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 Warp Stalker

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Posts : 41
Join date : 2015-12-01

PostSubject: Warp Stalker   Sat Dec 19, 2015 6:59 am

Hit Die: d10.

Starting Wealth: 3d6 × 10 gp (average 75 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The stalker's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (warp) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis),Pilot (Dex), Psyke (Cha), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 5 + Int modifier.

Table: Warp Stalker

Level    Base Attack Bonus    Fort Save    Ref Save    Will Save    Special    Shadow Assault Attack Bonus    Shadow Damage    AC Bonus    Warp Jump Distance
1st    +0    +2    +2    +2    Bonus feat, Shadow Assault, Warp Shadow    –1/–1    1d6    +0    +0 ft.
2nd    +1    +3    +3    +3    Bonus feat, evasion, Witch-Sight    +0/+0    1d6    +0    +0 ft.
3rd    +2    +3    +3    +3    Warp Jump,Bonus Feat, still mind    +1/+1    1d6    +0    +10 ft.
4th    +3    +4    +4    +4    Shadow Psyke , warp fall 20 ft. Ability Point    +2/+2    1d8    +1    +10 ft.
5th    +3    +4    +4    +4     shadow body    +3/+3    1d8    +1    +10 ft.
6th    +4    +5    +5    +5    Bonus feat, Clear Mind, Shadow Control    +4/+4/–1    1d8    +1    +20 ft.
7th    +5    +5    +5    +5    Empty Mind    +5/+5/+0    1d8    +1    +20 ft.
8th    +6/+1    +6    +6    +6    Shadow Control, Ability Point    +6/+6/+1/+1    1d10    +2    +20 ft.
9th    +6/+1    +6    +6    +6    Improved evasion, Bonus Feat    +7/+7/+2/+2    1d10    +2    +30 ft.
10th    +7/+2    +7    +7    +7    Bonus feat, warp fall 50 ft.    +8/+8/+3/+3    1d10    +2    +30 ft.
11th    +8/+3    +7    +7    +7    No Mind, Shadow Control    +9/+9/+4/+4/–1    1d10    +2    +30 ft.
12th    +9/+4    +8    +8    +8    warp fall 60 ft., Bonus Feat, Ability Point    +10/+10/+5/+5/+0    2d6    +3    +40 ft.
13th    +9/+4    +8    +8    +8    Shadow soul    +11/+11/+6/+6/+1    2d6    +3    +40 ft.
14th    +10/+5    +9    +9    +9    Bonus feat, warp fall 70 ft.    +12/+12/+7/+7/+2    2d6    +3    +40 ft.
15th    +11/+6/+1    +9    +9    +9    Shadow Control, Warp Tremors, Bonus Feat    +13/+13/+8/+8/+3/+3    2d6    +3    +50 ft.
16th    +12/+7/+2    +10    +10    +10     warp fall 80 ft., Ability Point    +14/+14/+9/+9/+4/+4/–1    2d8    +4    +50 ft.
17th    +12/+7/+2    +10    +10    +10    Warp body    +15/+15/+10/+10/+5/+5/+0    2d8    +4    +50 ft.
18th    +13/+8/+3    +11    +11    +11    Bonus feat, warp fall 90 ft.    +16/+16/+11/+11/+6/+6/+1    2d8    +4    +60 ft.
19th    +14/+9/+4    +11    +11    +11    Empty body    +17/+17/+12/+12/+7/+7/+2    2d8    +4    +60 ft.
20th    +15/+10/+5    +12    +12    +12    One with the Warp, warp fall any distance,Ability Point    +18/+18/+13/+13/+8/+8/+3    2d10    +5    +60 ft.


Class Features

All of the following are class features of the Warp Stalker

Weapon Proficiency
Warp Stalkers are proficient with any bladed weapon wielded in one hand, as well as short barrel firearms, using larger weapons interferes with the concentration the Stalker needs in order to direct the tendrils he calls.  They are proficient in Light armor, and Medium Armor, though many of their abilities to not work with anymore higher than light armor such as evasion, improved evasion, and warp jump.

Warp Stalkers are proficient with any bladed weapon wielded in one hand, as well as short barrel firearms.  They are proficient in Light armor, and Medium Armor, though many of their abilities to not work with anymore higher than light armor.
Shadow Assault

As a Full round action, the Warp Stalker draws out the very essence of the warp, pulling it into concentrated, materialized tendrils. These tendrils can be used to attack foes, and with later expertise do many other things, such as grapple, disarm, immobilize, and even impale their foes.  Attacking with Shadow Assault is a full round action.

At 1st level two tendrils manifest and take on a whip like structure, lashing at the Stalker's foes
Warp Shadow
The Stalker may add 1/2 her Class levels in Warp Stalker to stealth rolls.  The Stalker seems to blur and blend into the ambient light, making her stealth roll usable in any light, as light itself bends around her.
Evasion (Ex)

At 2nd level or higher, a Stalker can avoid damage from many area-effect attacks. 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 a Stalker is wearing light armor or no armor. A helpless Warp Stalker does not gain the benefit of evasion.
Warp Jump

The Warp Stalker is now able to step into the warp and move a short distance, seeming to vanish and reappear some distance away.  She may choose not to travel the full distance and instead step out of the warp any distance between her original location, and the full distance of her Warp Jump.  This is a movement action and a swift action.
Still Mind

The Stalker's presence in the warp is concealed.  She is invisible to the Psyke power Witch Sight, and does not show up on powers such as Detect Warp while using her Warp Shadow abilities.
Shadow Psyke

The Warp Stalker has limited access to Psyke Powers.  These powers are limited to those below. 

