Stalkers are the driven individuals who devote their lives to the destruction of Undead and evil outsiders (such as Demons, Devils, Daemons, ect.), which prey upon us. They heed a sacred calling and are often grim in demeanor. They become experts in the Dark Lore. They use the information they glean from old texts to hunt and slay undead and other supernatural beings (Demons, devils ect.). They are more specialized than the Paladin or the Ranger, though if their lives had been different the Stalker could easily have been either. Unlike other Prestige Classes the Night Stalker is a calling. Though he may be multi-Prestige Prestige Classed his main focus is always the destruction of things unnatural.
Characteristics: Night Stalkers are proficient with all simple and martial weapons, as well as all armors. His skills allow him to seek out and destroy supernatural creatures.
He is a student of Dark Lore that gives him an edged in his battle; it gives him the knowledge he needs to succeed. Finally a Night Stalker has a tie to the Divine that he cannot quite explain, this divine favor grants him the many abilities that he uses in the hunt as well as a limited number of spells. Grim and determined, fanatical and skilled, the Night Stalker is prepared to lay down his life for his cause.
Alignment: (LG, LN) Night Stalkers are usually sturdy and dependable people. They live by their own code and must be Lawful in nature. Night Stalkers are never evil and if they ever cross that line between neutral and evil they become stripped of many of their abilities.
Background: Night Stalkers are people who have experienced the supernatural and have been called to battle it. Before they may gain 1st level in the Night Stalker Prestige Class they must have had some experience with undead (most common) or and extra-planar creature. This encounter has a profound effect upon them and sparks the fury that fuels the Night Stalkers crusade.
Hit Die: d10.
Alignment: Lawful Good
Knowledge (Religion): 2 ranks
Feats: Tracking
Special: Stalkers are called to their profession. The rage that fuels their crusade comes from a defining moment when the character was faced with the unnatural. This means that they have suffered great personal loss at the hands of Undead or other extra planar creatures.
Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Gather information, Intimidate, Knowledge – (Nature, Religion, Arcana, Planes, Religion) Listen, Profession, Ride, Search, Sense Motive, Spot, Swim, Wilderness lore Skill Points at Each Additional Level: 4 + Int modifier.
Associates: Much like the paladin the Night Stalker will not associate with people or evil alignments. They will break fellowship with those that animate the dead, and will actively seek the death of Necromancers.
Aura Burst: A Stalker has the Ability to build up and release his life’s essence in the form of positive energy. This energy explodes out ward in an ever-expanding ring of energy. When deciding to use this ability the Stalker focuses his Life essence (Hit Points) and releases it. All negatively charged creatures in the path of the Aura Burst must make a Will Save. (DC 10+ Stalker Level+ Charisma Bonus Example; Jared is a 3rd level Fighter, 4th level Demon Stalker with a Charisma of 12. DC= 10+4+1=15). Those failing the save suffer Damage equal to the number of Hit points The Stalker invested in the Aura Burst. The Stalker must make a Fortitude Save DC 10+ Number of Hit points invested, stunned for 1d6 rounds. Regardless of the Save the Stalker is unable to make any actions the following round other than defending himself or taking a potion (any non exerting action is fine). The Stalker looses all Hit points invested in the Aura Burst. They return at the rate of 25% for each full Hour of sleep. The act of an Aura Burst is draining and a Stalker is at –1 to all action until he ha had a chance to rest at least 10minutes.
The Number of Hit points a Stalker invests may never exceed the characters current hit points by more than 9. It is possible for a Stalker to sacrifice himself in this way. This only affects negative energy creature such as Undead.
Chosen Foe: All Stalkers eventually specialize in a specific type of Creature. For Instance (Daemon Stalker, Demon Stalker, Fiend Stalker, Ghost Stalker (includes most non-corporeal Undead) , Grave Stalker (includes Ghouls, Vampires, Wights and other corporeal Undead), Witch Stalker ect. When fighting a Chosen Foe the Stalker does an additional amount of damage equal to 1d4 for each 3 levels beyond first that they have achieved. (4, 7, 10) This is a supernatural ability.
Code of Conduct: A Stalker is a driven fanatical individual with the righteous fury of one who has suffered great loss. They are individuals who were faced with the unnatural and it affected them deeply. Therefore they Hate all undead creatures and will seek to destroy them even at the peril of themselves. They will not associate with those that create such creatures and will more than likely attempt to purge them as well as their creations. They tend to be grim individuals who take themselves very seriously. Most Stalkers never live long enough to retire though there are a few. Their mission is to purge Undead and unnatural creatures (Extra Planar) and all other concerns are secondary at best.
