Evolutionary Stalker (Ranger/Summoner)
There are those spellcasters who delve too deeply into the realm of summoning magic, calling forth powerful creatures from other planes of existence, and become enamored by the power they can bestow upon them. Such infatuation often evolves in a physical relationship between the summoner and the summoned creature, and resulting in a strange, half-breed offspring. Over the years, this ancestral bloodline becomes diluted but never truly disappears. On occasion, those of this bloodline possess innate mystical powers or ties to the magical art. But, such spellcasters are not necessarily proud of the heritage they carry in their veins, and a limited few even harbor a deep resentment and turn that hatred outwards. Despite their umbrage, these descendants come to embrace the hereditary gifts given to them through this repulsive union of long ago. Through the subtle stimulation their blood-infused flesh and tissues, they have learned to unlock hereditary powers in the form of physical manifestations that more easily enable them hunt those of the same race as their long dead descendant. Calling themselves evolutionary stalkers, they become more and more like the abhorrent creatures they detest, evolutionary stalkers come to understand their quarry more fully. It is embracing that which they hate, even becoming like their enemy that makes evolutionary stalkers the perfect candidates to hunt and destroy them. (Original Concept by Crimson Seeker)
Primary Class: Ranger.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The evolutionary stalker may select three summoner skills to add to his class skills in addition to the normal ranger class skills. The evolutionary stalker gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The evolutionary stalker is proficient with all simple and martial weapons, all natural attacks (claw, bite, and so forth), and with light armor, but not with shields.
Spellcasting: The evolutionary stalker casts divine spells drawn from the ranger’s spell lists (see below), and adds the following summoner spells to his list of the indicated levels: 1st level–daze monster, protection from chaos/evil/good/law; 2nd level–evolution surge (lesser), protection from energy, spider climb; 3rd level–charm monster, displacement, evolution surge; 4th level–evolution surge (greater), hold monster. The evolutionary stalker’s otherwise learns, prepares, and casts spells as a ranger equal to his evolutionary stalker level. He also receives bonus spells per day if he has a high Wisdom score.
Favored Enemy (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker must select his ancestral taint (aberration, dragon, magical beast, or outsider) as his first favored enemy. In addition, his first favored enemy must always have the highest bonus according to the favored enemy ability.
Ancestral Taint (Ex): An evolutionary stalker’s hereditary bloodline has been polluted by the blood of another creature, either an aberration, dragon, magical beast, or outsider. Outwardly, an evolutionary stalker appears normal for one of his race, but his body and tissues are dependent upon the fusion of this supernatural creature’s blood with his. This ancestral taint grants an evolutionary stalker the ability to assume the base form of his ancestral taint. The evolutionary stalker can assume his base form a number of times per day equal to 3 + his Constitution modifier, as a standard action. An evolutionary stalker can assume his base form for a number of minutes per day equal to his level + his Constitution modifier. These minutes do not need to be consecutive. While in his base form (including evolutions), the evolutionary stalker’s maximum number of attacks per round, whether with weapons or natural weapons, may not exceed that of his base attack bonus. He is also unable to cast spells while in this form. This ability replaces Endurance and wild empathy.
The evolutionary stalker gains darkvision 60 feet and the following base form (see Base Forms in the Eidolon entry of the Summoner class description) according to his ancestral taint.
Aberration: The evolutionary stalker gains the aquatic base form.
Dragon: The evolutionary stalker gains the serpentine base form.
Magical Beast: The evolutionary stalker’s gains the quadruped base form.
Outsider: The evolutionary stalker gains the biped base form and darkvision 30 feet (or +30 feet if the evolutionary stalker has darkvision).
Adaptation (Ex): Beginning at 3rd level, an evolutionary stalker learns how to copy the unusual abilities of his prey. He gains the adaptation ability from the ranger’s infiltrator archetype (see the Advanced Player’s Guide), but must select his ancestral taint as his first adaptation. This ability replaces favored terrain.
