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Spellstalker

1 1 1 1 1 1 1 1 1 1 Rating 2.71 (7 Votes)
Rogues often find their skills vexed by magic. Symbols, explosive ruins, even sepia snake sigil, and, phantom trap have delayed rogues until the authorities, or worse, arrive to put an end to the would be burglar’s career. Some guilds employ gutter mages (Book of Rougish Luck) some guilds however, are able to take in rogues with some level of innate arcane talent, and occasionally an aspiring sorcerer has a larcenous bent. These people often become spellstalkers.

Adventurers: Spellstalkers combine dweomers and deception, using their mixture of skills, spells and steel to steal what they want. Spellstalkers take to the roads, sometimes with the authorities, or even their own guilds, close behind.

Characteristics: A spellstalker does not avoid physical combat, but like their roguish cousins, they prefer not to stand toe to toe. Their spells are often subtle and far from flashy, mostly being illusion and enchantment, with some dabbling from the other schools.

Alignment: Most spellstalkers tend towards chaotic alignments, as they often have strong thoughts or beliefs about others infringing on their freedom. As a whole they tend towards evil more than good, but all alignments are represented.

Religion: Gods of trickery, theft, magic, and illusion most frequently receive the patronage of spellstalkers. Some give homage to gods of the oppressed and some few to gods of justice or vengeance.

Races: Gnomes are often credited with being the first spellstalkers, as their racial traits mesh with the spellstalker class. Halflings, humans, and half-elves also show up in the class. The occasional half-orc and even half ogre have been known to show the talents of a spellstalker. It is believed that the rare half-ogre with magical talent is descended from ogre mage stock.

Abilities: Charisma is the spellstalker’s casting ability and is a high priority. Dexterity and intelligence are important as well. Like a bard, the spellstalker is limited to light armour and shields.

Starting Gold
: 3d6 x 10 gp (75 gp)
Starting Age: As Wizard

Hit Die: d8

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcane), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +2 +2 Trapfinding
2nd +1 +0 +3 +3 Sneak attack +1d6
3rd +2 +1 +3 +3
4th +3 +1 +4 +4 Rogue Talent
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 Uncanny Dodge
7th +5 +2 +5 +5 Rogue Talent
8th +6/+1 +2 +6 +6 Sneak attack +3d6
9th +6/+1 +3 +6 +6
10th +7/+2 +3 +7 +7 Rogue Talent
11th +8/+3 +3 +7 +7 Sneak attack +4d6
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8 Advanced Talents, Rogue Talent
14th +10/+5 +4 +9 +9 Sneak attack +4d6
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10 Rogue Talent
17th +12/+7/+2 +5 +10 +10 Sneak attack +5d6
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Rogue Talent
20th +15/+10/+5 +6 +12 +12 Disruptive Strike

Class Features

The Spellstalker’s class features mix the traditions of arcane spellcasting with the stealth and skills of a rogue. While not as skilled as a true rogue, and limited when compared to a dedicated sorcerer, the spellstalker mixes the two styles into his own unique combination.

Weapon and Armor Proficiency: Spellstalkers are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Spellstalkers are proficient with light armor, bucklers and light shields. A spellstalker can cast spellstalker spells while wearing light armor, bucklers or light shields without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a spellstalker wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellstalker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Trapfinding: A spellstalker adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A spellstalker can use Disable Device to disarm magic traps.

Spells: A spellstalker casts arcane spells, which are drawn from the spellstalker spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a spellstalker must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane legionary’s spell is 10 + the spell level + the spellstalker’s chairsma modifier.

Cantrips
: TheSpellstalker learns a number of cantrips, or 0-level spells, as noted on the following table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Per Day Spells Known
Level1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1st 1
- - - - - 4 2
- - - - -
2nd 2
- - - - - 5 2 - - - - -
3rd 2
-
- - - - 5 2 -
- - - -
4th 3
1
- - - - 6 3 2
- - - -
5th 3
2
-
- - - 6 3 2
-
- - -
6th 3
2
-
- - - 6 3 2
-
- - -
7th 4
3
1
-
- - 6 3 3
2
-
- -
8th 4
3
2
-
- - 6 4
3
2
-
- -
9th 4
3
2
-
-
- 6 4
3
2
-
-
-
10th 4
4
3
1
-
- 6 4
3
3
2 -
-
11th 5
4
3
2
-
-
6 4
4
3
2 -
-
12th 5
4
3
3
-
-
6 4
4
3
2
-
-
13th 5
4
4
3
1
-
6
5
4
3
3 2 -
14th 5
5
4
3
2
-
6
5
4
4
3 2
-
15th 5
5
4
4
3
-
6
5
4
4
3 2
-
16th 5
5
4
4
3
1
6
5
5
4
3 3 2
17th 5
5
5
4
3
2
6
5
5
4
4
3 2
18th 5
5
5
5
4
3
6
6
5
4
4
3 3
19th 5
5
5
5
5
4
6
6
5
5
4
4 3
20th 5
5
5
5
5
5
6
6
5
5
4
4
4

Sneak Attack: If a spellstalker can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The spellstalker’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the spellstalker flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spellstalker levels thereafter. Should the spellstalker 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.

With a sap (blackjack) or an unarmed strike, a spellstalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

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

Rogue Talent (Ex): At 4th level, and every 3 levels afterwards, the spellstalker may learn one rogue talent (See Pathfinder RPG for list of available talents)

Uncanny Dodge (Ex): Starting at 8th level, a spellstalker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a spellstalker already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Advanced Talent (Ex): At 12th level, and every 3 levels afterwards, the spellstalker may learn one rogue advanced talent (See Pathfinder RPG for list of available advanced talents). The spellstalker is considered to automatically meet the prerequisites for Dispelling Strike

Disrupting Strike (Su): At 20th level, the spellstalker can perform a disrupting strike. In addition to regular sneak attack damage, the target suffers the effects of a greater dispel magic. Each spell successfully dispelled by the strike inflicts 1d6 points of damage on the target per level of the spell dispelled.
The Spellstalker may use this ability a number of times per day equal to her charisma modifier (if positive) +1

Spellstalker Spell List

0 Level

Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1st Level

Alarm: Wards an area for 2 hours/level.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Identify: Determines properties of magic item.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Obscure Object: Masks object against scrying.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Ventriloquism: Throws voice for 1 min./level.

2nd Level

Alter Self: Assume form of a similar creature.
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Whispering Wind: Sends a short message 1 mile/level.

3rd Level

Arcane Sight: Magical auras become visible to you.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Hold Person: Paralyzes one humanoid for 1 round/level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection: Hides subject from divination, scrying.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Suggestion: Compels subject to follow stated course of action.

4th Level

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th Level

Dispel Magic, Greater: As dispel magic, but +20 on check.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject’s Int and Cha drop to 1.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.

6th Level

Analyze Dweomer: Reveals magical aspects of subject.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Eyebite: Target becomes panicked, sickened, and comatose..
Guards and Wards: Array of magic effects protect area.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.

Arcane Legionary Spell List
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.

1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.

4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.

5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 2.83 (6 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 2.40 (5 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 2.20 (5 Votes)