Deep Tracker

To Prestige Classes

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The Quintessential Rogue
Author Michael Mearls
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002
Pages 128
ISBN 1-903980-13-5
OGL Section 15 qrog

The Grand OGL Wiki

The deep tracker is an invaluable asset to any adventuring band that seeks to voyage deep beneath the earth. A scout and treasure hunter, he spends long hours studying tomes of monster lore, interviewing explorers, adventurers and sages, and often acts as a guide and point man for merchants, adventurers and explorers who seek to penetrate the underearth’s darkness.

Deep trackers are very common in dwarf and gnome communities and in human settlements where mining and trade with subterranean races is a common activity. Their most common role is to guide large parties to subterranean cities for trade and Diplomacy. The deep tracker’s knowledge of underearth customs allows him to talk his way past guardians and humanoid tribes that normally respond to surface dwellers with a drawn sword. His greatest asset, though, is his unparalleled trove of information regarding monsters of the depths and their habits. Many bands of explorers owe their lives to a quick-witted deep tracker who recalled a beast’s weakness or recognised a fearsome-looking monster as a harmless or friendly creature.

Hit Die: d6.

Requirements

To qualify to become a deep tracker, a character must fulfil all the following criteria.
Feats: Alertness, Endurance, Track.
Skills: Speak Language (any two subterranean races), Wilderness Lore 6 ranks.

The Deep Tracker
Class Level Base Attack Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Monster Knowledge, Underearth Explorer
2 +1 +0 +3 +0 Pathfinder, Sneak Attack +1d6
3 +2 +1 +3 +1 Emissary
4 +3 +1 +4 +1 Maze Sense, Sneak attack +1d6
5 +3 +1 +4 +1 Dark Sense

Class Skills

The deep tracker’s class skills (and the key ability for each skill) are Climb (Strength), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Escape Artist (Dexterity), Hide (Dexterity), Intuit Direction (Wisdom), Jump (Strength), Knowledge (underearth) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Profession (Intelligence), Search (Intelligence), Sense Motive (Wisdom), Spot (Wisdom), Swim (Strength), and Wilderness Lore (Wisdom).
Skill points at each level: 4 + Intelligence modifier.

Class Features

All of the following are class features of the deep tracker class.

Weapon and Armour Proficiency: The deep tracker gains proficiency with light armour and all simple weapons. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.

Monster Knowledge: The deep tracker’s knowledge of monsters and their habits is his best defence against the predators that stalk the deepest caverns of the underearth. When encountering a creature for the first time, the deep tracker can attempt an Intelligence check to determine if he has picked up any information about the creature. The DC of this check is determined by the particular piece of information the deep tracker wishes to uncover. Furthermore, the information available to the deep tracker is determined by his level. The deep tracker must make an Intelligence check with a DC equal to 20 minus his level in this class. On a success, he may learn one of the traits listed for his current level and all lower levels. At fifth level, he learns any two traits. Note that the GM should not simply rattle off the information from the monster’s statistics. Instead, rather than describe a monster as chaotic evil, it might be prone to raiding in large groups led by a single, powerful monster that struggles to keep them unified. A monster listed as appearing in herds of 20 to 100 monsters might be described as commonly travelling in large groups.

Monster Knowledge
Level Information Available
1 Alignment, Typical Number Appearing
2 Challenge Rating, Favoured Class (if any)
3 One Special Attack, One Special Quality
4 Armour Class, Hit Dice
5 Any Two Traits Listed Above

Underearth Explorer: The deep tracker has a keen sense of subterranean environments. He gains a +2 competence bonus to Intuit Direction and Wilderness Lore checks made underground.

Pathfinder: At second level, the deep tracker gains the ability to use his Inuit Direction to determine the shortest path to the surface world. By reading air currents and observing natural flora and fauna in a cavern system, he can judge how air and water flow through the place. On a successful Intuit Direction check (DC 25) the deep tracker gains a rough estimate of the distance and direction to the closest passage to the surface world.

Sneak Attack: Deep trackers may sneak attack as per the rogue class. They gain +1d6 sneak attack damage at second and fourth level. Against the many powerful and bizarre creatures of the deep earth, deep trackers rely on surprise and telling blows to carry the day.

Emissary: The subterranean races such as dark elves and deep dwarves are often stand-offish at best, actively hostile at worst. The deep tracker learns the protocols and expectations of those dealing with the humanoid races of the deep. He gains a +2 competence bonus to any Diplomacy and Sense Motive checks against humanoid races that live primarily deep beneath the earth.

Maze Sense: The passages that run beneath the earth often twist, turn and bend in confusing patterns that leave inexperienced travellers lost. The deep tracker learns to keep a close eye on his path, allowing him to draw an accurate mental picture of his surroundings. The deep tracker can always tell if he doubled back down a passageway. In game terms, the GM should assume that the deep tracker automatically draws an accurate map in his mind as he travels, allowing him to always successfully backtrack his route or recall passages not yet taken. The maze spell traps the deep tracker for only one round.

Darksense: At fifth level, the deep tracker has spent so many hours beneath the earth that his eyes have adapted to conditions of utter darkness. He gains Darkvision with a range of 30 ft. If the deep tracker already had this special quality, he instead learns to operate well without any vision at all. He fights as if he possessed the Blind-Fight feat and has such keen hearing and kinetic sense that he can always operate as if he had vision out to 10 ft., even when under the effects of such spells as darkness or blindness or if blindfolded.

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