Prestige Classes

SKULLCLAN HUNTER

The skullclan hunter is the acclaimed foe of unlife. He champions life by tracking and eradicating all creatures that mock it with evil intent. His devotion to his task is such that he spends moonless nights and weary days tracking undead to their lairs, or when possible, joining a military band that is likely to come against a legion of the dead.

A skullclan hunter is most often a rogue who has had a terrible encounter with a creature of unlife. Because of that encounter, he comes to realize that using his own skills against living creatures only serves to create more fodder for unlife to take root, so he dedicates himself to the eradication of undead. Following through on this decision, he takes up the cleric class to gain the ability to turn undead (and perhaps to acquire the needed knowledge of religion more quickly). Multiclass rogue/clerics are the characters best suited for this class.

NPC skullclan hunters fill out special positions in companies that know they will soon be threatened by undead. While a skullclan hunter’s abilities are still useful in situations other than the immediate threat of undead action, the character really shines only when putting the fear of discorporation into sentient undead.

Hit Die: d6.

Requirements

To qualify to become a skullclan hunter, a character must fulfill all of the following criteria.

Alignment: Any good.

Skills: Knowledge (religion) 8 ranks.

Special: Able to turn undead; sneak attack +2d6.

Class Skills

The skullclan hunter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.


Table: The Skullclan Hunter

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Track undead
2nd +1 +0 +3 +3 Divine strike
3rd +2 +1 +3 +3 Immunity to undead fear, sneak attack +1d6
4th +3 +1 +4 +4 Immunity to disease, protection from evil
5th +3 +1 +4 +4 Sword of light
6th +4 +2 +5 +5 Sneak attack +2d6
7th +5 +2 +5 +5 Immunity to paralysis
8th +6 +2 +6 +6 Immunity to ability drain or damage
9th +6 +3 +6 +6 Sneak attack +3d6, sword of darkness
10th +7 +3 +7 +7 Immunity to energy drain
Class Features

All of the following are class features of the skullclan hunter prestige class.

Weapon and Armor Proficiency: Skullclan hunters gain no proficiency with any weapon or armor.

Track Undead (Ex): A skullclan hunter gains the ability to track undead (only) as if using the Track feat. A skullclan hunter uses his Knowledge (religion) skill modifier instead of his Survival modifier for the skill checks associated with this feat.

Divine Strike (Ex): Due to his specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead as though making a sneak attack. Divine strike damage applies to any sneak attack dice the skullclan hunter already has, as well as those gained through advancement in this class.

Immunities (Ex): As he grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures.

At 3rd level, he gains immunity to all fear-based effects and spells from undead.

At 4th level, he gains immunity to disease (regardless of the source).

At 7th level, he gains immunity to paralysis.

At 8th level, he gains immunity to ability drain or damage.

At 10th level, he gains immunity to energy drain.

Sneak Attack: At 3rd level, a skullclan hunter’s sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack damage he already deals.

At 6th level, his sneak attack damage increases to 2d6. At 9th level, it increases to 3d6.

Protection from Evil (Su): Starting at 4th level, a skullclan hunter benefits from a permanent protection from evil effect upon himself.

Sword of Light (Su): Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 5th level or higher overcomes the damage reduction of any undead creature.

Sword of Darkness (Su): Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 9th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.