A Pathfinder Roleplaying Game update of the nightstalker base class from Races of Ansalon. The great thing about the nightstalker and the other new base classes from the various Dragonlance sourcebooks is that they work just fine in non-Dragonlance campaigns. Despite being originally presented as a prestige class for kender, and the updated base class being included in the kender section of Races of Ansalon, the nightstalker works for any race. It’s somewhat like a beguiler (Player’s Handbook II) that focuses on divination and necromancy instead of enchantment and illusion. Nightstalker spellcasting is weaker than the beguiler, but the class features are more powerful, especially channel negative energy which gives the nightstalker access to divine feats (if your campaign includes them). The spellcasting progression as originally presented was the same as the bard, so I’ve updated the Pathfinder version to have the same progression as the Pathfinder bard. The nightstalker spell list includes one spell, spirit walk, from the Dragonlance Campaign Setting; this spell will have to be either removed or replaced if that book is not allowed in the campaign.


Alignment: Any.
Hit Die: d8.

Class Skills

The nightstalker’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.

Class Features

The following are class features of the nightstalker.
Weapon and Armour Proficiency: Nightstalkers are proficient with all simple weapons plus the hand crossbow, rapier, short bow, and short sword. Nightstalkers are proficient with light armour and shields (except tower shields).
Spells: A nightstalker casts divine spells drawn from the nightstalker spell list presented below. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a nightstalker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a nightstalker’s spell is 10 + the spell level + the nightstalker’s Charisma modifier.
Like other spellcasters, a nightstalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Nightstalker. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Unlike mystics, a nightstalker does not choose new spells known at each level from the cleric spell list; his spells known is equal to the nightstalker spell list. When a nightstalker gains access to a new level of spells, he automatically knows all of the spells for that level given on the nightstalker spell list.
A nightstalker need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Death Sight (Su): At will, a nightstalker can use detect undead, as the spell.
Orisons: Nightstalkers learn orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spiritual Resilience (Ex): A nightstalker gains a +1 morale bonus on all saving throws against negative energy and necromantic spells and effects.
Trapfinding (Ex): This ability is identical to the rogue ability of the same name.
The bonus increases to +2 at 8th level and +3 at 14th level.
Whispers of the Dead (Su): Beginning at 3rd level, a nightstalker is able to hear the whispers of the spirit realm. He may even speak with them to gain knowledge of events to come or insights into the unseen. Whenever a nightstalker is in an enclosed area (such as a mansion, dungeon, or caverns) where five or more creatures have died, the lingering essences of the dead speak to him and whisper the secrets of the surrounding area, granting him a +2 insight bonus to initiative checks and all Knowledge and Perception skill checks.
The bonus increases to +4 at 9th level and to +6 at 15th level.
Command Undead (Su): At 4th level, a nightstalker gains Command Undead as a bonus feat. He can channel negative energy a number of times per day equal to 3 + his Charisma modifier, but only to use Command Undead. A nightstalker can take other feats to add to this ability, such as Improved Channelling, but not feats that alter this ability, such as Alignment Channel. The DC to save against a nightstalker’s channelled energy is equal to 10 + 1/2 his nightstalker level + his Charisma modifier. Nightstalkers are as likely to use this ability to calm or counsel an undead creature as they are to chastise or control one.
Advanced Learning (Ex): At 5th level, and again at 11th and 17th level, a nightstalker may add a new spell from the schools of necromancy or divination to his list of nightstalker spells. The new spell may be from either the cleric/mystic or sorcerer/wizard spell lists, but it may not be of a level higher than the highest level spell you can cast. If the spell appears on more than one listed spell list, use the lower of the two spell levels (when different) to determine what level it is for him. A nightstalker may not add a spell to his class list with an alignment descriptor opposed to his own.
Spirit Companion (Su): Beginning at 6th level, a nightstalker’s interaction with the spirit world has piqued the interest of a like-minded spirit—literally. He gains a ghost cohort (see the ghost template in the Pathfinder RPG Bestiary) who faithfully follows him in his travels. The base creature must be of the same alignment as the nightstalker and begins with 3 HD less than his character level. The ghost may be chosen from any player character race. If a spirit companion is permanently destroyed, the nightstalker can not gain another one until he acquires another nightstalker level.
At 12th level, a nightstalker may add a second spirit companion, and at 18th level, he may add a third. Each additional companion limits the maximum number of Hit Dice or levels of each ghost by one, so at 12th level, his two spirit companions cannot have more than 8 Hit Dice. At 18th level, his three spirit companions cannot have more than 13 Hit Dice. Spirit companions may advance in class levels like standard cohorts as a nightstalker advances in levels.
Spectral Symbiosis (Su): At 20th level, a nightstalker becomes immune to negative energy damage, including level drain, the corrupting touch of certain undead creatures, and necromantic spells and effects. In addition, any weapon he uses, including natural weapons and unarmed strikes, and any armour he wears is considered to possess the ghost touch quality while it is in his possession.

Table: Nightstalker

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Death sight, orisons, trapfinding, spiritual resilience +1 1
2nd +1 +0 +3 +3 2
3rd +2 +1 +3 +3 Whispers of the dead +2 3
4th +3 +1 +4 +4 Command undead 3 1
5th +3 +1 +4 +4 Advanced learning 4 2
6th +4 +2 +5 +5 1st spirit companion 4 3
7th +5 +2 +5 +5 4 3 1
8th +6/+1 +2 +6 +6 Spiritual resilience +2 4 4 2
9th +6/+1 +3 +6 +6 Whispers of the dead +4 5 4 3
10th +7/+2 +3 +7 +7 5 4 3 1
11th +8/+3 +3 +7 +7 Advanced learning 5 4 4 2
12th +9/+4 +4 +8 +8 2nd spirit companion 5 5 4 3
13th +9/+4 +4 +8 +8 5 5 4 3 1
14th +10/+5 +4 +9 +9 Spiritual resilience +3 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Whispers of the dead +6 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Advanced learning 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 3rd spirit companion 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Spectral symbiosis 5 5 5 5 5 5

Nightstalker Spell List

The nightstalker spell list appears below.
0-Level (Orisons): bleed, detect magic, disrupt undead, ghost sound, mage hand, stabilize, touch of fatigue
1st Level: cause fear, chill touch, comprehend languages, cure light wounds, darkness, deathwatch, detect secret doors, doom, hide from undead, identify, inflict light wounds, ray of enfeeblement, remove fear, unseen servant
2nd Level: augury, calm emotions, command undead, cure moderate wounds, death knell, detect thoughts, false life, gentle repose, ghoul touch, inflict moderate wounds, lesser restoration, scare, see invisibility, spectral hand
3rd Level: animate dead, arcane sight, cure serious wounds, daylight, deeper darkness, halt undead, helping hand, inflict serious wounds, locate object, ray of exhaustion, searing light, speak with dead, tongues, vampiric touch
4th Level: bestow curse, break enchantment, cure critical wounds, death ward, detect scrying, discern lies, dismissal, enervation, fear, inflict critical wounds, locate creature, remove curse, restoration
5th Level: atonement, blight, commune, mass cure light wounds, mass inflict light wounds, raise dead, slay living, telekinesis, telepathic bond, true seeing, waves of fatigue
6th Level: banishment, circle of death, create undead, find the path, greater restoration, harm, heal, mass cure moderate wounds, mass inflict moderate wounds, spirit walk†, undeath to death
† From the Dragonlance Campaign Setting.