User:Stryker/Dawnstalker

Dawnstalker
"Do not underestimate me for just a gnoll with a bow, it will be your downfall."

Stealth and precision are the hallmarks of a trained dawnstalker, and those who meet a dawnstalker face-to-face on a battlefield will not have the opportunity again. As is with the duskblade, the dawnstalker is a combination of two of the elves favorite combat approaches; first is archery, as the best defense is from an attack where none can hit you back, is it not? and secondly stealth because even if you hit them and they can hit you back, it won't do them any good if they can't see you.

Making a Dawnstalker
Precision is the word that describes the Dawnstalker the best.

Abilities: Dexterity is probably the most useful ability score for a Dawnstalker, with Constitution also being quite useful, Strength is not useful at all. Wisdom can help the dawnstalker fill a scout role as he has a good Spot bonus through the Sentinel ability. After that it depends on which you prefer, Intelligence or Charisma.

Races: Any.

Alignment: Any.

Starting Gold: 2d10&times;10 gp (110 gp).

Starting Age: Moderate, as fighter

Class Features
All of the following are class features of the dawnstalker.

Weapon and Armor Proficiency: Dawnstalkers are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, longsword, shortbow, longbow and greatbow. Dawnstalkers are proficient with light armor, but not with shields.  (Ex): As a standard action, a dawnstalker may make a single precisely aimed attack with either a shortbow, longbow or greatbow dealing an extra 1d6 points of damage if the attack hits. When making a precise aim attack, a dawnstalker must be within 60 feet of his target. A dawnstalker 's precise aim attack works against any creature. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is still vulnerable to a precise aim attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) is likewise ineffective protecting a creature from the extra damage.

Unlike with a rogue's sneak attack, the dawnstalker 's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the dawnstalker's precise aim damage stacks with sneak attack damage.

The dawnstalker's bonus to damage on Precise Aim attacks increases by 1d6 every two levels. In addition, every four levels starting at 3rd level preciser aim grants a +1 bonus to hit.

In addition your dawnstalker levels are treated as fighter levels for purposes of feats that apply to ranged weapons and require a minimum fighter level.

 (Ex): Dawnstalkers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it. Dawnstalkers can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A dawnstalker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 (Ex):You gain the Marksman feat.

 (Ex): Starting at 2nd level, a dawnstalker can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a dawnstalker already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.



 (Ex): A dawnstalker’s land speed is faster than the norm for his race by +10 feet. Apply this bonus before modifying the dawnstalker’s speed because of any load carried or armor worn. At 11th level this bonus increases to +20. A dawnstalker loses this benefit when wearing medium of heavy armor or when carrying a medium or heavy load.

 (Ex): Starting at 3rd level, a dawnstalker leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

 (Ex): At 4th level and higher, a dawnstalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the dawnstalker is wearing light armor or no armor. A helpless dawnstalker does not gain the benefit of evasion. A dawnstalker loses this benefit when wearing medium of heavy armor or when carrying a medium of heavy load.

 (Ex): the dawnstalker gains darkvision out to 60 feet, or his pre-existing Darkvision increases by 60 feet.



 (Ex): Starting at 6th level the dawnstalker can move through any sort of terrain that slows movement (undergrowth, rubble and similar terrain) at his normal speed without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A dawnstalker loses this benefit when wearing medium of heavy armor or when carrying a medium of heavy load.

 (Ex): At level 6, when a Dawnstalker uses his Precise Aim ability he may choose to fire two arrows instead of just one as a standard action. Both arrows hit the same target but with different attack rolls. Both arrows apply the full bonuses from the Precise Aim class feature.

 (Ex): At 7th level, a dawnstalker can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

 (Ex): While in any sort of natural terrain, a dawnstalker of 8th level or higher can use the Hide skill even while being observed. A scout loses this benefit when wearing medium of heavy armor or when carrying a medium of heavy load.

