Black Rock Stalker (3.5e Prestige Class)
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Black Rock Stalker
A black rock stalker is a hunter of people. For their entire lives, they have been the victims of a curse that causes the sorrow of others around them to be passed on to themselves. The more sadness they feel, the stronger the power of the curse becomes. When the subject has felt enough of this pain, they become nearly devoid of any emotion, and with powerful enhancements from the power of the curse, seek too hunt down all those who cause sorrow. As they advance, they become more and more detached from humanity, both physically and mentally, and their bodies become more resilient and inhuman.
To qualify to become a Black Rock Stalker, a character must fulfill all the following criteria.
- Base Attack Bonus: +5.
- Alignment: Any neutral.
The Black Rock Stalker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
|1st||+1||+0||+2||+0||Sorrow Hunter, Speed bonus +10ft.|
|2nd||+2||+0||+3||+0||Cursed Weapon, Detached I|
|5th||+5||+1||+4||+1||Speed bonus +20ft.|
|10th||+10||+3||+7||+3||Speed Bonus +30ft.|
Sorrow Hunter: The Black Rock Stalker gains a bonus to damage rolls against non-neutral creatures equal to her intelligence modifier.
Speed Bonus: At 1st, 5th and 10th level, the Black Rock Stalker gains a +10ft. bonus to their base land speed.
Cursed Weapon: Upon reaching level 2, the Black Rock Stalker chooses a weapon type that they are proficient with. They can call (and dismiss) any weapon of this type that they possess, as a move action. The cursed weapon can attack incorporeal creatures as if they were corporeal.
Spell resistance: The Black Rock Stalker gains spell resistance equal to half their class level.
Detached: As you become more hateful and sorrowful, your mind becomes damaged, and your body starts to reflect these changed as well.
- Detached I: You no longer need to eat, sleep or breathe, and you gain low-light vision.
- Detached II: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and your alignment changes to true neutral.
- Detached III: Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Detached IV: Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.