Difference between revisions of "User:Stryker/Dawnstalker"

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{{author
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|author_name=Stryker
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|date_created=November 08, 2010
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|status=It's in a Sandbox, what do you think
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|editing=Spelling and grammar changes, major changes discussed on talk page
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|balance=Rogue
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|}}
  
!!!REMOVE THE FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!!
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{{#set:Summary=While the duskblade is the elven combination of magical and martial skill, the dawnstalker is the elven combination of archery and stealth.
    (i.e. the "nowiki" tag)
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|Length=20
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|Base Attack Bonus Progression=Good
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|Fortitude Save Progression=Good
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|Reflex Save Progression=Good
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|Will Save Progression=Poor
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|Class Ability=Other
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}}
  
-->
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==Dawnstalker==
 
+
{{quote
{{author
+
|Do not underestimate me for just a gnoll with a bow, it will be your downfall.
|author_name=
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|orig=Rurruk Bloodfang, Gnoll Dawnstalker
|date_created=
 
|adopter=
 
|date_adopted=  
 
|status=<-how close to completion->
 
|editing=
 
|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation). -->
 
 
}}
 
}}
<div class="blank">
 
{{#set:Summary=<!-- A short description of your class. This will show up on the class navigation page. -->
 
|Length=<!-- The length of your class. Most base classes are 20 levels long. -->
 
|Minimum Level=<!--  The minimum level you can qualify for this class. -->
 
|Base Attack Bonus Progression=<!-- Choose one of: Good, Moderate, Poor, Other. -->
 
|Fortitude Save Progression=<!-- Choose one of: Good, Poor, Other. -->
 
|Reflex Save Progression=<!-- Choose one of: Good, Poor, Other. -->
 
|Will Save Progression=<!-- Choose one of: Good, Poor, Other. -->
 
|Class Ability=<!-- Choose one of: Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, Invocations, Martial Maneuvers, Sneak Attack, Bardic Music, or Other. If multiple abilities apply, such as Arcane Spellcasting and Prepared Spellcasting would for a wizard, add a new "|Class Ability=" line for each additional ability. -->
 
|Class Ability Progression=<!-- Choose one of: Full, Partial, Minor, Separate, Other. If the class has multiple abilities with different progressions, choose Other. -->
 
}}
 
<!-- Delete any of the following alignments if they are not allowed in the class -->
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
</div>
 
  
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
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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.
  
==<-class name->==
+
===Making a Dawnstalker===
  
<-general description->.
+
Precision is the word that describes the Dawnstalker the best.
  
===Making a <-class name->===
+
'''Abilities:''' [[SRD:Dexterity|Dexterity]] is probably the most useful ability score for a Dawnstalker, with [[SRD:Constitution|Constitution]] also being quite useful, [[SRD:Strength|Strength]] is not useful at all. [[SRD:Wisdom|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, [[SRD:Intelligence|Intelligence]] or [[SRD:Charisma|Charisma]].
  
<-Strong points and weak points, and effectiveness with party members.->.
+
'''Races:''' Any.
  
'''Abilities:''' <-description of most important attributes for this class->.
+
'''Alignment:''' Any.
  
'''Races:''' <-description of relative likelihood of various races to join this class->.
+
'''Starting Gold:''' 2d10&times;10 gp (110 gp).
  
'''Alignment:''' <-alignments allowed for this class, or write "Any"->.
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[fighter]]
 
 
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold.  This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
 
 
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.
 
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The <-class name->}}</div>
+
<div>{{Anchor|Table: The Dawnstalker}}</div>
Hit Die: d<-Die size for Hit Die->
+
Hit Die: d8
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 60: Line 47:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]
 
