Kharash the Stalker
Kharash is the greatest of the wolflike lupinal guardinals. As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash’s patronage. Rangers predominate among the stalkers, bringing a combination of stealth and martial prowess to the class at the outset. Rogues also commonly adopt the class, and bards occasionally take it up. Few other characters, except multiclass rangers or rogues, can meet the skill requirements to become stalkers. Stalkers of Kharash prefer to work in small groups such as adventuring parties. Some prefer the company of other stealthy characters, while others enjoy working as a scout for a group of normal, noisy characters. Whether PCs or NPCs, stalkers are usually found in the wilderness, wherever evil foes can be found.
Hit Die: d8.
REQUIREMENTS
To qualify to become a stalker of Kharash, a character must fulfill all the following criteria.
Alignment: Neutral good.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Feats: Alertness, Favored of the Companions, Track.
CLASS SKILLS
The stalker of Kharash’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
CLASS FEATURES
All of the following are class features of the stalker of Kharash prestige class. Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.
Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.
A stalker of Kharash’s caster level is one-half the sum of his ranger levels and his stalker levels.
Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range 75.
increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5–10 HD, an evil elemental or undead of 10–21 HD, an evil creature of 25–54 HD, or an evil magic item or spell with a caster level of 10–21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range. When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the
scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source’s location.
Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.
Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide
from view.
Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil
aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.
Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.

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