 (Ex): The dawnstalker is not only limited to aiming for one precise shot, he can also aim his attacks to effect his enemies in different ways. A dawnstalker may sacrifice different amounts of his bonus to damage to allow one of his Precise Aim attacks have a special effect, only one attack may be made in the round a Specific Aim is used. The different options are as shown below:
 * Longshot: A dawnstalker can sacrifice damage from his precise aim class feature to gain a bonus range for his attack, for every 1d6 points of damage sacrificed the dawnstalker gains 20ft onto the range of his attacks and suffers no penalties, this next attack applies any remaining Precise Aim damage no matter how far the range is. For example a 17th level dawnstalker could sacrifice up to 9d6 points of damage to be able to hit foes 280ft away with his longbow.
 * Leg Shot: The dawnstalker may sacrifice 2d6 points of damage in order to aim for the legs of one opponent, on a successful hit the opponent must make a Fortitude save (DC 10 + 1/2 Dawnstalker levels + Dex mod) or move at half their normal speed. In addition the target loses the ability to run being able to only move at 3 times his base speed.
 * Hand Shot: The dawnstalker may aim at an enemies hand, and cause the opponent to have a -1 penalty on attack or damage rolls for every 1d6 extra damage he sacrifices from his Precise Aim class feature. In addition unless the target succeeds on a reflex save (DC 10 + 1/2 Dawnstalker levels + Dex mod) they drop whatever they are holding.
 * Stomach Shot: By aiming at the head of his opponent, the dawnstalker is able instantly kill his enemy, by sacrificing 5d6 points of extra Precise Aim damage, the dawnstalker can make

 (Ex): A Dawnstalker gains a bonus equal to one-half their dawnstalker level on Listen, Spot, Search and Survival checks.In addition, a dawnstalker who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

 (Ex): Beginning at 9th level, a dawnstalker can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. A dawnstalker loses this benefit when wearing medium of heavy armor or when carrying a medium of heavy load.

 (Ex): A dawnstalker of 10th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has dawnstalker levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.



 (Ex): A Dawnstalker of 13th level or higher gains use of Improved Evasion. This ability works like evasion, except that while the dawnstalker still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless dawnstalker does not gain the benefit of improved evasion.

 (Ex): At 10th level, dawnstalker gains the Blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual

 (Ex): At level 11, when a Dawnstalker uses his Precise Aim ability he may choose to fire three arrows instead of just one as a standard action. All three arrows hit the same target but with different attack rolls. All three arrows apply the full bonuses from the Precise Aim class feature.

 (Ex): Any time a dawnstalker uses Precise Aim successfully that weapon gains doubled threat range and their critical multiplier goes up by one. For example if they were to use a longbow the threat range and critical multiplier would become 19-20/x4.

 (Ex): The dawnstalker is a peerless archer of precise and powerful shots, and to be precise you need to have uncanny sight, and as such the dawnstalker has gained the ability to see that which is difficult for a normal person. At 16th level the danstalker sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects.

 (Ex): The dawnstalker may now use Precise Aim at a range equal to their ranged weapons range increment.

 (Ex): A 19th level dawnstalker gains the Blindsight ability out to 30 feet. His senses become so acute that he can manuever and fight flawlessly even in total darkness. Invisibility, darkness and most kinds of concealment are irrelevant, though the dawnstalker must have line of effect to a creature or object to discern it.

 (Ex):At level 16, when a Dawnstalker uses his Precise Aim ability he may choose to fire four arrows instead of just one as a standard action. All four arrows hit the same target but with different attack rolls. All four arrows apply the full bonuses from the Precise Aim class feature.

Human Dawnstalker Starting Package
Armor: Chain Shirt.

Weapons: Longbow.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Weapon Focus (Longbow)

Gear: Backpack, bedroll, map case, crowbar, flint and steel, bullseye lantern, oil (x10 pints), silk rope (50 ft.), winter blanket, waterskin.

Gold: 15 gp.

Playing a Dawnstalker
Religion: Dawnstalker follow any religion they feel like there, is no Dawnstalker religion so to speak.

Other Classes: They get along quite well with the other classes, mostly rangers, scouts and rogues as they share similar combat approaches. Although they do not care for the loud noise that barbarians make they see them as powerful distractions that give them an opening. they respect the power of sorcerers, wizards and clerics, though of the three they like sorcerers the most, as they rely only on their own power rather than dusty old tomes and the power of gods. They have something reminiscent of rivalry with the duskblades, Paladins and knights have a similar feeling towards a dawnstalker as they do towards rogues.

Combat: In combat they work best at range and where hidden, they have some survivability if they are forced into melee because of their agility though it is best to not try and stay in melee for too long though. They work best at hitting almost every time they aim and dealing extra damage every time they hit, they also have some small options to weaken the enemy through other means than damage.

Advancement: Dawnstalkers might want to take levels in a melee class for some versatility or they may want to take levels in a prestige class which complements their skills such as assassin or shadowdancer.

Dawnstalkers in the World
"They won't even see or hear me coming, the same with their deaths."

Daily Life:

Notables: Ravan "Orcsbane" Tyrane, Human Dawnstalker, killed an entire tribe of orcs in complete silence.

Organizations:.

NPC Reactions:.