Slayer, Variant (3.5e Class)

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Slayer[edit]

(Witcher based) A Slayer is someone who has been mutated, tougher and stronger than before, they are trained to study the creatures they fight, they use the beasts abilities against them through alchemical concoctions based on the beast itself, or the simple benefits of knowing what they are fighting and how it fights, they also gain very basic spells that with practice can develop multiple practical uses. Slayers are Hunters in the truest sense, preferring to learn about their prey and use the knowledge to their advantage.

Making a Slayer[edit]

Slayers are for hunting monster more powerful than themselves and as such are sturdy and powerful, but as the prey is often powerful as well, they are well placed in a party, advising on how best to deal with otherwise unkown threats, knowledge and survival are extremely useful to slayers, both for identifying and tracking different monsters.

Abilities: Intelligence, Constitution.

Races: Any, Commonly human.

Alignment: Any, Usually neutral or good, but evil slayers exist as well.

Requirements: At First level or Before taking the class, 10 skillpoints must be put into "Knowledge: Beastiary", (This skill Ignores normal point restrictions) 5 points must go into "Survival" and 5 points must go into "Search" (These Ignore Skill Restrictions for First level Only), Also, 5 points have to be put into "Alchemy", or "Craft: Alchemy" On or before level 4.

Starting Age: "Moderate"

Table: The Slayer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Potions per Day
Fort Ref Will
1st +1 +2 +1 +0 Slayer Arms, Study Monster, Casting Signs, +1 Signs 0
2nd +2 +3 +1 +0 Slayer Potions, +2 Signs, Steel Slayer 1
3rd +3 +3 +1 +1 Armor Training, Track, +3 Signs 1
4th +4 +4 +2 +1 Tactical Fighter, Slayer Stances, +4 Signs 2
5th +5 +4 +2 +1 Tough As Nails, Study Reanimated, +5 Signs 2
6th +6/+1 +5 +3 +2 Improved Signs, Metabolic Control, +1 Imp. Signs 2
7th +7/+2 +5 +3 +2 Armor Training 2, Weapon Versatility, +2 Imp. Signs 3
8th +8/+3 +6 +4 +2 Swift Tracker, Imp. Stances, +3 Imp. Signs 3
9th +9/+4 +6 +4 +3 Slayers Movement, +4 Imp. Signs 3
10th +10/+5 +7 +5 +3 Study Legendary/Supernatural Beasts, +5 Imp. Signs 3
11th +11/+6/+1 +7 +5 +3 Adv. Signs, Ferocity, Armor Training 3, +1 Adv. Signs 4
12th +12/+7/+2 +8 +6 +4 Veteran Slayer, +2 Adv. Signs 4
13th +13/+8/+3 +8 +6 +4 Near Miss, +3 Adv. Signs 4
14th +14/+9/+4 +9 +7 +4 On The Fly, +4 Adv. Signs 4
15th +15/+10/+5 +9 +7 +5 Study Demonic, Armor Training 4, +5 Adv. Signs 4
16th +16/+11/+6/+1 +10 +8 +5 Expert Stances, Expert Signs, +1 Exp. Signs 5
17th +17/+12/+7/+2 +10 +8 +5 Multi Sign, +2 Exp. Signs 5
18th +18/+13/+8/+3 +11 +9 +6 Hard To Hit, +3 Exp. Signs 5
19th +19/+14/+9/+4 +11 +9 +6 Stalwart, Sturdy Mutation, +4 Exp. Signs 5
20th +20/+15/+10/+5 +12 +9 +6 Study (Player)Races, Multi Stance, +5 Exp. Signs

Class Skills (6 + Intelligence Modifier x 4 for 1st level)
Balance(dex), Climb(str), Concentration(con), Craft: Alchemy(Int), Gather Information(cha), Heal(wis), Hide(dex), Intimidate(cha), Jump(str), Knowledge: Beastiary(int), Listen(wis), Move Silently(dex), Profession Hunter(wis), Ride(dex), Search(int), Sense Motive(wis), Spot(wis), Survival(wis), Swim(str), Tumble(dex), Use Rope(dex).

Class Features[edit]

All of the following are class features of the Slayer.

Weapon and Armor Proficiency: Slayers are trained from a young age if not birth to be specializes, they are only proficient with the weapons and armor they trained with.


Slayer Arms: Slayers carry around a specially forged version of the weapon they are proficient with, this weapon bypasses natural armor, and acts as a magical or silver weapon depending on the monsters natural weakness.


Study: Whenever a slayer has defeated a monster, is observing a monster unnoticed, or has textual reference, he can choose to roll (add knowledge beastiary) to study in attempt to have a rank of knowledge in that creature, whatever he rolls ends up in a point pool, when that point pool reaches 500 he will rank up.

At rank 0 he rolls a percentile, once he hits rank one it is a d20
At level 5, he can try for rank 3 with a d12, then rank 4 with a d10 also he unlocks the study of the reanimated
At level 10 he can try for rank 5 with a d8 and rank 6 with a d6 Also he unlocks the study of fantastical creatures and the Super-natural/Supernatural Undead(non reanimated, like spirits with a lingering attachment)
Finally at level 15 he can try to reach the pinacle of knowledge on a prey by using a d4 and is able to study demonic creatures
at level 20 he unlocks the ability to gain ranks in humans, dwarves, elves, and other player races, this is exceedingly difficult as there is such a variety in even a single species, at 25 he can study the extraplanar

When attempting any checks involving monsters(including tracking attack and damage), add your rank to your bonus, when any moster you have ranks in attempts any check involving you, add your rank to the DC for the monster, (as long as you know that they are around and have taken precautions)


Casting Signs: The Slayer has 5 Signs to choose from, he learns or improves one at each level, most often the signs themselves hold most use outside of battle and are used to offset his weak skill pool which is mostly consumed by necessary knowledge and craft points. Signs become more versatile and powerful as you level up, every five levels you are allowed to study a new level of sign, Improved, Advanced, and finally Expert Signs will be much more useful in combat as well as outside of combat. Signs are cast via a concentration check, the DC starts at 5 and goes up by five for each sign cast afterwards, they reset after either 8 hours rest.

