Slayer

Alignment: Good (Any).

Hit Die: d8.

 

Class Skills

The slayer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (plans) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

 

 

Slayer

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+2

+2

1st favored enemy, turn undead

2nd

+1

+3

+3

+3

Detect evil, fortified soul

3rd

+2

+3

+3

+3

Track the Wicked, sneak attack 1d6

4th

+3

+4

+4

+4

Uncanny dodge, what evil doesn’t know

5th

+3

+4

+4

+4

Hand of justice, undetectable alignment

6th

+4

+5

+5

+5

Sneak attack 2d6, smite evil 1d6

7th

+5

+5

+5

+5

Sacred weapon, know thy enemy + 1

8th

+6/+1

+6

+6

+6

2nd favored enemy, reinforced soul

9th

+6/+1

+6

+6

+6

Sneak attack 3d6, imperceptible visage

10th

+7/+2

+7

+7

+7

Holy critical hit, know thy enemy + 2

11th

+8/+3

+7

+7

+7

Improved uncanny dodge, determined hunter

12th

+9/+4

+8

+8

+8

Sneak attack 4d6, smite evil 2d6

13th

+9/+4

+8

+8

+8

Know thy enemy + 3, unseen

14th

+10/+5

+9

+9

+9

warded soul

15th

+11/+6/+1

+9

+9

+9

Sneak attack 5d6, evasion

16th

+12/+7/+2

+10

+10

+10

3rd Favored enemy, know thy enemy + 4

17th

+12/+7/+2

+10

+10

+10

Divine favor 3/day, divine defense

18th

+13/+8/+3

+11

+11

+11

Sneak attack 6d6, smite evil 3d6

19th

+14/+9/+4

+11

+11

+11

Know thy enemy + 5, hide in plain sight

20th

+15/+10/+5

+12

+12

+12

Confirming smite, undaunted soul

 

Weapon and Armor Proficiencies: A slayer is proficient with all simply and one handed martial weapons plus Stakes (1d4 piercing Critical 20x3), Short Bows, Light Repeating Crossbow, and whip.

Favored Enemy (Ex): At 1st level, a Slayer may select a type of creature from among those given on Table: Slayer Favored Enemies. The slayer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 8th level and every eight levels thereafter (16th, 24th, and 32th level), the slayer may select an additional favored enemy from those given on the table.  In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the slayer chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the slayer’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Slayer Favored Enemies

Type (Subtype)

Type (Subtype)

Aberration

Humanoid (orc)

Dragon

Humanoid (reptilian)

Fey

Magical beast

Giant

Monstrous humanoid

Humanoid (aquatic)

Outsider (air)

Humanoid (dwarf)

Outsider (earth)

Humanoid (elf)

Outsider (evil)

Humanoid (goblinoid)

Outsider (fire)

Humanoid (gnoll)

Outsider (native)

Humanoid (gnome)

Outsider (water)

Humanoid (halfling)

Undead

Humanoid (human)

 

Turn Undead (Su): A slayer may turn undead as a good cleric of the same level.

Detect evil (Sp): as the spell of the same name at will

Fortified soul (Ex): Starting at 2nd level, a slayer can gains spell resistance class level+charisma modifier.  At level 8 her SR improves to 3+class level+charisma modifier.  At level 14 her SR improves to 6+class level+charisma modifier.  Finally, at level 20, if your spell resistance fails to prevent a spell from affecting you, but the spell does not bypass your spell resistance by more than 5 points, you gain a +2 moral bonus on any save the spell might allow. 

Track the Wicked (Su): A Slayer may make a DC 20 concentration check to summon up the powers of his sinsight, while doing so he gains the benefits of the feat Track.  If he already has the feat Track he gains a +5 sacred bonus to survival checks made to track.

Sneak Attack: If a slayer can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The slayer’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two slayer levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A slayer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Uncanny Dodge (Ex): Starting at 4th level, a slayer can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a slayer already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

What evil doesn’t know (su): Any evil character looking at a Slayer must make will save DC10+ Class level+ Charisma Mod or never really notice what he look like.  Those that fail suffer a penalty to listen and spot checks regarding the slayer equal to one half the slayer’s class level.  They get a new save every time they interact with the slayer.  Those that do notice the slayer are only aware of him or 1 round per level.  The slayer may allow anyone he wishes to see him normally.  A Slayer who is engaged in combat can not use this ability.

Hand of Justice (su): Slayer can Channel holy energies Healing himself and other good creatures or Harming evil creature with a successful touch attack for a total number of points a day equal to his Cha Mod x his Slayer level.  Creatures neutral one the good/evil axis may be harmed or healed but at the price of twice the normal number of points.

Undetectable Alignment (sp): This is just like the spell at this is cast as a cleric of half the Slayer’s class levels, this effect is always active. 

