sacred animal in the following ways:
He is forbidden from intentionally or unintentionally in licting harm on his sacred animal, or standing by while others do.
He is required to care for injured or ailing sacred animals.
He must liberate captive sacred animals held against their will. This requirement excludes followers of other rangers, or domesticated animals serving as pets or mounts. However, it includes farm animals that are being raised for consumption.
He must protect his sacred animal from hunters, trappers, and predators.
If the Seeker violates any of these requirements, as determined by the DM, he is consumed with guilt and remorse, preventing him from casting spells of any kind for the next week. If his action or inaction directly results in the death of a sacred animal, he is
unable to cast spells for a full month. If he benefits from an
spell cast by a
sympathetic priest, the one week suspension is reduced to four days, and the month suspension is reduced to two weeks.
At irst glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like an town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his closest friends realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it.
Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle. A few innocuous questions enable him to distinguish friend from foe, and fact from fiction. His mastery of stealth makes him a deadly opponent.
A Stalker must have a minimum Intelligence score of 14. Stalkers must be human.
Any; in addition, the Stalker's primary terrain can be Urban (see Special Benefits).
Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions so their decisions aren't colored by what they consider to be irrelevancies.
Though most people respect Stalkers, they are also wary of them. The Stalker's stealthiness and secrecy make many people uneasy, as these are traits usually associated with thieves and sneaks. But Stalkers value honor as much as any ranger, and nobles rarely hesitate to hire one in times of crisis. A hired Stalker can be trusted to focus on the job at hand, complete it efficiently, make his report, then go his own way without comment.
Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing