Slayer, Variant (4e Class)
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|“||Slaying takes years to master, it's unfortunate you won't live that long.||”|
|Role: Striker. You focus on strong melee attacks taking advantage of charges and opportunity attacks. You kill your target before moving to another creature.|
|Power Source: Martial. You strike your target with moves you muscels have memorized from practice.|
|Key Abilities: Strength, Constitution, Wisdom, Dexterity|
|Armor Proficiencies: Cloth, Leather, Hide, Chain Mail, Scale|
|Weapon Proficiencies: Simple melee, military melee|
|Bonus to Defense: +1 Fortitude, +1 Reflex|
|Hit Points at 1st Level: 15 + Constitution score|
|Hit Points per Level Gained: 5|
|Healing Surges per Day: 7 + Constitution modifier|
|Trained Skills: Insight. From the class skills list below, choose Three more trained skills at 1st level.|
Class Skills: Acrobatics(Dex), Athletics(Str), Dungeoneering(Wis), Endurance(Con), Insight(Wis), Intimidate(Cha), Nature(Wis), Perception(Wis)
|Build Options: Mighty Slayer, Rapid Slayer, and Efficient Slayer|
|Class Features: Chosen Target, Moving Along, Slayer Talent, Take Advantage, Slaying Style|
Slayers are trained in the art of taking down enemies quickly and effectively. These warriors use melee weapons to hit hard where it counts. As simple as it may seem slaying does indeed take years to master. The Slayer distinguishes itself from other classes by focusing on knowing the target and dispatching of them in record time. A favorite Slayer saying is "The bigger they are the harder they fall".
|Characteristics: A slayer is a warrior trained to excel at finishing off enemies. A Slayer sticks to a single target until the final blow is dealt. Wielding the best weapons and wearing a good set of armor helps slayers stay in the fight as long as possible.|
|Religion: A popular deity among Slayers is Kord the the god of battle and storms, on the other hand many Slayers don't follow any particular deity.|
|Races: Half-orcs, Goliaths, Dragonborn and Humans are good candidates for Slayers all though it's also popular among other strong races.|
Creating a Slayer
Slayers are categorized by how they approach their target. A Slayers top ability is Strength.
You choose a target and you stick to it. You prefer two handed weapons. You stick close to your target taking advantage of opportunity attacks and charges, your best ability score should be Strength in order to deal maximum damage. Next, Constitution is useful for both extra damage and higher hit points. For your tertiary stat, choose wisdom for more tactical options or dexterity if you want to get around the battlefield faster.
- Suggested Feat: Power Attack
- Suggested Skills: Athletics, Endurance, and Intimidate
- Suggested Path: Power Path
- Suggested At-Will Powers: slaying strike, lacerating slash
- Suggested Encounter Power: mighty cleave
- Suggested Daily Power: underhand blow
You prefer two weapons, one in each hand. You attack more often, focusing on dealing more damage to quickly fell your target, and, unlike the other two paths, you can slay two targets at once, felling them both rapidly. All Slayers benefit from high damage attacks therefore Strength should be your best ability score. Make Dexterity next, as you'll be moving around the battlefield easily and attacking rapidly. A good Wisdom can help you out of clutch moments, while constitution can help you last longer in the fight.
- Suggested Feat: Two-Weapon Fighting
- Suggested Skills: Acrobatics, Endurance, and Nature
- Suggested Path: Dual Weapon Path
- Suggested At-Will Powers: double strike, readying strike
- Suggested Encounter Power: wrenching stabs
- Suggested Daily Power: whirling blades
You prefer playing smarter, whether you equip two weapons or one. You may not hit as hard, or attack as often as the other two Paths, but when you do hit, you stop your opponent from running away, force openings in their defenses, and stop them from hurting you enough to stop your onslaught. While you might take longer to fell your opponent than others, you are guaranteed to drop them.
- Suggested Feat: Improved Initiative
- Suggested Skills: Dungeoneering(Wis), and Nature(Wis), Perception(Wis)
- Suggested Path: Cunning Path
- Suggested At-Will Powers:
- Suggested Encounter Power:
- Suggested Daily Power:
Slayer Class Features
All Slayers share these class features.
- Chosen Target
Slayers single out on a target, focussing to gain insight on how and where to strike the target. However, this intense focus is incredibly difficult on more than one target.
- Moving Along
You gain the Moving Along power to use when you slay an enemy.
- Slayer Paths
-Power Path: Gain Toughness as a bonus feat. When you use Moving Along while wielding a two-handed weapon, gain Constitution Modifier extra damage.
-Dual Weapon Path: You can treat one handed weapons as if they were off-hand. Additionally, when you hit with the Moving Along Encounter power while wielding two weapons, you may make the attack again with the weapon in your other hand.
-Cunning Path: Gain +3 to your Initiative checks. Additionally, you can use a 1st level At-Will Slayer attack in place of the attack of Moving Along Encounter Power.
Slayer powers are known as Exploits, and are listed here.