The Order of Slayers


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All of the material on this webpage regarding the Order of Slayers prestige class is designated as Open Game Content, as detailed under the Open Gaming License.

The Order of Slayers are a militant brotherhood of demon hunters. In essence, there are actually three Orders of Slayers: The White Order, the Grey Order and the Black Order, each dedicated to differing principles (good, neutral or evil) in the pursuit of their common goal: the destruction of any Infernal presence on the Plane Prime. The bane of the denizens of the Infernus, Slayers seek out demons and their spawn, and remove them from the Plane Prime with extreme prejudice. Because Slayers are constantly exposed to demonic forces, they always run the risk of being tainted. However, Slayers have developed a number of rituals designed to maintain their purity. They lead highly disciplined and ofttimes lonely lives, for their chosen foes are quite deadly and vengeful.

REQUIREMENTS

Alignment: Must be of Lawful alignment;
Feats: Iron Will and Alertness;
Base Attack Bonus: +5
Spellcasting: Must be able to cast Protection From Evil.
Skills: Knowledge(Outer Planes) (5 ranks);
Roleplaying: Must seek out and receive class training under a Slayer mentor.

GAME RULE INFORMATION

Hit Die: d8.

Class Skills: The Slayer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(Outer Planes) (Int), Knowledge(Religion) (Int), Profession (Wis), and Sense Motive (Wis).
Skill Points Per Level: 2 + Int modifier

PRESTIGE CLASS TABLE: THE SLAYER
LevelBABFortRefWillSpecial
1+1+2+0+0Detect Demons, Demon Bane +1/+1d6, +1 level of spellcasting ability
2+2+3+0+0Turn Demons, Demonic Resistance
3+3+3+1+1Demon Bane +2/+2d6, +1 level of spellcasting ability
4+4+4+1+1Infernal Spell Penetration
5+5+4+1+1Demon Bane +3/+3d6, +1 level of spellcasting ability

CLASS FEATURES

Weapon and Armor Proficiency: Slayers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.

Spells: At 1st, 3rd and 5th level, the Slayer advances in a previous spellcasting class for purposes of new spells and spells per day only. Each increase in spellcasting level also adds +1 level to the Slayer's previous spellcasting ability.

Detect Demons(Sp): At 1st level, the Slayer gains the spell-like ability to detect demons at will, up to 120 feet. To use this ability, the Slayer must spend a standard action in concentration, and this ability detects in a sixty degree arc, similar to detect evil. This ability will not discern the power or strength of the demon, the number of demons, or items imbued with demonic power, and is limited by the same barriers that limit detect evil.

Turn Demons(Ex): At 2nd level, the Slayer gains the extraordinary ability a number of times per day equal to three plus the Slayer's Charisma modifier to turn demons, much as a cleric of the same level turns undead, except that the Turning check uses the Slayer's character level, while the actual HD turned uses the Slayer's class level. (See Knight of the Chalice in Defenders of the Faith for details.) This ability does not affect undead, and takes a standard action to utilize. A Slayer may also take Extra Turning as a feat, which allows the Slayer to turn demons four more times per day than normal. A Slayer may take this feat multiple times, gaining four extra daily turning attempts each time.

Demon Bane(Su): Beginning at 1st level, a Slayer gains the supernatural ability to imbue all of his melee attacks, and ranged attacks within 30ft, with energies baneful to Infernal beings. The damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus, and inflicts an additional +1d6 damage against these creatures, whether or not the bonus bypasses the damage reduction of the Infernal creature. These bonuses do not actually affect the Slayer's actual attack roll, much like the Monk's Ki Strike ability. The Demon Bane bonuses increase at 3rd and 5th levels, to a maximum of +3/+3d6.

Demonic Resistance(Ex): Through exposure to the denizens of the Infernus and their supernatural and spell-like abilities, the Slayer has an innate bonus of +2 on all saving throws versus demonic attacks and abilities, starting at 2nd level.

Infernal Spell Penetration(Su): At 4th level, the Slayer gains a +2 enhancement bonus to overcome the spell resistance of demons and their servants. This bonus stacks with any grants by the Spell Penetration feat or similar bonuses.

NOTE ON INFERNAL TAINT: If a Slayer uses a demonic/infernal weapon, or knowingly imbibes or partakes of demonic essence (in the form of any demonic fluid such as ichor, or eats of their tainted flesh), the Slayer loses all of their class abilities until such time as they perform a three-day Rite of Purification.


When you recover or discover something that nourishes your soul and brings joy,
care enough about yourself to make room for it in your life.
-Jean Shinoda Bolen

All original material on the Nine Kingdoms of Arn website not designated as Open Game Content,
or not otherwise protected under the copyrights of other entities, is Copyright 2002-2003, Jason D. Kemp.