“It does not matter when or where I die, what matters is who I take with me.”
Kvals are a bane to evil; drawn to it like moths to a flame. Deathseekers are no exception. The life of a deathseeker revolves around seeking out and destroying evil in its lair. They have no fear; this is their purpose. Even when the odds seem stacked against them, they persevere. Many have tried to dissuade a deathseeker from his quest, but he is undaunted. They simply believe that supernatural evil must be eliminated, no matter the risk or cost.
Deathseekers are well-suited to monstrous environments, for that is where they dwell. If a creature is much more powerful than they are, they rise to the occasion. When enemies draw blood, they can use that to their advantage. At their highest level, even utter failure holds one last surprise.
Role: Deathseekers prefer to be in the front lines of battle. They use melee prowess and their tiny size to cut down as many opponents as they can. They will often choose the largest and most dangerous foe to attack first. Deathseekers are often barbarians, fighters, or rangers.
Hit Die: d12
To qualify to become a deathseeker, a character must fulfill all of the following criteria:
The deathseeker’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
The following are class features of the deathseeker prestige class.
Weapon and Armor Proficiency: Deathseekers are proficient with all simple and martial weapons, and all armor and shields.
At 1st level, when in the same square as a foe with Challenge Rating equal to or greater than his level, a deathseeker may activate raging malice. While this ability is in effect, he gains a +2 bonus to hit and damage rolls, 3 temporary hit points per level of the deathseeker class, a +2 resistance bonus to all saves, and a +5 dodge bonus to AC. He may activate this ability once per day at first level, and one more time per day every odd level thereafter (3rd, 5th, 7th , and 9th level). If the deathseeker attempts to activate the ability in a square that does not meet the prerequisite for this power, the attempt fails, but does not count towards the limit per day. If at the end of his turn he is no longer in the same square as the foe that he activated this ability with, the effect ends, the temporary hit points vanish, and the deathseeker is sickened for the same number of rounds that the raging malice was in effect. Reactivating Raging Malice temporarily staves off this sickness, but the duration of the sickness remaining is added on when the effect ends.
At 1st level, when activating his racial detect evil spell-like ability, he may immediately benefit from three rounds of observation in just one round. Furthermore, he is not subject to being stunned from detecting overwhelming evil.
Starting at 4th level, the deathseeker can ignore some of the damage being dealt to him. Subtract 1 point from the damage the deathseeker takes each time he takes damage. This damage reduction increases by 2 points every even level thereafter (6th, 8th, and 10th).
A 5th level, the deathseeker learns to use his own toxic blood to his advantage. When at half of your maximum hit point value, you deal toxic damage in addition to any other melee combat damage that you deal. Victims make a Fortitude save with the DC equal to 10 + your character level or become affected; frequency 1/round for 10 rounds; effect 1d3 Str damage; cure 2 consecutive saves.
At 8th level, the deathseeker may continue to benefit from Raging Malice if he ends his turn in different enemy’s square than the enemy that he activated his power with. The new enemy must still have a Challenge Rating equal to or greater than his level, or the effect ends normally.
At 10th level, when the deathseeker witnesses an event that will undoubtly plunge an otherwise neutral or good aligned world towards evil, the deathseeker may activate this ability. If the Gamemaster agrees that there is no other way to prevent this catastrophe, the immediate 3 square mile radius, including the deathseeker and all beings and objects in this area, is transported to an inescapable demiplane where they remain for no less than 1,000 years. Nothing is immune to this effect, not even artifacts. As this is a potentially campaign-ending power, the Gamemaster may adjudicate when this power may be used, or if it can be used at all. The Gamemaster may optionally increase or decrease the area of effect as needed. The Gamemaster may provide some means of escape for any good or neutral aligned non-kval who become trapped on the resulting demiplane at his discretion.