DEATHSEEKER "I suppose I should take some satisfaction in having destroyed the life of a human emperor. But after having seen to the death of everyone you know I must say your death will be quite anticlimactic. Or perhaps not. I have your last remaining relative, your daughter Wilhelmina, in the room next to us. I have informed her of the reason for the death of everyone else she has ever known, and given her a choice: She can live, and in doing so remove what you laughingly refer to as your manhood with the knife she has been given, or die with you. Either way it should be interesting." A Deathseeker has had everyone he has ever known destroyed. Most beings would give up in despair, especially a lone Kobold with no real way of obtaining help. But some Kobolds have their God on their side. At least that's what they believe initially. That's what they tell themselves as they pry the eyes from the children of their tribes murderers. Or when they're selling their opponents into a life of slavery, assuming they even let them live.
Once the desire for revenge takes hold the Deathseekers faith in his deity slowly burns away as he is consumed by hate. Eventually there's little left in the way of sanity or personality, and the Kobold devotes his (quite probably) short life to the destruction of his enemies before taking his own life to be with his kin. Very few Deathseekers ever live to any form of old age. They die because they're too overcome by their desire to kill their enemies and inevitably get caught up in a situation they cant handle, or they lose the will to live once they finally succeed.
BECOMING A DEATHSEEKER Deathseekers begin as Crusaders usually devoted to Kurtulmak, but their minds become poisoned after the death of their friends and loved ones.
ENTRY REQUIREMENTS Race: Kobold
Alignment: Must be Evil
Class Abilities: Smite, must know at least 1 Devoted Spirit maneuver.
Feats: Martial Study (must be used for Shadow Hand maneuver), Shadow Blade
Skills: Balance 8 ranks, Concentrate 8 ranks, Intimidate 8 ranks
Special: Must have survived having all your loved ones, your tribe, and quite possibly everyone you know slaughtered. Must also want revenge badly enough to dedicate your life to it.
Class Skills The Deathseeker's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Geography, Local, Religion)(Int), Martial Lore (Int), Move Silently (Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 The Power of Darkness, Maneuvers
2. +2 +3 +0 +0 One of Us
3. +3 +3 +1 +1 A Changed Kobold
4. +4 +4 +1 +1 The Power of Darkness
5. +5 +4 +1 +1 One of Us
6. +6 +5 +2 +2 A Changed Kobold
7. +7 +5 +2 +2 The Power of Darkness
8. +8 +6 +2 +2 One of Us
9. +9 +6 +3 +3 A Changed Kobold
10.+10 +7 +3 +3 Eternal Foe
Weapon Proficiencies: A Deathseeker gains no new weapon or armor proficiencies.
The Power of Darkness (Su): At 1st level anytime you successfully use your Smite or Furious Counterstrike Abilities your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter as a feeling of doom overwhelms him.
At 4th level Devoted Spirit Maneuvers that you successfully use that would normally grant healing instead cause a burst of negative energy. This makes the following changes:
Crusaders Strike: You may heal yourself or 1 Undead ally or do (1d6+1/Initiator Level negative energy damage) to one enemy within 10'.
Revitalizing Strike: You may heal yourself or 1 Undead ally or do (3d6+1/Initiator Level negative energy damage) to one enemy within 10'.
Rallying Strike: You may heal yourself or all Undead allies or do (3d6+1/Initiator Level negative energy damage) to all enemies within 30'.
Strike of Righteous Vitality: You or 1 Undead Ally within 10' (or 1 enemy) gain the benefits (drawbacks) of a Harm spell.
At 7th level whenever you perform a Shadow Hand or Devoted Spirit Maneuver, your weapon is considered a Profane Burst weapon (however you do not take Constitution damage from it's effects, see Magic Item Compendium).
Maneuvers: At each even numbered level you gain 1 new Maneuver from the Devoted Spirit, Shadow Hand, or Stone Dragon Disciplines. Your Crusader and Deathseeker levels stack for purposes of determining your Initiator Levels and highest level of maneuver known. At 5th and 9th level you gain an additional Maneuver readied per day.
One of Us (Su): At second level you become immune to negative energy damage, including Energy Drain.
At 5th level Undead recognize you as one of them or soon to be one of them. You don't register ad Undead via abilities, but for whatever reaso they regard you as kin. Even most intelligent Undead can;t seem to explain it well. They will not attack you unless you attack them first. You are now healed by negative energy instead of being immune to it.
At 8th level Undead feel a unique kinship with you. Any Mindless Undead (or those with an Int of 8 or less) that see you attacked will immediately come to your aid, doing their best to attack your foes. If their Int is 9 or higher they will feel sympathetic but aren't compelled to aid you. You do however get a +4 Circumstance Bonus on all Charisma Based Skill Checks against them.
A Changed Kobold (Ex): At 3rd level if you Smite an opponent who is responsible for the death of your tribe or loved ones it does not use a daily use of your Smite ability (i.e. you can Smite them at will).
At 6th level you can Smite twice per day. When successfully attacked by an opponent responsible for the death of your tribe or loved ones, you may give up one daily use of your Smite Ability to negate that attack and take no damage or effects as a Swift Action.
At 9th level you can Smite 3 times per day. If you successfully critical with a Smite Attack on an opponent responsible for the death of your tribe or loved ones it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die. If it succeeds in making the Save, it takes an extra point of damage per Deathseeker level instead.
