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OF
Th e S ta l k e r
Path of War
The Stalker
Lead Developer:
Chris Bennett
Interior Design:
Erik Nowak
Interior Layout:
Jeremy Smith
Interior Artwork:
Joe Shawcross, Ben Hossi, Storn Cook, Rick Hershey, Shaman’s Stockart
Publisher:
Jeremy Smith
Special thanks to the legions of fans who helped playtest the material in this book and offered new and innova-
tive ideas to include.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adki-
son.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in this decla-
ration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without writ-
ten permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo
Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Path of War
is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wiz-
ards of the Coast, Inc.
Some artwork copyright Ben Hossi, used with permission.
© 2013 Dreamscarred Press
1
Path of War
A Note From The Author
A big welcome to the
Path of War
to you!
Whether you’re new to this product line or have been
watching and participating in the playtests, I want to
take this time to thank you for your interest and for be-
ing a part of what I hope will be a great and successful
line up of martial products that will enhance your Path-
finder game with a wealth of new combat options and
great material that can be integrated into any setting.
This document is the product of a dream of mine for a
long time, and I’m very fortunate to be able to share my
dream with you.
The stalker is the first in a set of new base classes to
be published by Dreamscarred Press for the Path of War
series and I certainly hope you’ll be pleased with this
class! Loads more is in the works for this class and the
entire Path of War line, including more base classes, ar-
chetypes, feats, prestige classes, items, and loads more.
This is going to be an incredible ride and I’m glad that
we here at Dreamscarred Press are able to undertake it
with you. Thank you!
Regards,
Chris “ErrantX” Bennett
Lead Designer for the Path of War
Dreamscarred Press
Maneuvers are grouped into disciplines, with each
discipline having a group of associated weapons that fit
the use of that discipline. In addition, disciplines have
an associated skill that is often used with many of the
maneuvers themselves.
Once used, a maneuver is considered expended, not
unlike a prepared spell for spellcasters. But where the
difference between a spell and a martial maneuver lies
is the martial disciple’s ability to recover that expended
maneuver for use again and again over the course of the
day.
All characters have the potential to learn these maneu-
vers, either by being a martial disciple or by being some-
one who has taken up martial training in addition to
their class’ normal training. Martial disciples are those
who have taken the stalker, warder, or warlord classes,
and all others must learn martial maneuvers through
training (such as by taking feats) or through specific
training in their class (by taking up an archetype). Once
learned, a character is forever a martial initiator, a war-
rior with skills beyond the abilities of most others of his
kind, and the potential to master these arts lies before
him along the
Path of War.
A New Method Of Battle
So, there is a question that begs to be asked: Why make
a new book of martial maneuvers? Well, from the days of
3.5, there was a certain book that did drive a wedge into
many gaming tables as it challenged the philosophies of
many who sat around it. “Was it okay to give fighters
spells?” they’d say. Some would say yes, some would say
no. Almost everyone had an opinion on the matter. Since
the inception of the maneuver system in 2006, many
people still use the parent book that inspired this work
in the every day games and with good reason to; it was a
great new set of options. Some didn’t like it, and as those
who would agree with the utility of this book would say
it’s because “they don’t want fighter to have nice things.”
The
Path of War
is designed to give nice things to every-
one and to bring a ton of new options to every class that
relies on their strength of arms to survive an adventure.
The
Path of War
offers a number of new things that
could fit into any campaign setting, from classes and
archetypes, feats, items and monsters, to organizations
that are fundamentally connected to cultures of martial
disciples that have learned, developed, and spread disci-
plines of maneuvers to their members for mutual ben-
efit. By adding the
Path of War
to your campaign, you’re
adding an exciting wealth of new opportunities and op-
tions to the Pathfinder game system, breathing new life
in to combat as well as into classic monsters that will
suddenly have new tricks that veteran players will enjoy
as much as new players. Martial disciples are here at last
for the Pathfinder game system, and they’re determined
to change the face of combat forever.
