Cavestalker
"Welcome
to my realm. You'll find naught for you here but privation, fear, and
death — oh, and my blade."
—
Gaelimor Zyrshaen, drow cavestalker
The
Underdark's most dangerous predators are not its horrific
monstrosities, crawling and festering in the darkest of grottoes.
Rather,
they are the deadly cavestalkers, moving effortlessly through a
jungle of living rock — and none are as much at home in these
caverns as the drow.
Just
as a surface ranger feels at peace in the heart of a virgin forest,
so too is a cavestalker is at home in the wilds of the Underdark. Yet
even in his most familiar environment, he is aware of the
ever-present danger that surrounds him. It is in the task of
surviving this endless peril that he finds peace away from so-called
"civilized folk."
Becoming
a Cavestalker
Rangers
and druids are natural candidates for the cavestalker class.
Underdark races that choose the path of the druid or ranger find
little use for the abilities of those classes that are attuned to the
wilderness of the surface. The cavestalker class augments and hones
those abilities, making them more suitable for use in the endless
night and providing a true advantage for those that live away from
the light.
Rogues
occasionally become cavestalkers, since their high skill point
allotment allows them to achieve the requirements more easily than
other classes. Other classes might enjoy the benefits of becoming a
cavestalker, but would likely find meeting the requirements to be
prohibitive. Regardless of class, only individuals who have natural
darkvision can achieve the affinity with the lightless depths
necessary to become a cavestalker.
Hit
Dice: d8
Requirements
Skills:
Knowledge (dungeoneering) 4 ranks,
Survival 5 ranks..
Base
Attack Bonus: +2.
Special:
The candidate must have natural
darkvision to allow successful navigation of Underdark tunnels.
Class
Skills
The
cavestalker’s class skills (and the key abilities for each) are:
Acrobatics (Dex), Climb (Str), Heal
(Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge (Underdark local) (Int), Perception (Wis), Profession
(Int), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Survival
(Str).
Skill
Points per Level: 4 + Int modifier per
level
Table
5-xx: Cavestalker
Level
|
BAB
|
Fort
|
Ref
|
Will
|
Special
|
1st
|
+1
|
+2
|
+2
|
+0
|
Advanced spelunker,
Track
|
2nd
|
+2
|
+3
|
+3
|
+0
|
Underdark affinity,
hide of stone +1
|
3rd
|
+3
|
+3
|
+3
|
+1
|
Lesser cavesense
|
4th
|
+4
|
+4
|
+4
|
+1
|
Exotic combat style
|
5th
|
+5
|
+4
|
+4
|
+1
|
Expert spelunker
|
6th
|
+6
|
+5
|
+5
|
+2
|
Gaseous form, hide of
stone +2
|
7th
|
+7
|
+5
|
+5
|
+2
|
Improved exotic combat
style
|
8th
|
+8
|
+6
|
+6
|
+2
|
Greater cavesense
|
9th
|
+9
|
+6
|
+6
|
+3
|
Void in space
|
10th
|
+10
|
+7
|
+7
|
+3
|
Master spelunker, hide
of stone +3
|
Class
Features
As
they advance in the class, cavestalkers become more familiar with the
Underdark's natural elements. In addition, any abilities they have
from the ranger or druid classes become attuned to their subterranean
environment.
Advanced
Spelunker (Ex): As
a cavestalker, your familiarity with the environs of the Underdark
allows you to move through it easily, even in the most difficult
conditions. As a result, you gain a +2 circumstance bonus on
Acrobatics, Climb, and Escape Artist checks in natural subterranean
surroundings.
Track
(Ex):
A
cavestalker adds half his level (minimum 1) to
Survival skill checks made to follow or identify
tracks.
Underdark
Affinity (Ex): At
2nd level, your adaptation to the Underdark
allows you to use your nature-themed class abilities in natural
subterranean surroundings as well. These include the druid and ranger
abilities of camouflage, hide in plain sight, trackless step, and
woodland stride. If you already have wild empathy, you can now use it
to affect vermin. If you have the wild shape ability, add vermin to
the types of creatures you can become (subject to all the size and
frequency limitations provided by that ability). If you do not
already have these underlying abilities, Underdark affinity does not
grant them to you; it only augments those you already have.
Hide
of Stone (Ex): As
you gain levels in the cavestalker class, your body embraces the
rigors of the Underdark and takes on something of its hue and
toughness. Your skin hardens and becomes flinty, granting you a
natural armor bonus in addition to a circumstance bonus on Stealth
checks when in natural subterranean surroundings. These bonuses
increase as you progress through the cavestalker class, at 6th level
and again at 10th level.