-Foss: A telekenetic force that can push a target away from caster (living target 1d4x5 feet 1d4 damage if collision, reflex save to avoid). Improved: Force is doubled, so is distance (Living target 1d4x10 feet, 1d4 nonlethal damage from force, 2d4 damage from collision, double reflex dc). Advanced: Now able to control the direction of the force. Expert: the force is now launched in a 15 foot diameter, hitting everything in its path, enemies caught in the middle of it no longer get a reflex save to avoid, just to take half damage(living target 1d4x20 feet, 2d4 nonlethal damage from push, 4d4 damage from collisions). (size category affects push distance, small double the distance while large halve it.)
-Brenna: A tiny firebolt Deals 1d4 fire damage, and the Slayers's level in fire damage for 1d4 rounds. The fire can be put out as a Standard action. Improved: Fire is now channeled into a 15 foot cone, 1d8 fire damage, (Reflex save halves the damage) if the save is failed the enemy takes slayers level in fire damage for 1d6 turns fire can still be put out as a standard action. Advanced: Fire can now be channeled through the Slayers weapon, adding 3d4 of fire damage to the base attack, the fire can be controlled and if the regular attack misses the creature must still make a reflex save to avoid the fire damage, when ignited like this the fire does the Slayers level in fire damage for 1d4 turns, fire can still be put out as a standard action. Expert: the fire can now be channeled into a plasma-like beam, it functions as a touch spell and does 2d10 in damage, when used this way the fire will not ignite the victim but will burn through their armor dropping their AC by 2 each time hit down to a base of 10 plus dex modifier, this can also be used to burn through locked doors or chests, also any enemy ignited by earlier method can not be put out without the help of another or until the fire extinguishes itself on its own accord.
-Rót: Sets down a 30 foot radius trap (centered on the Slayer), and lasts for up to 2 hours until triggered. Upon being triggered, enemies in the trap are entangled (no save). Trap immediately alerts anyone who set it when it is triggered. Trap disappears in 1d4 rounds. Improved: Trap lasts 3 hours or until triggered twice, it now dissappears in 1d6 rounds, also the sign can be used on an inanimate object binding it in place for up to 2 hours at a time. Advanced: Trap at 45 foot radius, lasts 4 hours or until triggered 3 times, enemies in trap must succeed reflex save to attack, inanimate bindings now last 3 hours. Expert: Trap lasts 4 hours or until triggered 4 times, enemies caught in trap are now considered helpless and are susceptible to a coup de grace enemies are trapped for 1d8 rounds.
-Varði: A protective barrier forms around the Slayer, shielding him from physical damage for 1/2 his slayer level(round up) while under the influence of this sign he is unable to perform any other signs. Improved: Shield now negates 1/2 of any magic or non physical damage that would be dealt to the slayer. Advanced: shield now negates all damage that would be dealt to slayer. Expert: Shield now protects the slayer from all non touch spell effects.
-Vald: A mind manipulation charm, disorients the target for 1d4 rounds provides will save negates a +2 to gather information, diplomacy, intimidate, bribe, and bluff. Improved: stuns targets in a 5 foot radius for 1d4 turns, provides a +4 buff on all social checks. Advanced: Turns targets in a 5 foot radius against each other for 1d4 turns, allows a +8 on all social checks. Expert: can permanently wipe memories, and allows control over one target or to turn or stun in a 10 foot radius for 1d4 turns. grants a +16 bonus on all social checks.


Slayer Potions A slayer gains access to potion crafting from ingredients gathered by monsters and herbs nightly, these potions do not disappear at the end of the day, but only so many can be crafted a day, furthermore you must be in at least a study rank 1 in a monster to use its ingredients.


Steel Slayer A Slayer is naturally tough, and their skin is harder than most material in order to ward off the natural immense strength of most monsters. The Slayer gains DR/- equal to the Slayer level. At 7th level, this DR applies against energy attacks and damage. At 12th level, this DR applies against Spell-Like Abilities. At 17th level, this DR applies against spells. Also the slayer gains a toughness feat this level and every even level afterwards.

Toughness: Add +3 to your total Hitpoints, can be taken multiple times.


Armor Training Overtime, with experience (and the assistance of their enhanced physical abilities), a Slayer grows accustomed to moving around in his armor. He reduces the Armor Check Penalty of armor by 1 (minimum 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels after (7th, 11th, and 15th), these bonuses increase each time, to a maximum of -4 reduction in Armor Check Penalty and a +4 increase to maximum Dexterity bonus allowed. In addition, the Slayer can move at his normal speed in medium armor.


Track To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check).


Tactical Fighter Slayers are intelligent and intuitive fighters, and only suffer half the penalty from using Power Attack and / or Combat Expertise feats.


Slayer Stances Slayers Learn New stances through study and discipline, taking a stance is a full round action and switching stances is a standard action,(you cannot switch stances and attack on the same turn)

Agile Stance: Quick and accurate, the Agile Stance is all about outmaneuvering the opponent. Gain half the Slayer level as an attack bonus.

At 8th level, the Slayer also gains a +2 dodge bonus to AC. At 16th level, they get +4 dodge and an extra attack at full half BAB

Strong Stance: Strong and steadfast, the Strong Stance seeks to triumph through sheer force. Gain half the Slayer level as a damage bonus.