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
 
|-
 
|-
|1st||class="left" | + || + || + || +
+
|1st||class="left" | +1 || +2 || +2 || +0
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Trapfinding|Trapfinding]], [[#Marksman|Marksman]], [[#Precise Aim|Precise Aim]] +1d6/+0
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|2nd||class="left" | + || + || + || +
+
|2nd||class="left" | +2 || +3 || +3 || +0
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Track|Track]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|3rd||class="left" | + || + || + || +
+
|3rd||class="left" | +3 || +3 || +3 || +1
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Fast Movement|Fast Movement]] +10, [[#Trackless Step|Trackless Step]], [[#Precise Aim|Precise Aim]] +2d6/+1
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|4th||class="left" | + || + || + || +
+
|4th||class="left" | +4 || +4 || +4 || +1
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Evasion|Evasion]], [[#Darkvision|Darkvision]] 60ft
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|5th||class="left" | + || + || + || +
+
|5th||class="left" | +5 || +4 || +4 || +1
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Quick Reconnoiter|Quick Reconnoiter]], [[#Precise Aim|Precise Aim]] +3d6/+1
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|6th||class="left" | + || + || + || +
+
|6th||class="left" | +6/+1 || +5 || +5 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Flawless Stride|Flawless Stride]], [[#A Precise Couple|A Precise Couple]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|7th||class="left" | + || + || + || +
+
|7th||class="left" | +7/+2 || +5 || +5 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Close-Combat Shot|Close-Combat Shot]], [[#Sentinel|Sentinel]], [[#Precise Aim|Precise Aim]] +4d6/+2
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|8th||class="left" | + || + || + || +
+
|8th||class="left" | +8/+3 || +6 || +6 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Specific Aim|Specific Aim]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|9th||class="left" | + || + || + || +
+
|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Swift Tracker|Swift Tracker]], [[#Precise Aim|Precise Aim]] +5d6/+2
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|10th||class="left" | + || + || + || +
+
|10th||class="left" | +10/+5 || +7 || +7 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Blindsense|Blindsense]] 30 ft , [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|11th||class="left" | + || + || + || +
+
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Fast Movement|Fast Movement]] +20, [[#Precision of a Few|Precision of a Few]], [[#Precise Aim|Precise Aim]] +6d6/+3
|—||||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|12th||class="left" | + || + || + || +
+
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Improved Precise Shot|Improved Precise Shot]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|13th||class="left" | + || + || + || +
+
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Improved Evasion|Improved Evasion]], [[#Precise Aim|Precise Aim]] +7d6/+3
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|14th||class="left" | + || + || + || +
+
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" |
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|15th||class="left" | + || + || + || +
+
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Precise Aim|Precise Aim]] +8d6/+4
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|16th||class="left" | + || + || + || +
+
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#See the Dawn|See the Dawn]], [[#Precision of Many|Precision of Many]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|17th||class="left" | + || + || + || +
+
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Critical Aim|Critical Aim]], , [[#Precise Aim|Precise Aim]] +9d6/+4
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|18th||class="left" | + || + || + || +
+
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Complete Precision|Complete Precision]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|19th||class="left" | + || + || + || +
+
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Blindsight|Blindsight]] 30ft, [[#Fast Movement|Fast Movement]] +30, [[#Precise Aim|Precise Aim]] +10d6/+5
|||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|20th||class="left" | + || + || + || +
+
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" |  
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>  
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
 
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),  
 
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Dungeoneering) ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Nature) ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Geography) ([[SRD:Intelligence|Int]]),  
 +
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),  
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
 
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),  
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
+
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]),
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the <-class name->.
+
All of the following are class features of the dawnstalker.
  
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
+
'''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.
 +
 +
'''{{Anchor|Precise Aim}} (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.  
  
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:
+
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.
  
0&mdash;<-spells, spells, spells->
+
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.
  
1st&mdash;<-spells, spells, spells->
+
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.
  
2nd&mdash;<-spells, spells, spells->
+
'''{{Anchor|Trapfinding}} (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.
  
3rd&mdash;<-spells, spells, spells->
+
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.
  
4th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Marksman}} (Ex):'''You gain the Marksman feat.
  
5th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Uncanny Dodge}} (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.
  
6th&mdash;<-spells, spells, spells->
+
If a dawnstalker already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
  
7th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Track}}:''' You gain the Track feat.
  
8th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Fast Movement}} (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.
  
9th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Trackless Step}} (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.
  
{| class="zebra d20"
+
'''{{Anchor|Evasion}} (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.  
|+ {{Anchor|Table: <-class name-> Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="10" | Spells Known
 
|-
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 11th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 12th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 13th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 14th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 15th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 16th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 17th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 18th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 19th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 20th || — || — || — || — || — || — || — || — || — || —
 
|}
 
 
 
'''{{Anchor|Power Points/Day}}:''' A <-class name->’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: <-class name->|Table: <-class name->]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.
 
  
'''{{Anchor|Powers Known}}:''' <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:
+
'''{{Anchor|Darkvision}} (Ex):''' the dawnstalker gains darkvision out to 60 feet, or his pre-existing Darkvision increases by 60 feet.
  
