Rules & Info
.Champion of Dalix
.Purple Dragon Knight
.Red Dragon Disciple
..Master of the Menagerie
Items & Objects
Dead Stalker (semi-class)
Dead Stalkers have learned to channel positive energy in order to harm undead creatures. This energy can be used both to attack undead and to defend against the powers of some undead.
Character Level: 10+
Race: Non-Vampire (subrace)
Other: have killed at least 500 undead enemies
After meeting the prerequisites, a PC can search around for someone that will introduce them to "secret" skills for fighting undead. Once the proper person is found and the PC agrees to become a Dead Stalker, the PC gains 1 XP in his new semi-class. To actually become a 1st level Dead Stalker, he or she must then invest real XP (10,000) in the semi-class. Be sure to check ;;sc help in the VC command system for more info on commands.
This semi-class makes use of "Power Points" based on the PC's Charisma modifier. These points are used up as powers are used, and they renew when the PC sleeps.
Power Point Total: Charisma modifier x 4
Turn Undead (2 points) - The ability to turn the undead as if a good cleric of level (Dead Stalker level x 3). In addition, if a cleric or paladin, can add Dead Stalker levels to cleric/paladin levels for normal undead turning.
Power Point Total: Charisma modifier x 6
Immunity - Immune to level and ability draining.
Dead Reaver (3 points) - Imbue a held melee weapon with positive energy for a short time (1 minute/level) that inflicts 2d6 extra damage/hit.
Power Point Total: Charisma modifier x 8
Immunity - Immune to fear.
Light Strike (5 points) - Launch a beam of light at a single undead creature, inflicting positive energy damage (2d6/level) on a successful ranged touch attack.
Power Point Total: Charisma modifier x 10
Dead Stop (10 points) - Paralyze undead within a large radius for 1/level + 1 rounds if they fail a Will save.
Power Points: Charisma modifier x 12
Disruption Wave (25 points) - Undead in a large radius must make a Fortitude save. Success means they suffer 10d6 positive energy damage, while failure means 500 points of positive energy damage.