Undead Stalker (3.5e Class)
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The suggested class on page 175 of the DMG 20 1 Good Good Good Poor
Lawful Good Lawful Neutral Neutral Good Neutral Chaotic Good Chaotic Neutral
Making a Undead Stalker
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+0||1st Favored Enemy (Undead) +2, Track, Detect Undead||—||—||—||—|
|2nd||+2||+3||+3||+0||Combat Style, Sneak Attack +1d6||—||—||—||—|
|3rd||+3||+3||+3||+1||Endurance, Smite Evil 1/day||—||—||—||—|
|4th||+4||+4||+4||+1||Greater Turn Undead, Sneak Attack +2d6||0||—||—||—|
|5th||+5||+4||+4||+1||Favored Enemy (Undead) +4||0||—||—||—|
|6th||+6/+1||+5||+5||+2||Improved Combat Style, Sneak Attack +3d6||1||—||—||—|
|7th||+7/+2||+5||+5||+2||Woodland Stride, Smite Evil 2/day||1||—||—||—|
|8th||+8/+3||+6||+6||+2||Swift Tracker, Sneak Attack +4d6||1||0||—||—|
|10th||+10/+5||+7||+7||+3||Favored Enemy (Undead) +6, Sneak Attack +5d6||1||1||—||—|
|11th||+11/+6/+1||+7||+7||+3||Combat Style Mastery, Smite Evil 3/day||1||1||0||—|
|12th||+12/+7/+2||+8||+8||+4||Sneak Attack +6d6||1||1||1||—|
|14th||+14/+9/+4||+9||+9||+4||Sneak Attack +7d6||2||1||1||0|
|15th||+15/+10/+5||+9||+9||+5||Favored Enemy (Undead) +8, Smite Evil 4/day||2||1||1||1|
|16th||+16/+11/+6/+1||+10||+10||+5||Sneak Attack +8d6||2||2||1||1|
|17th||+17/+12/+7/+2||+10||+10||+5||Hide in Plain Sight||2||2||2||1|
|18th||+18/+13/+8/+3||+11||+11||+6||Sneak Attack +9d6||3||2||2||1|
|19th||+19/+14/+9/+4||+11||+11||+6||Smite Evil 5/day||3||3||3||2|
|20th||+20/+15/+10/+5||+12||+12||+6||Favored Enemy (Undead) +10, Sneak Attack +10d6||3||3||3||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Undead Stalker.
Favored Enemy (Ex): At 1st level, an Undead Stalker's training grants him a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the Undead type. Likewise, he gets a +2 bonus on weapon damage rolls against undead creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), these bonuses increases by an additional +2.
Sneak Attack: If an Undead Stalker can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The Undead Stalker’s attack deals extra damage any time a target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Undead Stalker flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Undead Stalker levels thereafter. Should the Undead Stalker score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet, and an Undead Stalker cannot make a sneak attacks that deals nonlethal damage instead of lethal damage in a sneak attack, not even with the usual –4 penalty.
Unlike a Rogue, an Undead Stalker's sneak attack can also effect undead creatures. The Undead Stalker must be able to see a target well enough to pick out a vital spot and must be able to reach such a spot. A Undead Stalker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Combat Style (Ex): At 2nd level, an Undead Stalker must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of other feats or special abilities in any way.
If the Undead Stalker selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Undead Stalker selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. He loses all benefits of all of his combat styles when wearing heavy armor.
Endurance: An Undead Stalker gains Endurance as a bonus feat at 3rd level.
Smite Undead (Su): Once per day, a 3rd level Undead Stalker may attempt to smite undead with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Undead Stalker level. If the Undead Stalker accidentally smites a creature that is not undead, the smite has no effect, but the ability is still used up for that day. At 7th level, and at every four levels thereafter, the Undead Stalker may smite undead one additional time per day, to a maximum of five times per day at 19th level.
Greater Turn Undead (Su): When a Undead Stalker reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would using the Sun Domain. Just like the domain power of the Sun Domain, any undead that would be turned by an Undead Stalker are destroyed instead.
Spells: Beginning at 4th level, an Undead Stalker gains the ability to cast a small number of divine spells, which are drawn from the Undead Stalker Spell List. An Undead Stalker can cast any spell he knows without preparing it ahead of time. Through 3rd level, an Undead Stalker has no caster level. At 4th level and higher, his caster level is one-half his Undead Stalker level.
To cast a spell, an Undead Stalker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Undead Stalker’s spell is 10 + the spell level + the Undead Stalker’s Charisma modifier.
Like other spellcasters, an Undead Stalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Undead Stalker. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the Undead Stalker gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
Improved Combat Style (Ex): At 6th level, an Undead Stalker’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Undead Stalker selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Woodland Stride (Ex): Starting at 7th level, an Undead Stalker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, an Undead Stalker 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.
Evasion (Ex): At 9th level, an Undead Stalker 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 Undead Stalker is wearing light armor or no armor. A helpless Undead Stalker does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, an Undead Stalker’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Undead Stalker selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Hide in Plain Sight (Ex): While in any sort of natural terrain, an Undead Stalker of 17th level or higher can use the Hide skill even while being observed.
1st-Level Undead Stalker Spells
- Alarm: Wards an area for 2 hours/level.
- Consecrate M: Fills area with positive energy, making undead weaker.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Poison: Detects poison in one creature or object.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Detect Undead: Detects undead within 60 feet.
- Endure Elements: Exist comfortably in hot or cold environments.
- Find Traps: Notice traps as a rogue does.
- Hide from Undead: Undead can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Longstrider: Increases your speed.
- Pass without Trace: One subject/level leaves no tracks.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2nd-Level Undead Stalker Spells
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Daylight: 60-ft. radius of bright light.
- Disguise Self: Changes your appearance.
- Halt Undead: Immobilizes undead for 1 round/level.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- See Invisibility: Reveals invisible creatures or objects.
- Snare: Creates a magic booby trap.
- Speak with Dead: Corpse answers one question/two levels.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- True Strike: +20 on your next attack roll.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Undead Stalker Spells
- Alter Self: Assume form of a similar creature.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Tongues: Speak any language.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Water Walk: Subject treads on water as if solid.
4th-Level Undead Stalker Spells
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Disrupting Weapon: Melee weapon destroys undead.
- Freedom of Movement: Subject moves normally despite impediments.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- NondetectionM: Hides subject from Divination, scrying.
- Tree Stride: Step from one tree to another far away.
- RestorationM: Restores level and ability score drains.
- True Seeing M: Lets you see all things as they really are.
- Undeath to DeathM: Destroys 1d4/level HD of undead (max 20d4).
|Inspiration for the class|
|This was inspired from the suggestion in the DMG at the end of page 175 and I decided to "bring it to life" so-to-speak. In addition to their suggestions, I traded Wild Empathy for Detect Undead (Like Paladin's detect evil) and traded Animal Companion for Turn Undead (as Paladin), and changed the spellcasting to spontaneous like Assassin and the casting stat from Wisdom to Charisma to better synchronize with the Smite and Turn Undead.|
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Neutral Good +, Neutral +, Chaotic Good + and Chaotic Neutral +|
|Article Balance||Very High +|
|Base Attack Bonus Progression||Good +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Rated By||Franken Kesey +|
|Rating||Rating Pending +|
|Reflex Save Progression||Good +|
|Summary||The suggested class on page 175 of the DMG +|
|Title||Undead Stalker +|
|Will Save Progression||Poor +|