Smite evil(Su): Once a day, a slayer of 6th level or higher may attempt to smite non good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level to an evil creature and 1 extra point every 2 class levels for creatures neither good nor evil. If a slayer accidentally smites a creature that is good, the smite has no effect but it is still used up for that day. At 12th level, and every 6 levels after, a slayer may smite evilone additional time per day. 

Sacred Weapon (su): Any weapon a Slayer wields is considered good and magic for damage reduction purposes.

Know Thy Enemy: A Slayer gains a bonus on all knowledge checks and gather information checks when seeking information about something evil.  He may also make a special knowledge check like a bardic knowledge check but only when trying to learn about something evil.

Imperceptible Visage (su): Any one looking at a Slayer must make will save DC10+ Class level+ Charisma Mod or never really notice what he look like.  Those that fail suffer a penalty to listen and spot checks regarding the slayer equal to one half the slayer’s class level.  They get a new save every time they interact with the slayer.  Those that do notice the slayer are only aware of him for 1 minute per class level.  The slayer may allow anyone he wishes to see him normally. A Slayer who is engaged in combat can not use this ability.

Holy Critical Hit (su): If an evil creature would normally be immune to Critical hits, the Slayer may score critical against it, but only if he rolled a natural twenty, the extra-damage is then dealt as holy damage instead of melee, the confirmation roll uses his Wis Mod instead of Str Mod.

Improved Uncanny Dodge (Ex): A slayer of 11th level or higher can no longer be flanked.

This defense denies another slayer the ability to sneak attack the character by flanking his, unless the attacker has at least four more slayer levels than the target does.

Determined Hunter(ex): the slayer gains a sacred bonus equal to his Cha Mod to all Skill checks used in the pursuit of an evil being, and he takes only a -5 penalty to survival checks made when moving at his normal speed, and -10 when moving at twice his normal speed.

Unseen (su): A slayer can truly become unseen, for a total of number of rounds equal to his class level he can become invisible as per the spell greater invisibility of the same name.  He does not have to use these rounds all at once, he may space them out through out the day.

Evasion (Ex): a slayer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the slayer is wearing light armor or no armor. A helpless slayer does not gain the benefit of evasion.

Divine Defense (su): A Slayer adds his Wis Mod to his AC as sacred bonus. 

Hide in plain sight (su): A slayer gains the ability to make a hide check even while being observed, but only to hide from those who fail to penetrate his imperceptible visage. 

Confirming Smite (su): Whenever a Slayer uses his Smite eviland there is a threat of Critical the threat confirms this unlike the similar Bless spell stacks and still works with other affects such as Vorpal, not in activating other effects like vorpal only that if thoses effect do not activate this will confirm the normal attributes.   Example Torg the Half-orc rolled a nat. 20 on his vorpal great axe the critical confirms but he still needs to roll to confirm that he beheads his enemy.  When Shaloack the Halfling rolled a17 on his keen long sword he must roll confirm the critical hit.

 

Languages: Slayers gain the bonus languages Draconic, Lucian, Tartarian, Astral, Celestial, Infernal, and Abyssal. 

Race: Almost every imaginable race can now be found as members of the Slayers.

Code of Conduct:  In the old days a Slayer’s ultimate goal is purging all evil from existence.  They do not bother with petty ideas of redemption like some paladins and clerics do.  They actively hunt the wicked.  However, this does not mean that they do not have lives, they make friends, marry, and have children like anyone else, but when it comes to fighting evil there are no ifs, ands, or buts about it, the evil must die.  For this reason they do not take fighting lightly, Slayers are far less likely to engage in battle with beings less than truly evil (such as those who are merely neutral), for them would be a fight to the death.  They prefer to save their energy for Demons, Devils, Dark Lords, and Vampires, but in the end all evil must be purged.  The Order is not so idealistic as to be above using evil to the greater good, but as soon as they are no longer useful or get in the way of the pursuit of good this stay of execution is lifted and the used lesser evil is just as valid an attack as any other.  While driven to purge the world of evil the slayers are cunning only kill when they are sure to do more good than harm. 

A Slayer will die before revealing the secrets of his Order.  A Slayer has taken a powerful sacred vow to never betray the Order, it is said that if they were to do so they would drop dead.  Today, the Slayers are no longer so secretive.  The Order operates openly and its members may be found almost anywhere, as sheriffs, mayors, doctors, priests, clerics, missionaries, and even wanderers.

While not required to do so, many refuse to ever lie, when asked a question they should not answer they will simply refuse to speak.

Ex-Slayers:  Slayers who stop being good lose all their class abilities and may not continue as Slayers until they atone

Multi-Class Note:  Slayer are like Paladin’s in that they may not return to the Slayer’s sacred path once they have left it.  Prestige classes that require one to be good and do not force them to divide their loyalties to their god may be taken by Slayers while freely training as a Slayer.

 

Daniel John Malone © 2007-2009

 

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