Skulker

The Skulker is a character who abhors direct confrontation in combat, and usually in general as well. They would prefer to avoid combat altogether if at all possible, but if in a situation in which combat seems necessary, they try to bring a quick end to the fighting. Skulkers have a subdued nature about them, rarely speaking up in a group setting unless they feel they have something important to contribute. Skulkers most frequently work alone, and can have a variety of goals and ambitions. Some might be exceptional thieves, trying to hide from any law. Only rarely will the skulker serve as a killer, however. They do not like combat, and only engage in it when necessary. Killing professionally might be something a skulker would fall back on, but only if they feel they have no other options. Despite being a loner most often, the Skulker can fit into a group very well in a scouting capacity, his abilities allowing him to tread in places that would be instant death for more direct characters. He can be motivated by good as well, despite his affinity for the dark. He may feel that his skills can help provide important information to a group of adventurers, and even help them out of difficult scrapes they might get into. If faced with a situation in which he sees a worthy goal, and the group is deciding how to obtain that goal, the skulker will almost always advocate indirect methods rather than a frontal assault. One of the few times he will speak up is to argue against this. Even if he is persuaded that an all-out attack would be better, he will try to get himself in a different position.
A skulker can be from a variety of backgrounds, but is never of a lawful alignment. The nature of a skulker's combat methods and a tendency to keep to the edges of any situation will not coincide with many ideals of a lawful character. As such, Paladins and Monks will never become skulkers. Bards also may have a hard time adopting the low profile that is the trademark of a skulker. Barbarians would also have a hard time adopting the slinking fighting style, in direct opposition to their own in your face style. Rogues are ideal for this class, benefitting greatly from the hiding abilities. Rangers and Sorcerers can make scary Skulkers; Rangers striking out of the depths of the forest and melting away to nothing, and sorcerers with their unprepared magic. Only a few wizards would choose to take this route, giving up magical power for the ability to work with the magic they have unimpeded.
Hit die: d6

Requirements:
To become a Skulker, the character must fulfuill the following criteria.
Alignment: Any nonlawful.
Skills: Escape Artist 6 ranks, Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks.
Feats: Dodge, Quick Draw, Improved Initiative.
Special: The abilities granted by this class are only available when the character is wearing light or no armor.

Class Skills:
The Skulker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Read Lips (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at each level: 6 +Int modifier.

Class Features:
The following are class features of the Skulker prestige class.
Weapon and Armor Proficiency: Skulkers gain no weapon or shield proficiencies. Skulkers are proficient with light armor.
Sneak Attack (Ex): At 1st level the the Skulker gains the ability to deliver sneak attacks as per the rogue ability. This stacks with any previous sneak attack damage. The damage is +1d6 at level 1, +2d6 at level 3, +3d6 at level 5, +4d6 at level 7, and +5d6 at level 9.
Death Attack (Ex): Also at 1st level, the Skulker learns how to strike an opponent in order to try and prevent a combat situation, or make an escape more possible. If the skulker studies his victim for 3 rouns and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (skulker's choice). While studying the victim, the skulker can undertake other actions so long as his attention stays focused on the target and the target does not detect the skulker or recognize the skulker as an enemy. If the victim of such an attack fails her Fort save (DC 10 + skulker lever + intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the skulker. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the skulker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes the save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Improved Evasion (Ex): At 2nd level the Skulker learns to react and twitch away from danger before others can know what is happening. If the skulker is allowed a reflex save against any damage (such as a dragon's breath attack) they take no damage on a successful save, and take half on a failure.
Fast Sneak (Ex): Starting at 4th level the Skulker learns how to utilize their move silently and hide skills while still maintaining their normal movement speed.
Opportunist (Ex): At level 5, if a companion of the Skulker strikes a foe, the Skulker can attempt to take the opportunity to strike that foe as well in an attempt to end the combat more quickly. They may use an attack of opportunity immediately against that foe. This does not provide additional attacks of opportunity for the Skulker.
Blindsight (Ex): At level 6 the Skulker becomes more at home in the dark and the shadows where they most likely have been spending most of their time. They gain the Blindsight ability at a radius of 60 ft. Darkness and invisibility are irrelevant, though they still cannot discern ethereal creatures.
Defensive Roll (Ex): At level 7, if the Skulker is going to be reduced to 0 or less hit points, they may attempt to roll with the blow to lessen its effects. They roll a reflex saving through (DC=damage dealt) to take half damage.
Meek Presence (Ex): At level 8, the Skulker is always taking 10 on Move Silently, and is so quiet they receive a +2 bonus on any listen checks. If they want to be heard, they must make the effort. However, they are so unassuming that any attempt to intimidate another is at -20.
Overlooked (Su): At 10th level, the Skulker just becomes overlooked by everyone in general. They are always taking 10 on hide checks, and can hide in the open, with no cover. Most people just stop noticing the skulker, and if the skulker wants to be noticed, they must make an extra effort.

Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1 +1 +0 +2 +0 Death Attack, Sneak Attack +1d6
2 +2 +0 +3 +0 Improved Evasion
3 +3 +1 +3 +1 Sneak Attack +2d6
4 +4 +1 +4 +1 Fast Sneak
5 +5 +1 +4 +1 Opportunist, Sneak Attack +3d6
6 +6 +2 +5 +2 Blindsight
7 +7 +2 +5 +2 Defensive Roll, Sneak Attack +4d6
8 +8 +2 +6 +2 Meek Presence
9 +9 +3 +6 +3 Sneak Attack +5d6
10 +10 +3 +7 +3 Overlooked
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