0 Level - Ghost Sound, Witch Sight, Detect Warp

1st Level - Cause Fear, Disguise Self, Warp Aura, Obscure Object, Unseen Servant,  Bane, Doom,  Psyke Armor

2nd Level - Darkness, Detect Thoughts, Blur, Dark Vision, Warp Strength, Warp Grace, Warp Spear (2D8 +1 / lvl), Silence, Invisibility, Whisper to the Warp

3rd Level - Displacement, Blind, Crushing Warp (1D6 / lvl), Spider's Ascent (wall walking), Warp Shield (absorbs 12 / 2 lvl dmg), Haste, Keen Edge, Slow, Exhaustion,  Warp Cloaking (group invisibility), Scry

4th Level - Temporary Servitor (arcane eye),  Warp Explosion (5D6 AoE), Warp Weapon, Greater (Weapon gains +1 bonus/four levels (max +5)), Modify Memory (Changes 5 minutes of subject's memories.)

The Stalker has access to all three 0 level effects from the moment she gains Shadow Psyke.

Stalker Powers Known

LevelSpells Known
0th    1st    2nd    3rd    4th   
1st     2        —    —
2nd     2        —    —
3rd     2        —    —   
4th     3    1        —   
5th3    1        —   
6th     4    1
7th4    2    1
8th     4    2    1
9th     4    2    1    1   
10th     5    3    2    1   
11th     5    3    2    1   
12th     5    3    2    1   
13th     5    3    2    1   
14th     5    3    2    1   
15th     5    3    2    1   
16th     5    3    2    1   
17th     5    3    2    1   
18th     6    4    3    2   
19th     6    4    3    2   
20th     6    4    3    2

Warp Fall

A Stalker can use the very warp to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The Stalker's ability to slow his fall (that is, to reduce the effective distance of the fall) improves with his Stalker level until at 20th level he can use the warp to slow his descent and fall any distance without harm
Shadow Body

A Stalker is now immune to all diseases, including Psyker powers that bestow such ailments.  In addition he can infuse warp essence into his body to heal it, regaining 2 HP of life + 1/2 Stalker levels a round as a move action.
Clear Mind

A Stalker is now immune to forms of telepathy.  If the target of a detect thoughts effect, the effect returns to the Psyker as nothing.  They are immune to suggestion powers, dominate powers, and any power that controls their mind.
Empty Mind

A Stalker now has improved defenses against all Psyke abilities.  Add 1/2 her Stalker levels to saving throws made against such powers.  For powers that directly target the Stalker, she is considered to be a Blank, and cannot be targeted.
Improved Evasion

At 9th level, a Stalker's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Stalker does not gain the benefit of improved evasion.
Shadow Control

A Stalker's command over Warp essence increases, he can now summon tendrils that can grapple and restrain foes. Tendrils have a +2 Modifier to Str to determine grapple checks and a medium size.  Attacking with shadow assault is a full round action, however once grappled and immobilized, it is a swift action to keep the target restrained.

At 8th level, summoned tendrils are considered Warp weapons in order to bypass damage reduction

At 11th Level, summon tendrils are considered elemental weapons (electricity, fire, cold, sonic, force) in order to bypass damage reduction

At 15th Level, summoned tendrils are considered adamantine weapons in order to bypass damage reduction
Warp Tremors

A Stalker  at 15th level, can infuse warp essence within the body of another creature that can thereafter be fatal if the Stalker so desires. He can use this attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if he strikes successfully and the target takes damage from the blow, the infusion attack succeeds and the target has warp essence infused into his body. Thereafter, the Stalker can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his Stalker level. To make such an attempt, he merely wills the target to die (a free action) as the warp essence rips them apart from the inside, and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the Stalker's level + the Stalker's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular warp tremors attack, but it may still be affected by another one at a later time. A Warp Stalker can have no more than 1 warp tremor in effect at one time. If he uses warp tremors while another is still in effect, the previous effect is negated.
Warp Body

A Stalker at 17th level now has increased resistance against Psyker attacks. She gains psyke resistance equal to her current Stalker level + 10. In order to affect the Stalker with a Power, a Psyker must get a result on a psyke level check (1d20 + caster level) that equals or exceeds the Stalker's psyke resistance.  This includes Artisan devices that may effect the Stalker, though she may wish to not employ Warp Body if she so chooses.
Empty Body

A Stalker t 19th level gains the ability to assume an ethereal state for 1 minute as her body becomes Warp essence itself. Using this ability is a full round action and a swift action. This ability only affects the Stalker and cannot be used to make other creatures ethereal.  While in this form the Stalker can slip under cracks in doors, slither along walls, and fly at her base movement speed.  She can also warp jump in this form.

In addition, the Stalker is immune to all physical forms of attack save from fire based attacks while ethereal.
One with the Warp

A Stalker at 20th level is now considered a Creature of the Warp  for the purpose of psyke and device effects. Additionally, the Stalker gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a warp weapon, warp tech, or by any natural attack made by a warp creature. Unlike other warp manifestations, the Stalker is not consumed by the corruption of Chaos.  She can also not be possessed by Daemons.
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