Tracker
Trackers are a stalker that follows the faintest hints towards its target, a bit of broken foliage, a boot print, all point the tracker towards its prey.
Ability Score Increase:
Level 1: +1 Intellect +1 Perception Level 4: +1 Intellect +1 Foresight +1 Perception Level 7: +3 Intellect +2 Perception Level 10: +4 Intellect +3 Foresight +3 PerceptionClass Level Abilities
Level 1
Active Abilities
Tracking Mark: As a partial action, the Tracker can choose 1 creature that they can see or one set of tracks they have studied for at least 15 minutes. For the next 6 hours they gain a +20 to Tracking relating to your target. Additionally the Tracker can add their Tracking skill to the first attack roll against the target. After making an attack, this ability immediately ends. A Tracker can use this ability a number of times equal to ½ their Foresight (min. 1) until they long rest.Conditional Abilities
Regional Aptitude: While in the region of choice, a tracker can forage enough food for a number of creatures equal to Tracker level. In addition, the party moves at 1.5x their normal speed when traveling. Regional Tracking: When a Tracker makes a Tracking check while in their favored region, after they roll, but before they know the results, they may reroll. They must keep the rerolled value. Survival of the Stalker I: Gain +8 Survival while in the chosen area.Passive Abilities
Improved Navigation: A tracker cannot get lost when using an instrument of navigation except by supernatural means and the Tracker gains double the benefit each tool gives. Knowledge of the Land: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Regional Proficiency: A Tracker is very skilled in one environment. Choose one and it will be used throughout their skills & abilities. A Tracker may spend one month studying in a new region to adopt it instead. Tracking Master I: Gain +3 Tracking.Level 2
Active Abilities
Conditional Abilities
Lethal Strike: Whenever a Tracker makes an attack, gain additional lethality dice equal to your level. (When making a weapon attack roll Xd10 where X is the number of lethal dice you possess. For each roll of 10, deal the weapon’s damage again. In addition, when lethality triggers, roll the die again). Survival of the Stalker II: Gain +8 Survival while in the chosen area. Woodland Stalker I: +20 to Move Stealthily while in the chosen environment.Passive Abilities
Knowledge of the Land II: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Tracking Master II: Gain +3 Tracking and they can always determine what type of creature that laid tracks.Level 3
Active Abilities
Conditional Abilities
Survival of the Stalker III: Gain +8 Survival while in the chosen area. Woodland Stalker II: +20 to Move Stealthily while in the chosen environment. While firing a primitive ranged weapon, a tracker's position isn’t revealed. The first target hit takes 1.5x damage as long as a tracker hasn’t been discovered.Passive Abilities
Cover Tracks: With knowing all about tracking, a tracker knows how to remove tracks. A tracker can remove tracks so well they can only be traced by magical means. Improved Mark: Whenever a Tracker makes an attack roll against a marked target (See Tracking Mark), they may add ½ their Tracking skill to their WDR. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Tracking Master III: Gain +3 Tracking and they always know the number of creatures that laid the tracks. The tracker can also tell how long ago the creature that laid the tracks passed by.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Knowledge of the Land III: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 5
Active Abilities
Conditional Abilities
Survival of the Stalker IV: Gain +8 Survival while in the chosen area. Woodland Stalker III: +20 to Move Stealthily while in the chosen environment.Passive Abilities
Deadly Mark: Whenever an attack roll is made against a marked target (See Tracking Mark) the target takes additional damage from all sources equal to the Tracker’s Tracking skill until the Tracker’s next turn. This bonus damage is also applied to this attack. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Knowledge of the Land IV: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 7
Active Abilities
Conditional Abilities
Survival of the Stalker V: Gain +8 Survival while in the chosen area. Woodland Stalker IV: +20 to Move Stealthily while in the chosen environment.Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Knowledge of the Land V: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 9
Active Abilities
Conditional Abilities
Survival of the Stalker VI: Gain +8 Survival while in the chosen area.Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 10
Active Abilities
Conditional Abilities
Survival of the Stalker VII: Gain +8 Survival while in the chosen area. Woodland Stalker V: +20 to Move Stealthily while in the chosen environment.Passive Abilities
Knowledge of the Land VI: Gains +12 Geography and +12 Wayfaring. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 1