Stalker
Whether in woodland meadow or dungeon pit, the Stalker is a specialist in quiet movement and stealthy pursuit followed by sharp and deadly combat--on whatever terms the foe demands.
Role
The Stalker is adept at hunting and tracking, both above and below ground. He or she is a skilled fighter but prefers to reach his or her objectives by quickness and stealth wherever possible. Stalkers wear light, quiet armor and have a keen eye with a missile weapon but don't shirk from a toe-to-toe sword fight when circumstances require.
Distinctive Appearance
None.
Special Benefits
When using a missile weapon, the Stalker gains a +1 on all attack and damage rolls.
In addition, the Stalker can blend into underbrush, disappearing when out of doors. In an underground setting, non-Svirfneblin Stalkers can freeze in place exactly like Svirfneblin; a Svirfneblin stalker's chance of success with this tactic is 80% (not 60%).
Thief Skill Emphasis: Move Silently and Detect Noise are the two skills which receive most of the Stalker's emphasis; at first level he or she must divide his or her discretionary points between these two.
Special Hindrances
The Stalker cannot use a shield or wear any type of metal armor (not even elven chain).
Class
Attribute Requirements
Strength and Dexterity of 13
Barred Beliefs
None
Race Requirement
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
The Stalker must be proficient in both a missile and a melee weapon.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Because of a lifelong interest in wild places, the Stalker gains a bonus proficiency in either Tracking or Set Snares (not both).
Recommended Non-Weapon Proficiencies
Useful proficiencies for this character include Fire Building, Fishing, Hunting, Survival, and Disguise
Equipment
In addition to his or her weapons, the Stalker prefers leather armor and disdains the use of a shield. Most Stalkers possess a climbing rope; some carry a set of thief's lockpicks.
Wealth Options
None