Nightstalker

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Wiseman
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Nightstalker

Post by Wiseman »

Nightstalker
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While the majority of paladins fight head on, charging directly towards their opponent, some the paladin order does recognize that this isn't always the most optimal strategy. Sometimes the evil is too powerful or too well entrenched to attack directly. At this point, the best strategy becomes sabotage, subterfuge and sneak attacks. Enter the Nightstalker.

A Nightstalker operates in the darkness, striking fear in the hearts of evil-doers wherever they may operate. They tear down corrupt establishments, humiliate and sabotage armies, and inspire revolution in the masses from the shadows. Every time an evildoer thinks twice about acting in the dark, the Nightstalker knows they have done their job.

Requirements
Alignment: Any Good
Sneak Attack +2d6
Lay on Hands
Ability to Smite Evil
Hit Die: d8
BAB: Good
Saves: Good Reflex and Will
Skills: 6+int

Features:

Spellcasting: At each level, the Shadow Champion gain new spells per day and an increase in caster level (and spells known, if applicable) as if they had also gained a level in a divine spellcasting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained for advancing levels. If they had more than one divine spellcasting class then they must choose to which class' spellcasting is advanced.

Piercing Strike (Ex): Against creature's immune to precision damage, the Shadow Champion instead does half-damage. If they already have this ability, then they ignore immunity to precision damage entirely.

Sneak Attack (Ex): At every odd level, the Nightstalker gains +1d6 Sneak Attack. This stacks with any sneak attack damage they already have.

Smite Evil (Su): At first level, and every three levels afterwards, the Nightstalker gains an additional use of smite evil.

Sacred Assassin (Su): At 2nd level by expending a use of Smite Evil, the Nightstalker may transform a normal attack into a Sneak Attack, regardless of whether it would normally be one. This can only be used against an evil target.

Shadow Cloak (Su): While in less than bright illumination, a Nightstalker gains 50% Concealment (20% against creatures with darkvision or see in darkness)

Deeper Darkness (Sp): At 3rd level a Nightstalker gains Deeper Darkness as a spell like ability usable 3/day. All evil creatures within this radius must make a will save (cha based) or be shaken for as long as they remain in this area, and for 5 rounds afterwards.

Bane of Evil (Su): At 4th level, the Nightstalker deals extra holy damage equal to their level against creatures with the [Evil] subtype.

Trickster (Sp): The Nightstalker gains the following spell-like abilities. At Will: Persistent Image, Greater Mirror Image, Shadow Walk.

Shadow Leap (Su): At 5th level, at will, a Nightstalker may teleport out to long range as a move action. There must be shadows at the beginning and end points (not his own shadow). This is dependent on the Plane of Shadows, not the astral. They may take up to 1 willing creature per character level with them when they do this.

Shadow Strike (Su): If the Nightstalker makes a Shadow Leap before they attack an evil creature, that creature must make a will save (DC10+1/2HD+Wis or Cha) or be blinded for 1 minute.

Evasion (Ex): At 6th level, the Nightstalker gains evasion. If they already had evasion, this increases to Improved Evasion.

Shadow Weapon (Su): At this level, a Nightstalker is never unarmed. As a standard action, a Nightstalker may form as many weapons as they are capable of wielding or throwing out of shadows. These weapons have the Holy property and a +1/3 levels enhancement bonus (round up). They fade away as soon as they leave the Nightstalker's hands or on impact in the case of a projectile. Ranged weapons create their own ammunition.

Weight of Sin (Su): As a Full Round action 3/day, a Nightstalker may create a field of absolute darkness out to 120 feet that they and any others they designate can see through (darkvision does not allow one to see through this, though see in darkness does). All evil creatures in this area must make a will save (DC10+1/2HD+Wis or Cha) or be slowed and shaken until 5 rounds after they leave the area.

Cowardly and Superstitious (Ex): At this point, a Nightstalker (or the legend of them) has become so prevalent, that they can inspire fear in evildoers by their mere presence. When a Nightstalker attacks a creature or emerges from stealth, all evildoers of a lower CR within line of sight to them must make a will save (DC10+1/2HD+Wis or Cha) or become frightened for 1 minute. Success leaves them shaken instead. Regardless of save success or failure, they can only be affected by this ability 1/minute.

Shadow Form (Su): As a standard action, a 7th level Nightstalker can transform into a living shadow. In this form they appear completely black, make no sound, and compress their body until their 2-dimensional, appearing as a simple shadow. The Nightstalker can shape their shadow any way they wish, within the area of their reach. While as a shadow, they gain a +10 circumstance bonus to hide checks and may hide in plain sight (usually by pretending to be an actual shadow). While in this form the Nighstalker may not use any if their class abilities, or attack, though if they come into contact with another creatures shadow, they can read their minds like a Probe Thoughts spell (will negates). Most targets are not aware of this (whether or not the save succeeds) unless they're [Psionic].

Greater Trickster: At 7th level, a Nightstalker gains the following spell like abilities: At Will: Shadow Evocation, Shadow Conjuration, Blur, 3/day: Greater Shadow Conjuration, Greater Shadow Evocation, Displacement, 1/day: Shades, Permanent Image
Also, True Seeing (and similar abilities) do not automatically pierce a Nightstalkers illusions. Instead, they are granted an immediate save to disbelieve. If they fail, they are stuck believing an illusion until a save would normally be called for.

Shadow Shift (Su/Sp): At will, an 8th level Nightstalker may Greater Plane Shift (willing targets only), with the only possible destinations being the corresponding locations on Plane of Shadows and whatever plane they were on before entering there. They also gain a regular Plane Shift as a spell-like ability at will.

Final Punishment (Su): At 9th level, when a Nightstalker uses Plane Shift on an evil target, they may instead forcibly transport their soul to the Lower Planes to face punishment, killing them or alternatively send their souls to imprisonment in the Upper Planes. A successful will save negates this and they then cannot be affected by this ability again for 24 hours. This is a [Death] effect.

"I am the Night": At 10th level, the Nightstalker becomes being of pure sacred darkness. Their type becomes Outsider [Good] and they gain a +2 bonus to their Dexterity, Wisdom and Charisma scores. They can still be rezzed according to their previous type. They can see through any kind of darkness (even magical darkness) and benefit from a constant Mind Blank.
Last edited by Wiseman on Sun May 02, 2021 6:47 am, edited 7 times in total.
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AndreiChekov
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Post by AndreiChekov »

the wording on Final Punishment doesn't make sense.
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Koumei
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Post by Koumei »

Regarding the prerequisites, Sneak Attack 2d6 can be achieved by spending two feats - generally not worth the feat cost in a game that uses non-shitty feats, but worth considering if the game only uses shitty feats (like games that call out "Precision damage") or if you really want to enter certain prestige classes.

If there's a Cleric Domain that grants you Smite Evil, and I'm reasonably sure there is, then you don't even need to take Paladin levels - you can just roll on up to it as a sixth level Cleric (or fifth level in Pathfinder) and say "Yes please, in fact I would like to advance my spellcasting every level, have a bunch of extra skill points, presumably have a good BAB and also gain class features every level."

On that note, you didn't list what BAB the class gives.
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