 in any event), the target must save vs. paralyzation or be stunned for 1d6 rounds. Creatures larger than size L cannot be stunned and suffer only half damage from the Stalker's blows. Half of the damage inflicted by these blows is only temporary and will be healed immediately if the target spends a full turn at rest. In addition to this unusual unarmed combat style, Stalkers can incorporate their predatory expertise into combat with weapons, which results in a ferocious and unpredictable flurry of blows that recalls elements that appears utterly devoid of grace or discipline but which actually requires careful study and practice by a Stalker in order to attempt. Wild Fighting (as it is called) is very strenuous and can be used for a total number of rounds each day equal to the Stalker's level, and each time it is used the Stalker must rest after he or she stops fighting for 1 turn for each round spent Wild Fighting and will suffer a - 4 penalty to all die rolls until this rest period has been completed. When engaged in Wild Fighting, a Stalker suffers a -2 penalty to his or her attack rolls and Armor Class, but he or she also gains one additional attack per round and any successful melee attack inflicts an additional +2 points of damage. In addition, their opponent must save vs. paralyzation, modified by their Dexterity and the difference between the Stalker's level and their own, or else be so disoriented and distracted by the Stalker's bizarre combat maneuvers and lightning fast feints and strikes that they lose their Dexterity AC bonus or suffer a +1 Armor Class penalty (whichever is worse) for as long as the Stalker engages them in melee, as often blundering into attacks as evading them while trying to get away from the Stalker's ferocious onslaught. Thus, a Stalker's companions can take advantage of his or her attacks to assist their own. This ability functions only with respect to humanoid opponents or to a creature type that the Stalker has studied (see Master of the Hunt above); other creatures are not impressed by the Stalker's combat style and suffer no penalties. Special Hindrances: A Stalker's focus on hunting and slaying vicious beasts of all sorts precludes learning the skills of deception and infiltration that characterizes typical Assassins. Hence, a Stalker is unable to use the Assassination and Masquerade abilities of a typical Assassin. They also devote so much study to their hunting and survival skills that they do not devote as much time to the study of poisons as a typical Assassin, gaining Poison Mastery as an Assassin of half their actual level (i.e., manufacture of poisons is not learned until 4th level, and new poisons are learned only every two levels thereafter). Non-evil Stalkers will tend to learn only nonlethal poisons and poison antidotes, especially paralytic or incapacitating poisons for use in trapping their prey. Likewise, it is rare for good-aligned Stalkers to study humanoid races (other than giants, giant-kin, and the goblinoid races) with their Master of the Hunt ability, though evil Stalkers frequently make such a study (particularly if they have chosen Survival (Urban) as one of their areas of study). Required Proficiencies: Anatomy, Herbalism, Hunting, Tracking Preferred Proficiencies: Alertness, Ambush, Animal Lore, Animal Noise, Awareness, Blind-fighting, Bowyer/Fletcher, Camouflage, Close-quarter Fighting, Direction Sense, Disguise, Display Weapon Prowess, Distance Sense, Endurance, Fire-building, Monster Lore, Mountaineering, Navigation, Riding (Land-based), Rope Use, Running, Set Snares, Signaling, Survival, Swimming, Trail Marking, Trail Signs, Trailing, Weaponsmithing