Introduction
If you’ve played one of the martial classes, you might
wonder why spellcasters get all the cool new toys. Sure,
playing a fighter or rogue or monk can be fun, but they
pretty much always have the same options - melee attack,
ranged attack, full attack. There are occasionally things
to make those interesting, such as cleave or grapple, but
those options aren’t always the best option.
So why should spellcasters and manifesters get all the
fun abilities?
Path of War
is here to give fun, but bal-
anced, options to the martial classes so that role-playing
interactions aren’t the only time you get to do cool things
with your character!
What is the Path of War?
To put it simply, the
Path of War
is a new way to look
at martial combat in the
Pathfinder Roleplaying Game.
At its basic roots, the
Path of War
allows for martially-
inclined characters to harness new abilities to aid them
in combat. These new abilities are known as maneuvers,
a specific technique that allows a martial disciple to en-
act a powerful attack, erect a defense against an attack,
or improve his overall fighting ability or the abilities of
others. By initiating these in combat, the martial disciple
has a powerful edge that can even rival the powers of
the spellcasters of the world.
2
Path of War
Classes
Path of War
introduces new classes using the maneu-
ver-based combat system. Detailed below is the stalker
class, a combination of combatant and stealthy scout.
their foes. In addition, the stalker can serve quite well as
the party scout, finding danger and warning the party
before they stumble upon it.
Game Rule Information
Abilities:
Dexterity and Wisdom are prime attributes
for stalkers, as many of their skills are governed by these
abilities and their combat capabilities are augmented by
them as well. Wisdom is the primary initiating attribute
for stalker. Strength is valuable for damage, but can fall
behind Constitution for endurance in battle.
Starting Wealth and Age:
As cleric.
HD:
d8
Stalker
A effective warrior wielding both skill and stealth, the
stalker is a martial disciple who battles in the deep shad-
ows and the hidden underworld of night. Through rigor-
ous training and deep, intuitive, instincts, the stalker is
a trained killer whose very art is considered illegal in
some places. Part mystic, part warrior, and part assassin,
the stalker’s arts are varied, but always deadly.
Adventures:
Stalkers adventure for many reasons, but
most do so either as part of a guild of fellow stalkers on a
mission, for money and profit, or for deeper, often dark-
er purposes of the heart. Some adventure for the test of
their skill, but this is slightly rarer; whatever the reason,
the path of the stalker is often a self-absorbed one.
Characteristics:
Stalkers universally are very intro-
spective people, they rely so heavily upon their intuitive
reactions to situations and their heightened reflexes
through athletic skill that they usually have an air of
detachment. Some are braggarts, but many are quiet
and calm, paying close attention to their surroundings
should they need to use their lethal skills.
Alignment:
Any. Stalkers do not lean to any particular
alignment trend, running the gamut of all walks of life.
Religion:
Some stalkers are deeply religious, finding
solace in their meditations to gods of night, death, trav-
els, or revelry. Other stalkers find no use for gods, for if
the gods protected and cared for their flock, then they
wouldn’t make their followers so easy to kill.
Background:
Stalkers often arise from the poor and
underprivileged who live in city slums, trained from
their youth to be unfeeling killers. Others are trained
in remote areas in a more monastic fashion, taught to
be warriors who strike from the shadows. The training
of stalkers can also be an individual thing, each master
teaching a student in their own way, the way they were
taught.
Races:
Humans and outcast races tend to be drawn to
the path of the stalker. Half-orcs and half-elves make up
a majority of the non-human stalkers, with goblinoids
coming in next.
Other Classes:
Stalkers get on well with rogues and
rangers due to having complementary roles. Paladins
and clerics often chafe when partied with stalkers, as
their reputation as killers (rightly or wrongly) often
sours opinions of them. Other classes generally have a
neutral opinion of stalkers, unless that stalker has come
for them.