At 8th level, the Slayer also deals 2d4 Sunder Damage to any armor on an armored enemy, and 1d6 bleed damage for 1d4 turns to an unarmored enemy . At 16th level, increased to 4d4 sunder, and 2d6 bleed for 1d4 turns

Group Stance: At level 8 a slayer can train in Group Stance This is a stance that allows Slayers to strike multiple opponents almost at once. While in the stance you gain the ability to strike every every opponent within 5 ft of you as a single attack action but with no BAB added to your attack roll. At 16th level you may add half of your BAB to the Attack roll, Also you gain the ability to make trip, disarm, or sunder attacks against any number of creatures within your threatened range that do not provoke attacks of opportunity and do not hinder you on a failed check.


Tough As Nails: The Slayer through extreme training and pushing their bodies to the limit the slayers gain both endurance, and die hard as bonus feats this level

Endurance:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Diehard:When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.


Metabolic Control Slayers at this level have finally mastered control over their own bodies. they are immune to poisons and have a fortitude save against any normal diseases. they no longer require sleep - instead, they can get by if they meditate for at least 14 hours a week, in any increments they desire. They can go for without water a number of days equal to half their Constitution score, and a number of days without food equal to their Constitution score. After being rendered unconscious, they regain consciousness within an hour, and can heal naturally as normal.


Weapon Versatility: The Slayer's familiarity with their weapon(s) grow; they can now, as a free action, shift their grip on their weapons so that it deals bludgeoning, piercing, or slashing damage as desired.


Swift Tracker: The Slayer can now move his normal speed when following tracks without taking any penalties. They take only a -10 penalty when moving twice their normal speed when tracking.


Slayer's Movement The Slayer is light on his feet, and moves with a feline grace. They ignore difficult terrain and can leave no tracks, if they wish. +15 base movement speed


Ferocity: The Slayer can function as normal until he hits -10 hp, there is no strenuous action and no bleed damage.


Veteran Slayer: The Slayer now fights like a veteran, having wised up from past experiences and conflicts. Add the Slayer's Wisdom modifier to their attack rolls, damage rolls, AC (dodge bonus), initiative and saves.


Near Miss: Through large amounts of trial and error(hopefully more trial than error) the Slayer gains Uncanny Dodge, and Evasion as bonus feats this level

Uncanny Dodge: The Slayer 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.
Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too. If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.


On The Fly: Having fought countless battles at this point, the Slayer has gained the ability to adapt to the situation at hand on the fly, cutting down on their usual preparation time. Whenever the Slayer takes a move action, they may, as a free action, interact with their equipment and / or gear (such as pulling out / drinking a potion, preparing a bomb, oiling their blade) as much as a move action would usually require. Absolutely no offensive action can be taken with this ability (throwing the bomb, etc).


Multi-Sign: For the Slayer, weaving a Sign is as easy as breathing now; the Slayer may now cast two Signs as a full-round action, Combine signs for Different effects.


Hard To Hit: Through an almost supernatural sense developed through bathing his life in the hunt, a Slayer gets Improved Uncanny Dodge and Improved Evasion this level.

Improved Uncanny Dodge:A character with this feature can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the target does.
Improved Evasion: Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

Stalwart: The Slayer has reached the peaks of mental and physical fortitude both; if the Slayer makes a Fortitude or Will save with a reduced effect on a successful save, the Slayer instead ignores the effect entirely.


Sturdy Mutation: When a Slayer gains his final mutation all of his levels of toughness are changed to improved toughness and he gains greater diehard

Improved Toughness: Add +7 to Hitpoints, can be taken multiple times
Greater Diehard: Add the negative value of your total HD to the HP value at which you die. For example, a 9th level character would not die at -10 hp, but they'd die at -19 hp. Also, add the negative value of all hit points granted by Toughness and Improved Toughness to this amount (if you have those feats).


Multi-Stance: A Slayer may adopt two stances at once. when stances are combined only the improved stances versions can be combined.

Epic Slayer[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st
22nd
23rd
24th
25th Study Extraplanar
26th
27th
28th
29th
30th

<-number of skill points-> + Int modifier skill points per level.



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