Stalker of Kharash

The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash's patronage.
==== Requirements ====
Alignment: Neutral good
Skills: Stealth 5 ranks
Feats: Alertness , Favored of the Companions , Track
==== Hit die ====
d8
==== Skill points ====
6 + Int
==== Class Features ====
Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.
Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.
A stalker of Kharash's caster level is one-half the sum of his ranger levels and his stalker levels.
Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5—10 HD, an evil elemental or undead of 10—21 HD, an evil creature of 25—54 HD, or an evil magic item or spell with a caster level of 10—21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range.
When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source's location.
Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.
Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide from view.
Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.
Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.
=== Advancement ===
Level	BAB	Fort	Ref	Will	Special 	Spells per Day
1st 	+1 	+0 	+2 	+0 	Scent of evil 	+1 level of ranger
2nd 	+2 	+0 	+3 	+0 	Favored enemy-evil 	+1 level of ranger
3rd 	+3 	+1 	+3 	+1 	 	+1 level of ranger
4th 	+4 	+1 	+4 	+1 	Hide in plain sight	+1 level of ranger
5th 	+5 	+1 	+4 	+1 	Track evil 	+1 level of ranger
6th 	+6 	+2 	+5 	+2 	Smite evil 1/day 	+1 level of ranger
7th 	+7 	+2 	+5 	+2 	 	+1 level of ranger
8th 	+8 	+2 	+6 	+2 	Smite evil 2/day 	+1 level of ranger
9th 	+9 	+3 	+6 	+3 	 	+1 level of ranger
10th 	+10	+3 	+7 	+3 	Smite evil 3/day 	+1 level of ranger
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Climb 	STR 	 	
Concentration 	CON 	 	
Handle Animal 	CHA 	 	
Heal 	WIS 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (geography)	INT 	 	
Knowledge (nature) 	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Ride 	DEX 	 	
Search 	INT 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
Swim 	STR 	 	
Use Rope 	DEX