General Prestige Class : Shadowbane Stalker
Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
All shadowbane stalkers belong to the Order of Illumination, a fellowship of holy knights dedicated to finding and rooting our hidden evil. The Order of Illumination hunts evil - from liars and petty con artists to mind flayer cabals hidden in the heart of a decadent empire - in its most secret lair, and shadowbane stalkers lead the search.
Although many think it restrictive and insensitive, the Order of Illumination is a powerful force for good. Shadowbane stalkers do their part to find evil hidden within the midst of civilized areas so that the martial arm of the order, led by the shadowbane inquisitors (see the previous prestige class), can spearhead the attack against the corruption. Shadowbane stalkers usually work alone or with small groups of independent adventurers, but it is also common for a stalker and an inquisitor to adventure together as partners. Their skills and abilities complement each other, and they know that the other members of the order are some of the few beings they can trust implicitly.
Almost all shadowbane stalkers are clerics who took a few levels of rogue. This unorthodox career path gives a character the divine spellcasting power and martial training necessary to deal with powerful and subtle evils, as well as giving her the broad expertise in skills and stealth required to find and ambush the hidden evils that she seeks.
Adaptation: The Order of Illumination might be too zealous for some campaigns. Its members are so thoroughly dedicated to good that they can sometimes stray into intolerance or unfounded accusations. But by leaving the game mechanics unchanged and simply removing the flavor elements of zealotry and suspicion, the shadowbane stalkers become a small group of dedicated cleric/rogues who are extremely skilled at finding evil monsters. This order probably would consist or clerics from several different churches and would welcome characters who have the right skills. Alternatively, a single shadowbane stalker might run into more than she can handle in the course of an investigation and turn to the PCs for help. In this way, the shadowbane stalkers could become a steady source of adventure leads and staunch allies as the campaign progresses.
Requirements
To qualify to become a Shadowbane Stalker, a character must fulfill all the following criteria:
- Alignment: Lawful good
- Skills: Gather Information 8 ranks, Search 4 ranks, Sense Motive 4 ranks.
- Special: Detect evil class feature or ability to cast detect evil as a divine spell.
Sneak attack +1d6.
Class Skills
The shadowbane stalker's class skills are Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Heal, Hide, Jump, Knowledge (history), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device, and Use Rope.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Shadowbane stalkers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Detect Evil (Sp): A shadowbane stalker can use detect evil at will. See the spell, page 218 of the Player's Handbook.
Sacred Stealth (Su): A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day it she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner.
At 7th level, the bonus increases to +8.
Using this ability is a swift action that does not provoke attacks of opportunity.
Discover Subterfuge (Ex): A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +2 competence, bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.
Sneak Attack (Ex): Beginning at 3rd level, a shadow-bane stalker deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature. If a shadowbane stalker gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Sacred Defense (Su): At 4th level and higher, a shadowbane stalker can channel some of her divine spellpower to help her avoid the attacks of enemies. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker gains a +4 sacred bonus to Armor Class for a number of rounds equal to the level of the divine spell given up in this manner.
Using this ability is a swift action that does not provoke it tacks of opportunity.
Sacred Strike (Su): At 10th level, a shadowbane stalker can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker can add an extra 1d6 points of damage per level of the spell lost, up to the number of her sneak attack damage dice. This ability affects the next attack she makes in the same round that she uses this ability.
Creatures immune to sneak attacks are immune to extra damage from this ability. It the affected attack misses, the sacred strike is lost with no effect.
Using this ability is a swift action that does not provoke attacks of opportunity.
Shadowbane Stalker | Hit Die: d8 | |||||
---|---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special | Spells |
1st | +0 | +0 | +2 | +2 | Detect evil, sacred stealth +4 | +1 level of existing divine spellcasting class |
2nd | +1 | +0 | +3 | +3 | Discover subterfuge +2 | +1 level of existing divine spellcasting class |
3rd | +2 | +1 | +3 | +3 | Sneak attack +1d6 | +1 level of existing divine spellcasting class |
4th | +3 | +1 | +4 | +4 | Sacred defense | |
5th | +3 | +1 | +4 | +4 | Discover subterfuge +4 | +1 level of existing divine spellcasting class |
6th | +4 | +2 | +5 | +5 | Sneak attack +2d6 | +1 level of existing divine spellcasting class |
7th | +5 | +2 | +5 | +5 | Sacred stealth +8 | +1 level of existing divine spellcasting class |
8th | +6 | +2 | +6 | +6 | Discover subterfuge +6 | +1 level of existing divine spellcasting class |
9th | +6 | +3 | +6 | +6 | Sneak attack +3d6 | |
10th | +7 | +3 | +7 | +7 | Sacred strike | +1 level of existing divine spellcasting class |
Source: Complete Adventurer