Night Stalker

"It all happened so quickly; the commander fell in one quick swipe. Then the ensuing storm claimed the entire company in a dark blur."
——Captain Edmond Brass, deceased.

Working from deep within the shadows, the Night Stalker plies his trade. These paragons of silent and unseen murder have achieved a level of perfection in the feared art of Assassination that in some cultures would be revered as a strange form of ascension into a dark divinity. Legends are whispered about how killers, mercenaries, and warlords have theirs saints too, the gift of divine inspiration not being only limited to goodly mortals. The Night Stalker understands, however, that their skill has come at a heavy price, much higher than even the very powerful are willing to pay. This champion of killing darkness has given their life to the pursuit of the perfect kill, spending countless hours in training learning how to meld form and grace with power and the manipulation of darkness.

The path to becoming a Nightstalker is unclear, as the few other Night Stalkers in existence do not seek out apprentices and rarely accept trainees. As part of their training, many Night Stalkers must seek out an immortal bathed in eternal night, a journey that is considered impossible by even the mightiest of Wizards and Clerics. A mortal embarking on this path can simply go mad from the rigors of training, as every day involves a trial of life and death, a process that continues for years. There is no quitting the path of the Nightstalker. Once training has begun, attempting to leave results only in death at the hands of the darkness they attempted to wield.

Currently, there are no Night Stalkers in organized society. Partly because such a person must keep their profession a secret should they wish to avoid angering the forces they have allied with, but more so because once a Night Stalker’s training is complete, the knowledge and hardening they have gone through makes it impossible to look at the mundanity of mortal existence with anything more than contempt, disgust, or at best complete apathy.

Night Stalker I

The first stage of Night Stalker training involves the destruction and then agonizing rebuilding of the physical body past mortal limitations. All of this is done in complete blackness, so the body can also begin to relearn how to see in much the same way it will have to relearn to move. The skill they gain from this training allows them to wield any weapon with dexterity rather than strength. This mastery of movement increases their speed dramatically and allows them to hide among the shadows freely as if they were walking in broad daylight.

Lastly, they learn the most feared ability of their profession, the Brutal Assassination. This skill allows them to potentially slay an unawares target in a single strike. As the Night Stalker grows in experience, this ability, more so than any weapon, becomes the perfect tool for murder.

Prerequisites

Features

♦ Great Blade Finesse
When wielding a 2-handed bladed weapon in which you are proficient, you may use your Dexterity in place of Strength. Additionally, you may use the weapon with the Backstab power.
♦ Stealthy Movement
When you take a Move Action while Hidden, you no longer need to increase the recovery of your movement to remain Stealthed. This does not affect the Recovery Time of other Stealthy Actions.
♦ Greater Relentless Slaughter
When you kill a creature with a Melee Weapon Attack, you may repeat the attack on another creature within reach as a Free Action.
♦ Celerity
Increase your Skirmish and Sprint speeds by 10ft. This ability only functions while you wear light armor or no armor. This is a Talent bonus.
♦ Quick Reflexes
Gain a +2 Talent bonus to Initiative Order.
♦ Brutal Assassination
You gain the Brutal Assassination ability.
Brutal Assassination
Night Stalker Class Feature
Free Action
Cost: 4 Resolve Burn
Requirement: The target must be a living humanoid
Trigger: You use Backstab with a Melee Basic Attack on a target and you have Total Concealment from the target.
Effect: In addition to the normal effect of your Backstab, the target must make a Injury Resilience Check at a +5 bonus.
Master Augment, Greater Assassination
[Night Stalker II]
Effect: The Injury Resilience check is now made at a +0 bonus.
Master Augment, Stunning Assassination
[Night Stalker III]
Effect: The Injury Resilience check is now made at a -5 penalty.

Night Stalker II

The Night Stalker has mastered seeing without sight, and no darkness limits their vision. They walk among the shadows with ease and can slip in and out of them at will. This supernatural blending of flesh and darkness also allows the Night Stalker to create a clone known as an Umbral Decoy, comprised of the murderer’s own shadow. While not as resilient as the Night Stalker, it can fight almost as hard, as if it were an extension of the warrior’s body. This ability is extremely taxing, however, and is normally reserved for a battle that must be ended quickly.

The Brutal Assassination Power improves in its deadly efficacy, and now has a better chance to inflict severe injuries, enough to disable almost any target.

