Stalker Profession in Novence Eternal | World Anvil

Stalker

Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Ranger + Skill: Animal Handling

Requirements

  • (Class Bond) Ranger: You must have fully unlocked every ability of the Ranger class.

Abilities

Ultimate Ability: Prey Instincts

Rarity: Legendary | UP: 60 | ZP: 3 | ZL: 0 | Cost: 3 TP
Instill primal fear within all enemies in a 60 foot radius, inflicting Frightened (IX) (1) and dealing 30d10 psychic damage.

Hunting Companion

Level 1 | CC: Stalker | Rarity: Legendary | Cost: 0 TP
Gain the friendship of a small creature capable of flight (typically a bird). The creature can be no smaller than a hummingbird and no larger than an albatross. You can attach messages or very light parcels to your companion and have it carry them for a range of up to 500 miles (50 miles per hour traversal rate). You can also have your companion scout an area for an item or creature no smaller than a mouse, at a rate of 1 hour per 50 square miles.

Expertise

Level 1 | CC: Stalker | Rarity: Uncommon | Cost: 0 TP
At 1st level, choose two of your skill proficiencies, as well as your skill in Animal Handling. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies to gain this benefit.

Instinct: Misty Step

Level 2 | Rarity: Uncommon | Cost: 2 TP
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see as a free action.

Ahab's Creed

Level 3 | Rarity: Rare | Cost: 3 TP
Gain the ability to use Harpoon Guns, a special type of ranged weapon that inflicts Bound and Bleed on the target. While a target is harpooned, they must make STR save of DC 14 + your STR + Prof to break free.

Boy Scout

Level 3 | Rare: Uncommon | Cost: 1 TP
Whenever you tie up a creature with ropes, the bind is upgraded from tier (I) to tier (III).

Class Feat Slot VI

Level 4 | CC: Stalker

Bloodhound

Level 5 | Rarity: Exotic | Cost: 4 TP
You can sense the direction of a creature within 100 miles of you by the scent of something from its body, such as hair or skin– and within 200 miles if you have samples of its blood or flesh. The effective range decreases by half per day the item has remained separate from its owner, and further by half if it is merely a possession and not bodily material. If you are within 1 mile of the creature, you know its exact location and can even track it while blind.

Pinpoint Archery

Level 6 | Rarity: Rare | Cost: 3 TP
Taking the Aim action while using a bow or crossbow allows you to aim for the limbs of a target. On a successful hit, inflict either Disarm (III) or Prone.

Weighted Arrows

Level 7 | Rarity: Rare | Cost: 2 TP
Landing a critical hit with a bow or crossbow inflicts Bound (III) (1).

Thrill of the Hunt

Level 7 | Rarity: Legendary | Cost: 2 TP
Gain -2 CRR for each stack of Bleed a target has.

Class Feat Slot VII

Level 8 | CC: Stalker

Spotting Companion

Level 9 | REQ: Hunting Companion | Rarity: Rare | Cost: 2 TP
In combat, your Hunting Companion will automatically make a Perception roll each round, for the purposes of spotting hidden threats.

With Freakin' Lasers

Level 9 | REQ: Hunting Companion | Rarity: Legendary | Cost: 3 TP
You gain the ability to mount a miniature single-shot ranged weapon onto your companion. The weapon can be anything from a tranquilizer gun, to a directed energy weapon (provided you can acquire one).

Psychic Companionship

Level 10 | REQ: Hunting Companion | Rarity: Exotic | Cost: 3 TP
You and your hunting companion share a special bond. You gain the ability to see through the eyes of your companion, as well as communicate with it telepathically.

Apex Predator

Level 10 | REQ: Favored Enemy, Natural Explorer | Rarity: Exotic | Cost: 5 TP
All creatures and environments are favored by you, provided you have encountered them before. A creature becomes favored if you have fought it in combat before for at least 3 rounds, and a terrain becomes favored if you have explored at least 200 square miles of it and spent at least 3 days in it.

Fiery Golden Eyes

Level 11 | Rarity: Exotic | Cost: 3 TP
You can see in all wavelengths of light, and hear all frequencies of sound. Additionally, you gain the ability to sense minute gravitational/magnetic fields within 30 feet of you, allowing you to perceive even creatures under the effect of advanced illusory spells or Invisibility (VIII) and lower.

Class Feat Slot VIII

Level 12 | CC: Stalker

Instinct: Psychic Step

Level 13 | REQ: Instinct: Misty Step, Psychic Companionship | Rarity: Exotic | Cost: 4 TP
Your Misty Step now lets you teleport up to 30 feet away from the position of your Hunting Companion.

Hunting Hysteria

Level 14 | REQ: Bloodhound | Rarity: Legendary | Cost: 3 TP
If you are tracking a target using Bloodhound, it gains Frightened (III) and Panic (I) lasting until the third round of direct combat with you.

Serrated Ropes

Level 15 | Rarity: Legendary | Cost: 2 TP
Whenever a target attempts to escape a Bound status inflicted by you and fails, they take 10d10 Slashing damage.

Serrated Arrows

Level 15 | REQ: Pinpoint Archery | Rarity: Rare | Cost: 1 TP
The Disarm status inflicted by Pinpoint Archery increases to (V).

Class Feat Slot IX

Level 16 | CC: Stalker

Tireless

Level 17 | Rarity: Mythic | Cost: 6 TP
You do not suffer the negative effects of Fatigue and Exhaustion. You also no longer need to sleep.

Leader of the Flock

Level 18 | REQ: Hunting Companion | Rarity: Exotic | Cost: 3 TP
Your Hunting Companion now has mild Mind Control abilities against other creatures of its kind. In combat, as a free action it can call for the assistance of any nearby creatures of its kind. The effects of this skill vary depending on the type of creature and the number of creatures nearby.

Class Feat Slot X

Level 19 | CC: Stalker

Mindhunter

Level 20 | REQ: Bloodhound | Rarity: Mythic | Cost: 2 TP
When you track a target using Bloodhound, you gain telepathic knowledge of all its senses and emotions, starting from when the sample left the target’s possession, up to what the target experienced 1 hour ago. The telepathic link weakens to 8 hours ago after 1 day of sample separation, 16 hours after 2 days, and 24 hours after 3 days. After 4 days, the telepathic link disappears.

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