0&mdash;<-powers, powers, powers->
+
'''{{Anchor|Quick Reconnoiter}}:''' At 5th level you gain the Quick Reconnoiter feat (ComAdv)even if you do not meet the prerequisites.
  
1st&mdash;<-powers, powers, powers->
+
'''{{Anchor|Flawless Stride}} (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.
  
2nd&mdash;<-powers, powers, powers->
+
'''{{Anchor|A Precise Couple}} (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.
  
3rd&mdash;<-powers, powers, powers->
+
'''{{Anchor|Close Combat Shot}} (Ex):''' At 7th level, a dawnstalker can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
  
4th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Hide in Plain Sight}} (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.
  
5th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Specific Aim}} (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
 +
*'''':
  
6th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Sentinel}} (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.
  
7th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Swift Tracker}} (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.
  
8th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Improved Uncanny Dodge}} (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.
  
9th&mdash;<-powers, powers, powers->
+
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.
  
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.
+
'''{{Anchor|Improved Precise Shot}}:''' At 12th level you gain the Improved Precise Shot feat even if you do not meet the prerequisites.
  
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
+
'''{{Anchor|Improved Evasion}} (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.  
  
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
+
'''{{Anchor|Blindsense}} (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
  
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information->
+
'''{{Anchor|Precision of a Few}} (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.
  
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
+
'''{{Anchor|Critical Aim}} (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.
  
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
+
'''{{Anchor|See the Dawn}} (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.
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
+
'''{{Anchor|Complete Precision}} (Ex):''' The dawnstalker may now use Precise Aim at a range equal to their ranged weapons range increment.
  
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
+
'''{{Anchor|Blindsight}} (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.
  
<-Lather, rinse...->
+
'''{{Anchor|Precision of Many}} (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.
  
<-... repeat as necessary.->
+
====Human Dawnstalker Starting Package====
  
====Ex-<-pluralized class name->====
+
'''Armor:''' [[SRD:Chain Shirt|Chain Shirt]].
  
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions.  If there are no behavior or alignment restrictions delete this section->.
+
'''Weapons:''' [[SRD:Longbow|Longbow]].
  
====Epic <-class name->====
+
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic <-class name->}}</div>
 
Hit Die: d<-Die size for Hit Die->
 
 
|-
 
|-
! Level !! Special
+
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|-  
 
|-  
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[SRD:Dexterity|Des]] || &mdash;
 
|-  
 
|-  
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Des]] || &mdash;
 
|-  
 
|-  
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Knowledge Skill|Knowledge (Dungeoneering)]] || 4 || [[SRD:Intelligence|Int]] || &mdash;
 
|-  
 
|-  
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Knowledge Skill|Knowledge (Geography)]] || 4 || [[SRD:Intelligence|Int]] || &mdash;
 +
|-
 +
| class="left" | [[SRD:Knowledge Skill|Knowledge (Nature)]] || 4 || [[SRD:Intelligence|Int]] || &mdash;
 
|-  
 
|-  
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Listen Skill|Listen]]  || 4 || [[SRD:Wisdom|Wis]] || &mdash;
 
|-  
 
|-  
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;
|-
 
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
 
 
|}
 
|}
  
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
'''Feat:''' [[Variant Weapon Focus (3.5e Feat)|Weapon Focus (Longbow)]]
  
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
'''Gear:''' Backpack, bedroll, map case, [[SRD:Crowbar|crowbar]], [[SRD:Flint and Steel|flint and steel]], [[SRD:Bullseye Lantern|bullseye lantern]], [[SRD:Oil|oil]] (x10 pints), [[SRD:Silk Rope|silk rope]] (50 ft.), winter blanket, waterskin.
  
<-Lather, rinse...->
+
'''Gold:''' 15 gp.
  
<-... repeat.->
 
 
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
 
'''Feat:''' <-1st-level feat selection->.
 
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
 
'''Gold:''' <-Starting gold using this package.->.
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
 
===Campaign Information===
 
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 
====Playing a <-class name->====
 
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
 
'''Combat:''' <-Typical role in combat->.
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
 
<-Where characters of this class fit in a d20 world.->
 
  
'''Daily Life:''' <-day in the life of a character of this class->.
+
====Playing a Dawnstalker====
  
'''Notables:''' <-notable NPCs of this class->.
+
'''Religion:''' Dawnstalker follow any religion they feel like there, is no Dawnstalker religion so to speak.
  