Prerequisites

  • Night Stalker I
  • Martial Rank 7
  • Shadow Rank 2
  • Cost: 2 Destiny Points

Features

♦ Shadow Sight
You can see through the darkest shadows, even through magical darkness. This functions as Devilsight.
♦ Greater Quick Reflexes
Increase the Talent bonus to Initiative Order granted by Quick Reflexes to a +4 (instead of +2).
♦ Shadow Merge
You gain the Shadow Merge ability.
Shadow Merge
Night Stalker Class Feature [Stalker]
Prerequisites: Night Stalker II
Free Action
Requirement: You enter an area of darkness or shadow. The area must be large enough to encompass your whole body.
Effect: You merge with the shadow, gaining Superior Concealment from the visual senses of all creatures. You retain Superior Concealment as long as you remain within an area of Darkness or Shadow. If the Shadow moves away, and you are no longer in an area of darkness of shadow, you become visible as normal.
♦ Umbral Decoy
You gain the Umbral Decoy ability.
Umbral Decoy
Night Stalker Class Feature [Summon]
Prerequisites: Night Stalker II
Focus Action [FT 5, REC 5]
Cost: 3 Resolve Burn
Limitation: You may only have one instance of this ability active at a time.
Duration: 1 phase or until dismissed, dispelled, disrupted, or you take an extended rest.
Upkeep: Spend 1 Resolve Burn to increase the duration by 1 phase.
Effect: You separate a portion of your shadow’s essence into a duplicate of yourself forming an Umbral Decoy. The decoy steps out of your body and into any adjacent space. If no free adjacent space exists, the decoy begins prone in an occupied space. The Decoy acts on its own initiative count, starting on the segment it is created.


The Decoy has Hitpoints equal to twice your Healing Value, but otherwise has statistics equal to your own (i.e. Defenses, Skills, Movement, Saving Throws, ect). It can utilize any of your Basic Martial Techniques, Physical Maneuvers, Mental Methods, and Class Feature Abilities (though not Talent abilities), but you must pay any Energy costs associated with the use of those abilities. The Decoy's attack bonus is equal to your own, and it has visual duplicates of all your equipment (worn at the time of manifestation). While it gains the benefits of any Item Bonuses imparted by your magic items, it cannot otherwise utilize the abilities granted by such items. Similarly, any attempts to remove items from the Decoy (either through theft or disarming) fail, as the item immediately discorporate into a shadowy mist and return to the Decoy's form.

The Decoy is indistinguishable from you, except through the use of abilities that can pierce magical forms of concealment (such as True Seeing or Deific Sight), which will cause the Decoy to appear semi-translucent.

You maintain a mental link with your Decoy at all times, allowing you to communicate with it. It understands your instructions and desires implicitly, and will act accordingly, even if you are unconscious. The Decoy can interact with simple physical objects and can transport items (anything you can carry), though the items are left behind if the Decoy is dismissed, dispelled, or disrupted.

When the Decoy is reduced to 0 hitpoints, it immediately discorporates and this ability is disrupted. The Umbral Decoy functions as a Simple Monster with regard to Injuries. The Decoy cannot be targeted by abilities with the Healing Keyword.

Night Stalker III

The Night Stalker perfects their meld with darkness. They move with terrifying quickness, a simple adjustment taking them swiftly across an area as fast as the shadows themselves. This binding of shadows also allows them to move interchangeably with their clone, the line between the physical and the ephemeral forever blurred. Their sight has now grown completely in tune with nothingness, and the Night Stalker can now see in pitch black without restriction, gaining Blindsense.

Finally, Brutal Assassination becomes perfected, and the Night Stalker can now end an unwary mortal target with a single stroke, knowing exactly where to strike a body to render it inert.

Prerequisites

  • Night Stalker II
  • Martial Rank 8
  • Cost: 2 Destiny Points

Features

♦ Blindsight
You're so attuned to the darkness and shadows that you can determine the shape of your environment simply through hearing. You gain Blindsense.
♦ Lithe Step
Increase your shift speed by 5ft. This ability only functions while you wear light armor or no armor. This is a Talent bonus.
♦ Superior Quick Reflexes
Increase the Talent bonus to Initiative Order granted by Quick Reflexes to a +6 (instead of +4).
♦ Umbral Switch
You gain the Umbral Switch ability.
Umbral Switch
Night Stalker Class Feature [Teleport]
Prerequisites: Night Stalker III
Standard Action [REC 2]
Cost: 3 Resolve and 1 Resolve Burn
Requirement: You must have the Umbral Decoy power active.
Effect: You and your decoy teleport, trading positions in an instant. Make a Stealth check vs. each viewers Awareness. If you succeed, the viewer does not know that you and the decoy have swapped positions. You and the Umbral decoy must be on the same plane.