New Prestige Class: the Prime Stalker

There is an ancient Order of warriors on the material plane, little known about and whispered about in hushed tones, if at all.  Known as the Prime Stalkers, the sole purpose of the group is to hunt down and expel any and all creatures non native to the plane.  For the Prime Stalkers, there is no acceptable reason to summon a creature– whether good, evil, or indifferent, the alien nature of the creature’s very presence puts it, and its summoner on the list of enemies of the group.

Most Prime Stalkers begin their careers as ranger, choosing either Outsiders or Elementals as their initial favored enemies.  Once they have been accepted for membership by the Prime Stalkers. they will continue to refine their abilities to be better capable of eliminating threats to the sanctity of the material plane.

Prime Stalker

Hit Die: d8

Requirements
BaB:
+3

Class Features: Favored Enemy (Any Outsider or subtype) OR Favored Terrain (Any Plane)

Level BaB Fort Reflex Will Special                                        Spellcasting
1st 2nd 3rd 4th
1 +1 +2 +0 +2 Favored Enemy (Extraplanar) +2 0 __ __ __
2 +2 +3 +0 +3 Detect Extraplanar 1 __ __ __
3 +3 +3 +1 +3 Combat Style Feat 2 0 __ __
4 +4 +4 +1 +4 Extraplanar Tracking 3 1 __ __
5 +5 +4 +1 +4 Favored Enemy (Extraplanar) +4 3 2 0 __
6 +6 +5 +2 +5 Planar Bond, Combat Style Feat 3 3 1 __
7 +7 +5 +2 +5 Counter Portal 3 3 2 0
8 +8 +6 +2 +6 Extraplanar Blindsense 3 3 3 1
9 +9 +6 +3 +6 Negate Defenses 3 3 3 2
10 +10 +7 +3 +7 Favored Enemy (Extraplanar) +6 3 3 3 3

Class Skills
The Prime Stalker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),  Jump (Str), Knowledge (Arcana, dungeoneering, geography,  nature, the  Planes), Listen (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill points per level: 6+ Intelligence modifier.

Weapon and Armor Proficiency: Prime Stalkers gain no additional weapons or armor proficiency.

Class Features
All of the following are class features of the Prime Stalker.

Spellcasting: Beginning at 1st level Prime Stalkers cast a limited number of Divine spells drawn from the Prime Stalker spell list (see below).  A Prime Stalker must prepare spells each day, but knows all spells on his spell list.  Saving Throw DCs and Bonus spells are Wisdom based.

Favored Enemy (Extraplanar) (Ex): At 1st level, a Prime Stalker gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against extraplanar creatures. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.  This bonus increases to +4 at 5th level and +6 at 10th level.  This bonus stacks with the Favored Enemy (Outsider sub-type) required for entry into the class against extraplanar Outsiders with the appropriate sub-type.

Detect Extraplanar  (Sp): Beginning at 2nd level a Prime Stalker may use Detect Extraplanar at will as the detect evil spell, but applying only to extraplanar creatures.

Combat Style (Ex): At  3rd and 6th levels the Prime Stalker selects a bonus Combat style feat, as the Ranger ability of the same name.  At 3rd level the Prime Stalker may select to continue in a Combat Style they possessed before or choose a new style, however at 6th level the Feat must be from the same style selected at 3rd level.

Extraplanar Tracking (Su): Beginning at 4th level the Prime Stalker’s sense for the extraplanar extends, giving them the ability to use Survival to track extraplanar creatures by following lingering hints of alien energies.  This allows themto track such creatures in situations where there normally would be no trace—over vast rivers, oceans, across bare stone, after massive storms or changes in landscape, even through portals.  With a DC 25 Survival check they can even distinguish the point at which an extraplanar creature teleported and where they likely arrived from the teleportation.

Planar Bond (Su): Beginning at 6th level the Prime Stalker  can spend a move action to grant half their favored enemy (extraplanar) bonus against a single extraplanar target to all allies within 30 feet who can see or hear them. This bonus lasts for a number of rounds equal to the Prime Stalker’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by their allies; they use whichever bonus is higher.

In addition, the Prime Stalker may select one Favored Terrain that they possess from another class.  They permanently lose that Terrain and select instead the Plane (Material Plane) favored terrain.  This is an exception to the usual restriction against selecting the Material Plane as a favored terrain.  If the Prime Stalker later gains additional advancements of the Favored Terrain ability, it can apply to this ability.

Extraplanar Blindsense (Su): Beginning at 8th level the Prime stalker may pinpoint invisible or otherwise hidden Extraplanar creatures within 60 ft.  They reduce miss chances against extraplanar creatures by 15%.

Counter Portal (Su): Beginning at 7th level the Prime Stalker can as an immediate action attempt to counter any spell of the Conjuration School.  The Prime Stalker sacrifices any prepared spell, and makes a Caster level check adding a bonus equal to twice the level of spell sacrificed.  The DC for this check is equal to that spell’s caster’s level plus the level of the spell being countered.  Success indicates that the spell has been successfully countered.

Negate Defenses (Su):  At 9th level against extraplanar targets, the Prime Stalker negates 10 points of Damage Reduction, Spell Resistance, and Energy Resistance for all their attacks and spells.

Prime Stalker Spells:
1st Level

Detect Magic, Detect Chaos/Evil/Good/Law, Detect Snares & Pits, Keen Senses, Protection from Chaos/Evil/Good/Law, Pass Without Trace, Read Magic, Tireless Pursuit

2nd Level

Align Weapon, Cure Light Wounds, Dispel Magic, Hunter’s Eye, Magic Circle Against Chaos/Evil/Good/Law, Protection from Energy, Undetectable Alignment. Zone of Truth

3rd Level

Cure Moderate Wounds, Charm Monster, Dimensional Anchor, Dismissal, Glyph of Warding, Haste, Invisibility Purge, Remove Curse

4th Level

Cure Serious Wounds, Dispel Chaos/Evil/Good/Law, Dispel Magic– Greater, Divination, Hold Monster, Non-detection, Plane Shift, Planar Adaptation

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