Evolution: Starting at 2ndlevel, the evolutionary stalker becomes more like his ancestral taint. He gains an evolution pool with a number of points as shown on Table: Evolutionary Stalker. Points from this pool can be spent on evolutions, like a summoner’s eidolon, but these evolutions are applied to the evolutionary stalker’s base form. These choices are not set. The evolutionary stalker can change them whenever he gains a level where the number in this pool increases. In addition, while in this evolved form, the evolutionary stalker gains a +2 bonus to his natural armor, and a +1 bonus to his Strength and Dexterity scores. These bonuses increase by +2 and +1 respectively at 6th level and every four levels thereafter, to a maximum of +12 to natural armor, and +6 to Strength and Dexterity at 18th level. This ability replaces combat style feats.
An evolutionary stalker can select the following evolutions are determined by his ancestral taint.
Aberration: 1–point evolutions: bite*, claws*, gills*, improved damage*, improved natural armor*, low-light vision‡, magic attack*, pincers*, pull*, reach*, resistance*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*; 2–point evolutions: ability increase*, energy resistance*, grab*, head‡, immunity*, keen scent*, limb*, minor magic‡, poison*, rake*, rend*, trip*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness‡, web*; 4–point evolutions: blindsight*, dimension door‡, fast healing*, large*, no breath‡, spell resistance*, ultimate magic‡. (*Advanced Player's Guide, ‡Ultimate Magic)
Dragon:1–point evolutions: basic magic‡, bite*, claws*, climb*, gills*, improved damage*, improved natural armor*, low-light vision‡, magic attack*, mount*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head‡, immunity*, keen scent*, limb*, minor magic‡, poison*, rake*, rend*, tremorsense*, trip *; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness‡, swallow whole*; 4–point evolutions: blindsight*, breath weapon*, dimension door‡, fast healing*, large*, spell resistance*, ultimate magic‡. (*Advanced Player's Guide, ‡Ultimate Magic)
Magical Beast: 1–point evolutions: basic magic‡, bite*, claws*, climb*, hooves‡, improved damage*, improved natural armor*, low-light vision‡, magic attack*, mount*, pounce*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head‡, immunity*, keen scent*, limb*, minor magic‡, poison*, rake*, rend*, trample*, tremorsense*, trip*; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness‡, swallow whole*, web*; 4–point evolutions: blindsight*, breath weapon*, dimension door‡, fast healing*, large*, no breath‡, spell resistance*, ultimate magic‡. (*Advanced Player's Guide, ‡Ultimate Magic)
Outsider:1–point evolutions: basic magic‡, bite*, claws*, climb*, hooves‡, improved damage*, improved natural armor*, low-light vision‡, magic attack*, pincers*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head‡, immunity*, keen scent*, limb*, minor magic‡, poison*, rake*, rend*, tremorsense*, trip*, weapon training*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness‡, web*; 4–point evolutions: blindsight*, breath weapon*, dimension door‡, fast healing*, large*, no breath‡, spell resistance*, ultimate magic‡. (*Advanced Player's Guide, ‡Ultimate Magic)
Swift Morph: At 8th level, an evolutionary stalker can assume his base form as a swift action. This ability replaces swift tracker.
Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker gains a +4 insight bonus on attack rolls made against creatures of his ancestral taint instead of the normal +2.
Camouflage (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.
Hide in Plain Sight (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.
Improved Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker’s insight bonus on attack rolls made against creatures of his ancestral taint increase to +6.
True Taint (Su): A 20th level, an evolutionary stalker completely succumbs to his ancestral taint. The evolutionary stalker gains the creature type and the following additional abilities as determined by his ancestral taint. This ability replaces master hunter.
Aberration: The evolutionary stalker’s internal anatomy has become varied from that of a normal individual of his race and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. He also gains the aberration type, and the amphibious special ability.
Dragon: The evolutionary stalker becomes like a walking dragon. He gains the dragon type and the half-dragon template.
Magical Beast: The evolutionary stalker takes on the qualities of a magical beast. He gains the magical beast type, a +4 enhancement bonus to Strength and Dexterity, a +4 bonus to natural armor, and a +4 competence bonus on all Perception, Stealth, and Survival checks.
Outsider: The evolutionary stalker takes on the qualities of an outsider. He gains the outsider (native) type, and either the celestial, entropic, fiendish, or resolute template as determined by his alignment.
Table: Evolutionary Stalker