Shadowbane Stalker

Shadowbane stalkers find evil hidden in civilized areas so that the martial arm of the order (the inquisitors) can spearhead the attack. Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
==== Requirements ====
Alignment: Lawful good
Skills: Knowledge (local) 4 ranks , Perception 1 rank , Sense Motive 1 rank
Special: Detect evil class feature or ability to cast detect evil as a divine spell, Sneak attack +1d6.
==== Hit die ====
d8
==== Skill points ====
6 + Int
==== Class Features ====
Weapon and Armor Proficiency: Shadowbane stalkers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Detect Evil (Sp): A shadowbane stalker can use detect evil at will. See the spell, page 218 of the Player's Handbook.
Sacred Stealth (Su): A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner.
At 7th level, the bonus increases to +8.
Using this ability is a swift action that does not provoke attacks of opportunity.
Discover Subterfuge (Ex): A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.
Sneak Attack (Ex): Beginning at 3rd level, a shadowbane stalker deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the Player's Handbook. If a shadowbane stalker gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Sacred Defense (Su): At 4th level and higher, a shadowbane stalker can channel some of her divine spellpower to help her avoid the attacks of enemies. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker gains a +4 sacred bonus to Armor Class for a number of rounds equal to the level of the divine spell given up in this manner. Using this ability is a swift action that does not provoke attacks of opportunity.
Sacred Strike (Su): At 10th level, a shadowbane stalker can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker can add an extra 1d6 points of damage per level of the spell lost, up to the number of her sneak attack damage dice. This ability affects the next attack she makes in the same round that she uses this ability.
Creatures immune to sneak attacks are immune to extra damage from this ability. If the affected attack misses, the sacred strike is lost with no effect. Using this ability is a swift action that does not provoke attacks of opportunity.
=== Advancement ===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+0 	+2 	+2 	Detect evil, sacred stealth +4	+1 level of existing divine spellcasting class
2nd 	+1 	+0 	+3 	+3 	Discover subterfuge +2 	+1 level of existing divine spellcasting class
3rd 	+2 	+1 	+3 	+3 	Sneak attack +1d6 	+1 level of existing divine spellcasting class
4th 	+3 	+1 	+4 	+4 	Sacred defense 	—
5th 	+3 	+1 	+4 	+4 	Discover subterfuge +4 	+1 level of existing divine spellcasting class
6th 	+4 	+2 	+5 	+5 	Sneak attack +2d6 	+1 level of existing divine spellcasting class
7th 	+5 	+2 	+5 	+5 	Sacred stealth +8 	+1 level of existing divine spellcasting class
8th 	+6 	+2 	+6 	+6 	Discover subterfuge +6 	+1 level of existing divine spellcasting class
9th 	+6 	+3 	+6 	+6 	Sneak attack +3d6 	—
10th 	+7 	+3 	+7 	+7 	Sacred strike 	+1 level of existing divine spellcasting class
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Balance 	DEX 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Disable Device 	INT 	 	
Escape Artist 	DEX 	 	
Gather Information 	CHA 	 	
Heal 	WIS 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (history) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Open Lock 	DEX 	 	
Profession 	WIS 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Sleight of Hand 	DEX 	 	
Spellcraft 	INT 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
Use Magic Device 	CHA 	 	
Use Rope 	DEX