Stalker of Limbo (3.5e Prestige Class)

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Author: the bluez in the dungeon (talk)
Date Created: 17/05/2021
Status: Complete (but more lore to come)
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Stalkers of Limbo are an organization of neraphim hunters, and occasionally other races, that scours the Limbo in search of preys, whether they are are monsters, other outsiders or unsuspecting travellers. 10 6 Good Good Good Good Prepared Divine Spellcasting, Psionics Partial


Stalker of Limbo[edit]

I thought neraphim were scary because they resembled slaads... I now know it's not because of that.
—Kiriss Ninthogol, elf wizard and survivor

Stalkers of Limbo are, tipically, the elite warriors of neraph houses, which combine prowess in hunting and scouting with psionic powers. They work quite independently though, often associating between houses, if they are on good terms with each other. When they don't directly protect their kind or bring war to others in organized attacks, they hone their abilities and satisfy their want for battle by stalking and striking creatures living in the Limbo and any other outsider that happens to pass by.

Becoming a Stalker of Limbo[edit]

Many neraphim try to take on the mantle of the stalkers of Limbo, training in different disciplines. Sometimes even non-neraphim are allowed into their ranks, if they show the right abilities.

A stalker of Limbo needs good Strength and Dexterity, as both a melee fighter and ranged combatant. They also benefit from a high Constitution score and need good Wisdom to employ their spellcasting and manifesting abilities. Other characteristics may prove useful but not so important.

Entry Requirements
Alignment: Any non-lawful.
Base Attack Bonus: +5.
Race: Neraph.
Skills: Knowledge (the planes) 6 ranks, Jump 9 ranks.
Feats: Quick Draw, Track.
Manifesting: Ability to manifest 1st-level powers.
Special: Favored Enemy feature.

A non-neraphim character may instead have the Neraph Charge and Neraph Throw[1] to access this class.

Table: The Stalker of Limbo

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting/Manifesting
Fort Ref Will
1st +1 +2 +2 +2 Favored Enemy, Sudden Strike +1d6 +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
2nd +2 +3 +3 +3 Limbo's Mutation, Power Throw +1 level of ranger spellcasting
3rd +3 +3 +3 +3 Psionic Camouflage, Sudden Strike +2d6 +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
4th +4 +4 +4 +4 Hurling Charge +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
5th +5 +4 +4 +4 Favored Enemy, Sudden Strike +3d6 +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
6th +6 +5 +5 +5 Chaotic Camouflage +1 level of ranger spellcasting
7th +7 +5 +5 +5 Sudden Strike +4d6 +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
8th +8 +6 +6 +6 Body and Soul of Limbo +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
9th +9 +6 +6 +6 Sudden Strike +5d6 +1 level of psychic warrior manifesting/+1 level of ranger spellcasting
10th +10 +7 +7 +7 Everchanging Prey +1 level of psychic warrior manifesting/+1 level of ranger spellcasting

Class Skills (4 + Int modifier per level.)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the stalker of Limbo.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the ranger class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you can't already use ranger spellcasting, but later gain it, this feature applies retroactively.

Manifesting: At each level, except 2nd and 6th, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in the psychic warrior class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Favored Enemy (Ex): As per the ranger class feature. This feature improves your existent favored enemies bonuses and allows you to choose another one. You gain it again at level 5th.

Sudden Strike (Ex): As per the ninja class feature, it allows to deal extra damage to flat-flooted opponents. This feature improves by 1d6 at level 3rd, 5th, 7th and 9th.

Limbo's Mutation (Su): At level 2nd you gain the ability to use chaotic energy to transform your weapon. Once per day you may make one weapon that you wield a bane weapon as a swift action. At the time of the transformation you choose to which kind of creatures it applies. The effect lasts one round per Wisdom modifier. You gain one extra daily use at each even class level.

Power Throw: At 2nd level you gain the Power Throw[2] feat for free, even if you don't meet the requirements. If you already have it, choose another fighter feat for which you meet requirements.

Psionic Camouflage (Ex): At 3rd level you gain the ability to expend your psionic focus (see Concentration for rules) to make another Neraph Camouflage, Neraph Charge or Neraph Throw maneuver, even if you would not be able to do so because you already used it against that enemy.

Hurling Charge: At 4th level you gain the Hurling Charge[3] feat for free, even if you don't meet the requirements. If you already have it, choose another fighter feat for which you meet requirements.

Chaotic Camouflage (Ex): At 6th level, while using the Hurling Charge feat, if the ranged attack succeeds your opponent is flat-footed even against the melee attack you make at the end of the charge, allowing you to make a Sudden Strike again.

Body and Soul of Limbo (Ex): By level 8th you gain immunity to the effects of the chaos-aligned trait of any plane, if you weren't already. In addition you gain immunity to lawful effects and may use magic (and psionics, if releveant) normally while in zones of wild magic.

Everchanging Prey (Ex): At level 10th you gain the ability to change, once per day, one of your favored enemies to another type of creature. This change remains in place until you sleep or for 24 hours, whichever comes first.


Ex-Stalkers of Limbo[edit]

Those who abandon their group suffer no consequences, and may even keep advancing in the class. However, any stalker which becomes lawful loses any feature of this class, except for extra feats, sudden strike, manifesting and spellcasting.





Back to Main Page3.5e HomebrewClassesPrestige Classes

the bluez in the dungeon's Homebrew (749 Articles)
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  1. Planar Handbook
  2. Complete Adventurer
  3. Miniatures Handbook
Article BalanceHigh +
Authorthe bluez in the dungeon +
Base Attack Bonus ProgressionGood +
Class AbilityPrepared Divine Spellcasting + and Psionics +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
Racial RestrictionsNeraph +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Escape Artist +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Psicraft +, Search +, Sleight of Hand +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryStalkers of Limbo are an organization of neraphim hunters, and occasionally other races, that scours the Limbo in search of preys, whether they are are monsters, other outsiders or unsuspecting travellers. +
TitleStalker of Limbo +
Will Save ProgressionGood +