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
+
'''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.
  
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
+
'''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.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''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.  
  
{| class="zebra d20"
+
====Dawnstalkers in the World====
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
+
{{quote|They won't even see or hear me coming, the same with their deaths.|orig=Sihn Diavel, [[SRD:Tiefling (Race)|Tiefling]] Dawnstalker}}
====<-pluralized class name-> in the Game====
 
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 
  
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
  
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
+
'''Daily Life:'''
  
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.->.
+
'''Notables:''' Ravan "Orcsbane" Tyrane, Human Dawnstalker, killed an entire tribe of orcs in complete silence.
  
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
+
'''Organizations:''' .
  
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
+
'''NPC Reactions:''' .

Latest revision as of 02:51, 2 August 2011

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Author: Stryker (talk)
Date Created: November 08, 2010
Status: It's in a Sandbox, what do you think
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Dawnstalker[edit]

Do not underestimate me for just a gnoll with a bow, it will be your downfall.
—Rurruk Bloodfang, Gnoll Dawnstalker

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[edit]

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: 2d10×10 gp (110 gp).

Starting Age: Moderate, as fighter

Table: The Dawnstalker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Trapfinding, Marksman, Precise Aim +1d6/+0
2nd +2 +3 +3 +0 Uncanny Dodge, Track
3rd +3 +3 +3 +1 Fast Movement +10, Trackless Step, Precise Aim +2d6/+1
4th +4 +4 +4 +1 Evasion, Darkvision 60ft
5th +5 +4 +4 +1 Quick Reconnoiter, Precise Aim +3d6/+1
6th +6/+1 +5 +5 +2 Flawless Stride, A Precise Couple
7th +7/+2 +5 +5 +2 Close-Combat Shot, Sentinel, Precise Aim +4d6/+2
8th +8/+3 +6 +6 +2 Hide in Plain Sight, Specific Aim
9th +9/+4 +6 +6 +3 Swift Tracker, Precise Aim +5d6/+2
10th +10/+5 +7 +7 +3 Blindsense 30 ft , Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3 Fast Movement +20, Precision of a Few, Precise Aim +6d6/+3
12th +12/+7/+2 +8 +8 +4 Improved Precise Shot
13th +13/+8/+3 +8 +8 +4 Improved Evasion, Precise Aim +7d6/+3
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Precise Aim +8d6/+4
16th +16/+11/+6/+1 +10 +10 +5 See the Dawn, Precision of Many
17th +17/+12/+7/+2 +10 +10 +5 Critical Aim, , Precise Aim +9d6/+4
18th +18/+13/+8/+3 +11 +11 +6 Complete Precision
19th +19/+14/+9/+4 +11 +11 +6 Blindsight 30ft, Fast Movement +30, Precise Aim +10d6/+5
20th +20/+15/+10/+5 +12 +12 +6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex),

Class Features[edit]

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.

Precise Aim (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.

Trapfinding (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.

Marksman (Ex):You gain the Marksman feat.

Uncanny Dodge (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.

Track: You gain the Track feat.

Fast Movement (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.

Trackless Step (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.

Evasion (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.

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

Quick Reconnoiter: At 5th level you gain the Quick Reconnoiter feat (ComAdv)even if you do not meet the prerequisites.

Flawless Stride (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.

A Precise Couple (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.

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

Hide in Plain Sight (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.

Specific Aim (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
  • ':

Sentinel (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.

Swift Tracker (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.

Improved Uncanny Dodge (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.

Improved Precise Shot: At 12th level you gain the Improved Precise Shot feat even if you do not meet the prerequisites.

Improved Evasion (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.

Blindsense (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

Precision of a Few (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.

Critical Aim (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.

See the Dawn (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.

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

Blindsight (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.

Precision of Many (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[edit]

Armor: Chain Shirt.

Weapons: Longbow.

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

Skill Ranks Ability Armor
Check
Penalty
Move Silently 4 Des
Hide 4 Des
Knowledge (Dungeoneering) 4 Int
Knowledge (Geography) 4 Int
Knowledge (Nature) 4 Int
Listen 4 Wis
Spot 4 Wis

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.

Campaign Information[edit]

Playing a Dawnstalker[edit]

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[edit]

They won't even see or hear me coming, the same with their deaths.
—Sihn Diavel, Tiefling Dawnstalker


Daily Life:

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

Organizations: .

NPC Reactions: .