Lesser
Cavesense (Ex): At
3rd level, you are gifted with a mystical connection to the
Underdark, giving you darkvision out to 120 feet. If you already have
darkvision out to 120 feet, your darkvision extends an additional 60
feet. Due to your familiarity with the acoustic qualities of the
Underdark, you also gain a +4 competence bonus on Perception checks
made in subterranean surroundings.
Exotic
Combat Style (Ex): At
4th level, you gain mastery of a specific exotic combat style, either
the spiked chain style or the hand crossbow style.
If
you are not a ranger or have not already selected a ranger combat
style, choose one of these two styles. You gain proficiency in that
exotic weapon — either the spiked chain or the hand crossbow — if
you do not already have it.
If
you already have selected two-weapon combat as a ranger combat style,
then the exotic combat style provides you with the Exotic Weapon
Proficiency (spiked chain) fear and permits the use of a spiked chain
as a one-handed weapon.
If
you already have selected archery as a ranger combat style, then the
exotic combat style provides you with the Exotic Weapon Proficiency
(hand crossbow) feat and grants you the Rapid Reload feat, even if
you do not have the normal prerequisites for the feat.
If
you acquire a ranger combat style after gaining an exotic combat
style, then the two styles must correspond in a similar fashion: You
must select two-weapon combat after choosing the spiked chain style,
or archery after choosing the hand crossbow style.
The
benefits of your chosen exotic combat style apply only when you wear
light or no armor. You lose all benefits of your exotic combat style
when wearing medium or heavy armor.
Expert
Spelunker (Ex): Upon
reaching 5th level, your familiarity with the tight confines of the
Underdark allows you to retain your Dexterity bonus even when
climbing or when in a cramped space. Furthermore, you're better able
to negotiate cramped spaces, lowering Escape Artist DCs, move
penalties, and attack penalties by one category. See Table 6—1:
Cramped.
Gaseous
Form (Sp): At
6th level, you gain the ability to traverse the treacherous and
confined terrain of the Underdark by assuming gaseous
form once
per day (caster level 12th).
Improved
Exotic Combat Style (Ex): Your
aptitude for your chosen exotic combat style increases at 7th level.
If you do not already have a combat style from the ranger class, then
the improved exotic combat style grants you one of those ranger
combat styles. If you already have the hand crossbow exotic combat
style, you must select archery; if you already have the spiked chain
exotic combat style, you must choose two-weapon combat.
If
you select archery, then you are treated as having the Rapid Shot
feat, even if you do not have the normal prerequisites for that feat.
If
you select twoweapon combat, then you are treated as having the
Two-Weapon Fighting feat, even if you do not have the normal
prerequisites for that feat.
If
you already have the ranger two-weapon combat style and the spiked
chain exotic combat style, then the improved exotic combat style
allows you to treat a spiked chain as one size category smaller for
the purpose of use in a cramped space (see Expert Spelunker, above).
If
you already have the ranger archery combat style and the hand
crossbow exotic combat style, then you are treated as having the
Manyshot feat even if you do not have the normal prerequisites for
that feat.
You
are able to use this feat in conjunction with a hand crossbow.
As
before, the benefits of your chosen style apply only when you wear
light or no armor. You lose the benefit of your exotic combat style
when wearing medium or heavy armor.
Greater
Cavesense (Ex): When
you reach 8th level, your mystical connection to the Underdark
increases, granting you tremorsense out to 30 feet.
Void
in Space (Su): When
you reach 9th level, your attunement to the particular atmosphere of
the Underdark allows you to warp the sounds, scents, and vibrations
you give off, making you invisible to creatures that rely on senses
other than sight to detect others. This effectively makes you
undetectable to blindsense, blindsight, and tremorsense. You still
make noises and vibrations (though a successful Stealth check can
mask the sounds), but creatures that cannot see are incapable of
determining your true location and believe that you are 30 feet in a
random direction from where you are actually located.
In
addition, this ability nullifies the effect of the Blind-Fight feat
against you.
Master
Spelunker (Su): By
the time you reach 10th level, your affinity for the terrain of the
Underdark has become so great that you can negotiate it without
difficulty and even merge with it at times. This grants you the
ability to use spider
climb (as
the spell) on any natural stone surface at will. In addition, you can
use meld
into stone (as
the spell) with any surface of unworked stone three times per day.