Role:
Striker. In the party, the stalker follows the heav-
ily armored fighter into combat, using them as shields
and distractions so they can inflict maximum damage on
Class Skills
The stalker’s class skills (and the key ability for each
skill) are: Acrobatics (Dex), Appraise (Int), Bluff (Cha),
Climb (Str), Craft (Int), Disable Device (Dex), Disguise
(Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha),
Knowledge (local) (Int), Knowledge (martial) (Int), Per-
ception (Wis), Profession (Wis), Sense Motive (Wis), and
Stealth (Dex).
Skill Points per Level:
6 + Int modifier
3
Path of War
Class Features
All of the following are class features of the stalker.
Weapon and Armor Proficiency:
Stalkers are pro-
ficient with all simple and martial weapons, and with
light armor. Stalkers are not proficient with shields of
any kind.
Maneuvers:
A stalker begins his career with knowl-
edge of six martial maneuvers. The disciplines avail-
able to him are Broken Blade, Solar Wind, Steel Serpent,
Thrashing Dragon, and Veiled Moon. Once he knows a
maneuver, he must ready it before he can use it (see Ma-
neuvers Readied, below). A maneuver usable by stalkers
is considered an extraordinary ability unless otherwise
noted in its description. His maneuvers are not affected
by spell resistance, and he does not provoke attacks of
opportunity when he initiates one. He learns additional
maneuvers at higher levels, as shown above. The stalker
must meet a maneuver’s prerequisite to learn it. See Sys-
tems and Use chapter.
Upon reaching 4
th
level, and at every even numbered
stalker level after that, he can choose to learn a new ma-
neuver in place of one he already knows. In effect, the
stalker loses the old maneuver in exchange for the new
one. The stalker need not replace the old maneuver with
a maneuver of the same level. He can choose a new ma-
neuver of any level he likes, as long as he observes his re-
striction on the highest-level maneuvers he knows. The
stalker can swap only a single maneuver at any given
level. A stalker’s primary initiator attribute modifier is
Wisdom.
Maneuvers Readied:
A stalker can ready four of his
six starting maneuvers, but as he advances in level and
learns more maneuvers, he must choose which maneu-
vers to ready. He readies his maneuvers by meditating
and focusing his
ki
for 10 minutes. The maneuvers he
chooses remain readied until he decides to repeat this
again and change them. Stalkers do not need to sleep
or be well rested to ready their maneuvers; any time
he spends 10 minutes in meditation, he can change his
readied maneuvers. He may not ready any individual
maneuver more than once. He begins an encounter with
all readied maneuvers unexpended, regardless of how
many times he may have already used them since he
chose them. When the stalker initiates a maneuver, he
expends it for the current encounter, so each of his read-
ied maneuvers can be used once per encounter (until
they are recovered, see below).
Stalkers may recover their maneuvers in one of two
ways. The stalker may either center his awareness of the
combat momentarily as a standard action and recover a
single expended maneuver of his choice. Alternately, he
may recover his Wisdom modifier in expended maneu-
Table 1: The Stalker
Level
1
st
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12 /+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Ki
pool, deadly strike +1d6
Combat insight (defensive
reflexes)
Stalker art
Combat insight (uncanny
dodge)
Deadly strike +2d6
Blending
Stalker art
Combat insight (critical hits)
Deadly strike +3d6
Dual strike 1/day
Stalker art
Combat insight (critical recov-
ery)
Deadly strike +4d6
Dual strike 2/day
Stalker art
Improved blending
Deadly strike +5d6
Combat insight (blindsight)
Dual strike 3/day, stalker art
Retributive
ki
Dodge
Bonus
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
Maneuvers
Known
6
7
8
9
10
11
12
13
14
15
16
16
17
17
18
18
19
19
20
21
Maneuvers
Readied
4
4
5
5
6
6
6
7
7
8
8
8
9
9
10
10
10
11
11
12
Stances
1
2
2
2
3
3
3
3
4
4
4
4
4
5
5
5
5
5
5
6
2
nd
3
rd
4
th
5
th
6
th
7
th
8
th
9
th
10
th
11
th
12
th
13
th
14
th
15
th
16
th
17
th
18
th
19
th
20th
4
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