Written by Janarl
Updated: 31 January 2006

Description: 

Those that live their lives learning the secrets of nature and protecting it from corruption are a part of a rare and solitary breed. While they are often able to channel great power from the flow of the Wild itself they can be subtler like Nature itself. A bent blade of grass or stress in a bird’s song can speak volumes about the actions of nearby enemies. Their use of the chaos of the forest can make them become invisible and intangible. When they chose to strike, it is unfathomable and often lethal.

Among those that commit their lives and their spirits to protecting the natural world from the corruption, the Stalkers of the Wild excel in tracking and destroying evil. Typically rangers become Stalkers after a loyal service in protection and tutelage by the fey of the woods. Through hard experience they have learned to strike with surprise from a distance while remaining concealed. This ability to continue to strike far more powerful foes with impunity gives them a deadly reputation. Even a fleeing foe cannot escape from the Stalker’s relentless ability to track and strike from a distance.

  
Prerequisites: 
Alignment: Neutral Good
Skills: Hide 8, Move Silently 8, Craft (Bowmaking) 5, Knowledge (Nature) 8
Feats: Track, Alertness, Point Blank Shot, Precise Shot, Rapid Shot
  
Hit Dice: 
1d8/ level
  
Skill Points: 
6 + Int Adj / level
  
Class Skills: 
Climb, Concentration, Craft (Bowmaking), Handle Animal, Heal, Hide, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Search, Spot, Survival, Swim, Use Rope
  
Weapon &
Armour:
• none
  
Special: 

• Spells: At 1st level, and at each subsequent level, the character gains new spells per day as if he had also gained a level in the ranger class. A Stalker of the Wild’s caster level is one-half the sum of his ranger and stalker levels.

[TOP]

Level
Special
Attack
Fort
Reflex
Will
Spells
1
Scent of Evil
+1
+0
+2
+1
+1 level of ranger
2
Close Combat Shot
+2
+0
+3
+1
+1 level of ranger
3
Ranged Precision +1d8
+3
+1
+3
+2
+1 level of ranger
4
Hide in Plain Sight
+4
+1
+4
+3
+1 level of ranger
5
Track Evil, Ranged Precision +2d8
+5
+2
+5
+3
+1 level of ranger
6
Sharp Shooting
+6
+2
+5
+4
+1 level of ranger
7
Smite Evil 1/day
+7
+3
+6
+4
+1 level of ranger
8
Ranged Precision +3d8
+8
+3
+6
+5
+1 level of ranger
9
Smite Evil 2/day
+9
+3
+7
+5
+1 level of ranger
10
Ranged Precision +4d8
+10
+4
+7
+6
+1 level of ranger

[TOP]

Close Combat Shot (Ex) At 2nd level, the Stalker can attack with a ranged weapon while in a threatened square without provoking an attack of opportunity.
  
Hide in Plain Sight (Ex) At 4th level, a Stalker can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, he can hide from view.
  
Ranged Precision (Ex) At 3rd level, as a standard action a Stalker may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. The Stalker must be within 30 feet of his target. It only works against living creatures with discernible anatomies. Any creature immune to critical hits is not vulnerable to this attack. The Stalker’s target does not have to be flat-footed or denied its Dexterity bonus but if it is, the initiates extra precision damage stakes with sneak attack damage. Precision damage increases at 5th, 8th, and 10th level.
  
Scent of Evil (Su) At 1st level, A Stalker of the Wild has an unusual ability combining scent with detect evil. The Stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind it is 60 feet and downwind drops it to 15 feet. A strong aura of evil can be detected at twice these ranges, overwhelming at triple. Only presence is revealed not exact location. By using a move action, the Stalker can note the direction of the scent. Whenever the Stalker comes within 5 feet of the source, he knows its location.
  
Sharp Shooting (Ex) At 6th level, a Stalker gains the Sharp-Shooting feat (CW p.105) even if he does not have the prerequisites. Targets only receive a +2 bonus to AC due to cover. This feat has no effect against foes with no cover or total cover.
    
Smite Evil (Su) At 7th level, the Stalker gains the Smite Evil feat as per the Paladin class.
  
Trace Evil (Su) At 5th level, the Stalker can use the Track feat to track an evil creature by its lingering evil aura by using a Wisdom or Survival check to follow. Typical DC for a fresh trail is 10 regardless of surface holding the scent. The DC for a normal aura increases by 2 for every 10 minutes, strong 2 for every hour, and overwhelming 2 for every day. Stalker can ignore surface conditions and visibility effects but otherwise this feat is as per the Track Feat.
* Inspired by the Order of the Bow Initiate from “Complete Warrior” p 68-70 and the Stalker of Kharash from “Book of Exalted Deeds” p 75-76

[TOP]