Eternal Foe (Ex): At 10th level you have become so corrupted by hate that if you perish you arise within 1d4 days as one of the Undead. Specifically you gain the Corpse Creature Template from the Book of Vile Darkness.
PLAYING A DEATHSEEKER They will pay for what they've done. Someday. Their families and friends will pay first. Once they've been dealt with you can move on to anyone your target happens to know. He will beg for death long before you give it to him, and when you have destroyed all that he knows you may finally grant him release. Or perhaps you'll simply lock him alive in a tomb and wait for him to expire of starvation and madness.
Combat: Many of a Deathseekers attacks and Maneuvers now generate negative energy. Were it not for the Undead being compelled to assist them they might have difficulty in fighting them. Indeed many Deathseekers end up becoming Undead themselves if they must fight foes who have already passed on.
Advancement: Deathseekers rarely live long enough to really be making decisions about their career paths. Most die before achieving their goals, or take their own life. Some few persevere, and end up becoming terrors in the world.
Resources: Deathseekers rarely have much in the way of resources behind them as everyone they know is dead. Some gain a patron if their enemy is a common foe, but few people can stand being associated with a murderous fanatic like the Deathseeker for very long.
DEATHSEEKERS IN THE WORLD "Leave the Kobold at the end of the bar alone. He's suffered enough. And I'm not having a repeat of what happened last time." Deathseekers have given up on living, and no longer care what others think of them. All they see are the murdered faces of their kin asking them for vengeance on their behalf. Most are beyond help without the aid of magic. their hatred has grown to the point they actually open some sort of tie to the Negative Energy Plane, and thusly they become accepted by the Undead as one of their own in time.
Daily Life: Deathseekers days are spent doing nothing but pursuing those they hate. Much time is spent obsessively investigating the targets of their rage before making a move, and capture or death is a constant risk. But it's worth it. You may not be able to bring your loved ones back, but perhaps you can make the world regret taking them from you enough that similar incidents do not happen in the future.
Notables: Scar (LE Male Kobold Crusader 6/Deathseeker 6) survived the massacre of his tribe. Well most of him did. He left his sanity and quite probably his soul in the charred remains of his village.
Organizations: Deathseekers usually cut all ties with any organization they belong to so they can pursue their quest for vengeance. Kobold churches will be sympathetic to them, but they know a Deathseeker means trouble they don't need. They tend to attract death wherever they go.
NPC Reaction NPC's realize your bad news for the most part. Even other evil NPC's. Your mumbled drunken rants about watching the world burn and the severed head on the bar next to you do little to convince them that your not as bad as they think either. Neither will murdering the city guard when they come for you.
DEATHSEEKERS IN THE GAME Keep in mind the narrow minded zealotry necessary for this PrC can be off putting. Make sure your campaign (and players) can deal with a homicidal lunatic in the party.
Adaptation: This is not meant for funny campaigns. Deathseekers are obsessed murderers hellbent on destroying anyone or anything they feel was involved in the destruction of their life. I mean theoretically you could put it in a campaign based on really dark humor, but still...
Encounters: PC's will generally encounter Deathseekers after they've destroyed a Kobold "infestation", or somehow become involved with someone who has.
Sample Encounter EL 12: The PC's have been staring at what appears to be an insane Kobold for several hours at the local tavern when a group of obvious thugs walk in. Then all hell breaks loose as the Kobold begins ripping them limb from limb and laughing all the while as tears stream from his eyes. Maybe there's a back door in the bar...
ScarLE Male Kobold Crusader 6/Deathseeker 6
Init +0,
Senses: Listen +0, Spot +0, 60' Dark Vision
Languages Draconic, Common
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AC 31, touch 11, flat-footed 31 (+1 Size, +1 Natural, +2 Shield, +11 Armor)
hp 90 (12 HD)
Fort +11,
Ref +4,
Will +7
Indomitable Soul, Zealous Surge
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Speed 30 ft. (6 squares)
Melee +1 Longsword +13/+8/+3 (1d6+1/19-20)
Base Atk +12,
Grp +8
Atk Options Smite 1/day, Furious Counterstrike, Power of Darkness (DC 19)
Combat GearManeuvers Known 1st: Charging Minotaur, Crusader Strike, Douse the Flames, Shadow Blade Technique, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Revitalizing Strike, Shadow Garrote
4th: Divine Surge, Obscuring Shadow Veil
Stances Known 1st: Martial Spirit, Stonefoot Stance
Initiator Level: 12 Maneuvers Readied: 6 (3)
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Abilities Str 10, Dex 10, Con 12, Int 12, Wis 11, Cha 16
SQ Light Sensitivity, Steely Resolve 10, One of Us, A Changed Kobold
Feats Martial Study (Shadow Blade Technique), Shadow Blade,
Skills Balance +10, Concentrate +10, Craft (Trapmaking) +3, Gather Information +9, Hide +9, Intimidate +10, Knowledge (Religion) +9, Martial Lore +9, Move Silently +9, Profession (Miner) +2, Search +3
Possessions +1 Lawful Unholy Surge Longsword, +3 Menacing Full Plate, Wight Shield, Belt of Growth, Boots of Jumping, 376 GP
EPIC DEATHSEEKER Hit Die: d10
Skills Points at Each Level : 4 + int
Initiator Level The Deathseekers Initiator level continues to increase with Epic Levels, but he does not gain new Stances or Maneuvers.
Bonus Feats: The Epic Deathseeker gains a Bonus Feat every 2 levels higher than 20th