Stalker

Stalker

Stalker Payout

At 1st level, your payouts revolve around the cloak and dagger approach, assassinating your targets from afar. Your Stalker's Payout will trigger when you accomplish the specified task a number of times equal to your Proficiency Bonus unless it states otherwise. Once a Payout has been activated, you cant activate it again until you finish a short or long rest.

Payout: Weakening Shots

At 1st level, to trigger this payout, you need to hit a creature X number of times while unseen or hidden with a ranged weapon attack. When you do so, you activate this payout for the next 10 minutes and all your weapon attacks deal an additional X damage with ranged weapon attacks. X equals your proficiency bonus.

Payout: Cutthroat 

Also at 1st level, to trigger this payout, you need to hit a creature X number of times while unseen or hidden with a vibro-knife or vibro-blade weapon attack. When you do so, you activate this payout for 10 minutes and when you deal damage with a vibro-knife or vibro-dagger, the damage is doubled. X equals your proficiency bonus.

Sniper Dart Modification

When you reach 3rd level, you have spent time creating your very own unique sniper rifle. If it becomes lost, you will have to buy a new one. Over a long rest you can modify a sniper rifle to hold high powered darts. Your sniper rifle can hold a number of darts equal to your proficiency bonus and you can only have one modified at a time. It comes with a bioscanner to read your finger print, so only you can fire the weapon. You can spend 8 hours and 25 credits to craft a dart. You can spend an additional amount in 25 credit increments to increase its potency. All darts deal 1 piercing damage plus their effect. X equals 1 + the amount of times you increased its potency.

  • Electro Dart: On a hit, target takes 2d6 lighting damage and must make a DC 10 + X Constitution saving throw or be stunned for X amount of rounds. The target can repeat the saving throw at the end of each of their turns.
  • Poison Dart: On a hit, target takes 1d6 poison damage and must make a DC 10 + X Constitution saving throw or be poisoned for X amount of rounds. The target can repeat the saving throw at the end of each of their turns. After each failure, they retake the damage.
  • Explosive Dart: On a hit, target takes 1d12 fire damage and must make a DC 10 + X Constitution saving throw or be set on fire for X amount of rounds. The target can repeat the saving throw at the end of each of their turns. After each failure, they retake the damage.

Payout: Synchro Shot

Also at 3rd level, to trigger this payout, you must hit the same target as one of your allies hit within the last round X number of times. When you do, you activate this payout for 10 minutes. While active, each time you hit with a weapon attack, you can designate an ally within the same range as your weapon's maximum distance to use their reaction to make one weapon attack. X equals your proficiency bonus.

Shadow Sink

Starting at 9th level, you have learned how to fade in out of shadows like a nightmare. When you hit a creature with a weapon attack while you are hidden, the target must make a Wisdom saving throw. On a failure, the target is frightened until the end of your next turn. Additionally, whether the creature succeeds or fails, you can immediately use your reaction to make a Dexterity (Stealth) check against everyone who was aware of the attack. On a success, you teleport to a location of dim light or darkness within 30ft. 

Payout: Machine Gun Sniper

Also at 9th level, to trigger this payout, you must hit with a ranged sniper rifle attack X number of times. When you do so, you activate this payout for the next 10 minutes. While active, you don't need to reload your sniper rifle and it doesn't run out of ammo. X equals your proficiency bonus.

Spring & Settle

At 13th level, you have managed to strengthen your acrobatic and athletic skills. You gain proficiency in Acrobatics & Athletics, if you already have proficiency, you gain expertise. Additionally, Your jump distance is increased by three times and when you fall, you can reduce the damage by three times your Bounty Hunter level.

Payout: Emerging Nightmare

Also at 13th level, you can trigger this payout, when you successfully hit a creature and teleport using your Shadow Sink X number of times. When you do so, you activate this payout for the next 10 minutes. While active, you have advantage on your stealth checks and creatures have disadvantage on Wisdom saving throws against your Shadow Sink. When they fail the saving throw, they take psychic damage equal to X. X equals your proficiency bonus.

Asset Acquired

Starting at 17th level, while using a sniper rifle, you can spend a bonus action instead of an action to line up your "Kill Shot" special feature with sniper rifles. Additionally, when you use the "Knife Trick" bonus feat, you can do so with two knives at the same time instead of just one. 

Payout: Impossible Shot

Also at 17th level, to trigger this payout, you must spend X number of rounds consecutively lining up your "Kill Shot" special feature with sniper rifles. You must be hidden from the target each round. When you do so, you activate the payout for 1 round. You gain +X to your next weapon attack and you remove the restrictions for legendary and higher CR. If you fail to kill the creature outright, you instead deal normal weapon damage multiplied by X. X equals your proficiency bonus.