Stalker (Fighter/Thief)

Whether in woodland meadow or dungeon pit, the Stalker is a specialist in quiet movement and stealthy pursuit followed by sharp and deadly combat--on whatever terms the foe demands.

The Stalker must have Strength and Dexterity scores of at least 13.

Role: The Stalker is adept at hunting and tracking, both above and below ground. He or she is a skilled fighter but prefers to reach his or her objectives by quickness and stealth wherever possible. Stalkers wear light, quiet armor and have a keen eye with a missile weapon but don't shirk from a toe-to-toe sword fight when circumstances require.

Secondary Skills: Any.

Weapon Proficiencies: The Stalker must be proficient in both a missile and a melee weapon.

Bonus Nonweapon Proficiencies: Because of a lifelong interest in wild places, the Stalker gains a bonus proficiency in either Tracking or Set Snares (not both).

Recommended Nonweapon Proficiencies: Useful proficiencies for this character include Fire Building, Fishing, Hunting, Survival, and Disguise.

Thief Skill Emphasis: Move Silently and Detect Noise are the two skills which receive most of the Stalker's emphasis; at first level he or she must divide his or her discretionary points between these two.

Equipment: In addition to his or her weapons, the Stalker prefers leather armor and disdains the use of a shield. Most Stalkers possess a climbing rope; some carry a set of thief's lockpicks.

Special Benefits: When using a missile weapon, the Stalker gains a +1 on all attack and damage rolls.

In addition, the Stalker can blend into underbrush, disappearing as effectively as a halfling when out of doors. In an underground setting, nonSvirfneblin Stalkers can freeze in place exactly like Svirfneblin (see page 25); a Deep Gnome stalker's chance of success with this tactic is 80% (not 60%).

Special Hindrances: The Stalker cannot use a shield or wear any type of metal armor (not even elven chain).

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