Dark Lore-(Wis) This ability works much like a skill. It represents the study that a stalker invests in their enemies. Upon making a successful roll the Dm will impart some bit of information regarding Undead or extra planar creature. The DC is left to the DM’s desecration. Upon taking 1st level in this class the Stalker gains 4 skill ranks in Dark lore and continues to gain 1 rank for each level obtained.
Life Aura: The Stalker's body is protected by a field of positive energy, any negative plane creature touching the Stalker must save roll a Will save or suffer the damage listed. DC 10+Stalker Level+ Charisma Bonus. Example; Jared is a 3rd level Fighter, 4th level Demon Stalker with a Charisma of 12. DC= 10+4+1 (15). This Aura is also identifiable to Undead who can see the aura that envelops the Stalkers Body. (Once the field is broken in a round it is disrupted till the next round). Upon gaining this ability the Stalker gains a +2 to all saving throws related to undead creature and negative energy.
Righteous Fury: All Stalkers have a hatred for undead and unnatural extra planar creatures (ie demons, devils, daemons, ect.) and there hatred fuels their attack and Damage capabilities against the aforementioned creatures. Righteous Fury- +1 to all damage rolls against Undead and evil Supernaturals per 2 levels (Only when fighting
Supernaturals and Undead). This is a supernatural ability and coveys an enchantment to the weapon that the Stalker is wielding allowing them to strike creatures that are only effected by magical weapons. (it does not affect to hit rolls).
Sense Undead: Similar to the Sense evil of a paladin except it is always active 50' radius. It requires at least 1 round of concentration to pin point the general direction and up to 4 rounds to locate specifically.
Track the Unnatural: All extra planar and undead creatures leave a signature behind that lasts for a varying amount of time. Stalkers can pick up on this like a scent and follow it. (See the New skill descriptions below for more info) This skill works similar to the Tracking Feat except as follows. Time refers to the amount of time since the Undead or extra Planar Creature has passed thru the area. The Player must make a Dark Lore check to track the creature against a DC garnered from the guidelines below.
Time DC
Within 15min 5
Under an Hour 8
Under 4 Hours 10
8 Hours or Less 15
Within a Day 20
For each Additional Day +5
Undead Cr is 3 or less +4
Undead Cr is 5 or less +2
Undead Cr is 7 or less +0
Undead CR is 10 or less +1
For each CR point beyond 10 +1
The DM should secretly roll when the player is in an area that Undead have been in recently… even a failed check may reveal that the player catches the scent briefly but is to faint for him to follow.
Spells: Night stalkers gain spells similar to the way Rangers and Paladins do.
Stalkers
Spell List
1st level: Alarm, bless, bless water, bless weapon, cure light wounds, detect evil, divine favor, light, protection from evil, read magic, shield of faith.
2nd level: Consecrate, daylight, endurance, halt undead, invisibility to undead, magic vestment, negative plane protection, searing light, remove paralysis.
3rd level: Cure disease, cure moderate wounds, dismissal, dispel magic, holy shout (as shout- effects only unnatural creatures), lesser restoration, magic circle against evil, prayer.
4th level Dispel Evil, death ward, ethereal jaunt, lesser planar ally, restoration, sending.
Base
Prestige Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +1 Righteous Fury,
Sense Unnatural; Track Unnatural,
Dark Lore
2nd +2 +3 +0 +1 Life Aura (1d4)
3rd +3 +3 +1 +2 Chosen Foe (+d4)
4th +4 +4 +1 +2 Aura Burst 10ft radius,
5th +5 +4 +1 +2 Life Aura (2d4)
6th +6 +5 +2 +3 Chosen Foe (+2d4)
7th +7 +5 +2 +3 Aura Burst 20ft radius
8th +8 +6 +2 +3 Life Aura (3d4)
9th +9 +6 +3 +4 Chosen Foe (+3d4)
10th +10 +7 +3 +4 Aura Burst 30ft radius
Spells per Day
Level 1st 2nd 3rd 4th
1 0
2 1
3 2
4 2 1
5 3 2
6 3 2 1
7 3 3 2
8 4 3 2 1
9 4 3 3 2
10 4 4 3 3