Bloodshire Slayer (3pp)

Bloodshire Slayer

Contents

Slayers are monster-hunters with a twist – they themselves are part monster. Drawing on their own emotional energies, they infuse their weapons with the power to strike their foes down.

Driven ever onward to rid the world of evil, slayers rarely find permanent rest – there’s always a new monster to fight, a new foe to vanquish.

Play Style

Slayers make for good close-in fighters, rushing in to go toe-to-toe with monsters. However, slayers aren’t as well-armored as other classes and so need to make wise use of their class Talents and their emotionally charged attacks.

An important part of being a slayer is Dark Heritage, the type of monster your slayer secretly is (or is becoming, or whose blood shapes his heritage). Your slayer could be part-vampire, have an aberrant creature from the outer dark in his family line, or be the survivor of a monster attack that has left him with unusual abilities.

Ability Scores

Slayers get a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus. Dexterity is vital for basic attacks, and Charisma helps charge up attacks with emotional resonance.

Backgrounds

Back from the dead, child of hell, cursed wanderer, graduate of the Shadow Academy, cursed by the midnight serpent, nightmare refugee, half-turned vampire, vengeful revenant, rode with the Wild Hunt, survivor.

Gear

At 1st level slayers start with one or two melee weapons, a ranged weapon if preferred, light armor, and any non-magical gear that would be appropriate. Some slayers prefer to wield a light shield or buckler as well.

Gold Pieces

Slayers who are frugal with their money start with 25 gp, while those who lead a riskier life start with 1d6 x 10 gp in their pockets.

Armor

Anything beyond minimal armor is little more than a hindrance to slayers. Heavy armor restricts movement and creates noise, both of which are less than beneficial to a warrior who favors stealth and speed above all else.

Armor
Type Base AC
None 12
Light 12
Heavy 15 (-2 attack)
Shield +1

Weapons

To slayers a weapon isn’t nearly as important as the creative and deadly ways it can be used. Still, there’s something to be said for comfort and familiarity. Most are comfortable with light weapons; cudgels, daggers, hatchets, even a rapier.

Many slayers find that larger battlefield weapons inhibit their deceitful fighting style, but some tap into their dark legacy to wield bastard swords, battle axes, or even their bare hands with unparalleled efficiency. Their preference is for melee weapons almost exclusively, but if a crossbow is needed they’re comfortable enough with them to wield them effectively.

Melee Weapons
Weapon Category One-Handed Two-Handed
Small 1d4 club 1d6 axe
Light or Simple 1d6 shortsword 1d8 spear
Heavy or Martial 1d8 (-2 atk) longsword 1d10 (-2 atk) battle axe
Ranged Weapons
  Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 (-1 atk) heavy crossbow 1d8 (-2 atk) longbow
Level Progression
Fighter Level Total Hit Points Total Feats Charged Attacks Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 (7 + CON mod) x 3 1 adventurer 5   Ability modifier
Level 2 (7 + CON mod) x 4 2 adventurer 5   Ability modifier
Level 3 (7 + CON mod) x 5 3 adventurer 6   Ability modifier
Level 4 (7 + CON mod) x 6 4 adventurer 6 +1 to 3 abilities Ability modifier
Level 5 (7 + CON mod) x 8 4 adventurer
1 champion
6   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adventurer
2 champion
7   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adventurer
3 champion
7 +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adventurer
3 champion
1 epic
7   3 x ability modifier
Level 9 (7 + CON mod) x 20 4 adventurer
3 champion
2 epic
8   3 x ability modifier
Level 10 (7 + CON mod) x 24 4 adventurer
3 champion
3 epic
8 +1 to 3 abilities 3 x ability modifier

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Dexterity or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

MissDamage equal to your level

Class Features

All slayers have the Dark Heritage class feature.

Dark Heritage

Pick one of the following to be your slayer’s Dark Heritage class feature.

Aberration

Either due to his parentage or an incident in his own shadowy history your slayer’s part monster: not a half-monster, but enough to share a few attributes with something monstrous.

You have one of the following abilities:

Aberrant Biology: Your slayer has a resistance to one damage type equal to 5 plus his level (1st level 6+, 2nd level 7+, etc… up to 15+ at 10th level). They also have no need for one mortal ‘weakness’ (no need to sleep, no need to eat, no need to breathe, etc). If you pick this ability multiple times using feats then eliminate a different mortal weakness and gain a new type of damage resistance each time. Damage types you can choose that your slayer resists are: acid, cold, fire, force, holy, lightning, negative energy/unholy, poison, psychic, and thunder.

Elemental Blood: When your slayer is staggered, they deal damage equal to their level to one enemy engaged with them at the end of each of their turns. You choose the damage type dealt by your slayer’s elemental blood when you pick this ability.

Oozetrick: Once per battle (or once every five minutes outside of battle) as a quick action your slayer can deform his shape like an ooze. When they do so, until the start of his next turn they don’t provoke attacks when moving, and can slip through small spaces. Outside of battle they can perform other tricks (molding his flesh as a disguise, stretching his limbs to reach something distant, and so on) and rolls a save to succeed; your GM sets the difficulty of the save (6+, 11+, 16+) based upon the difficulty of what your slayer’s trying to do.

Phasing: Once per day your slayer can phase completely out of reality for one round, beginning at the start of the round. While phasing, all ongoing effects on him end, they automatically succeed on all saves, and they can’t be targeted by attacks. The downside is that while phasing they can’t move, and can’t make attacks or interact with other characters or objects they weren’t already holding. At the start of the round after phasing, your slayer reappears where they were, or in the closest spot if something now occupies that space.

Shadows: Your slayer can mold and shape shadows. Once per battle as a quick action add +4 to his defenses against ranged attacks until the start of his next turn, and your slayer also gains a +5 bonus to disengage checks. Outside of battle they gain a +2 bonus to stealth skill checks and can make shadows dance and form shapes.

Tentacles/Tail: Your slayer has extra limbs which can wield weapons. When you roll a natural 2 while attacking, your slayer can make an off-hand attack with a light one-handed weapon even if fighting using a two-handed weapon or using a shield. Your slayer probably keeps his extra limbs hidden under a long coat or something similar… probably.

True Sight: Your slayer can save to resist illusions and see the inner truth of things. Your GM sets the difficulty of the save (6+, 11+, 16+) based upon the source of the illusion or deception.

Wings: Once per day your slayer may fly as a move action, landing at the end of his move. At champion tier your wings are strong enough to fly once per battle, and at epic tier you can fly once per battle and once more per battle when the escalation die is 3+. Your slayer’s wings can fold small enough to fit under a long coat or a cloak, but it’s good to stretch them when in private. Outside of combat you can use the wings to glide, adding +2 to skill rolls involving leaping across pits or similar actions where having flapping wings might be useful.

Adventurer Feat Pick a second ability.

Champion Feat Pick a third ability.

Epic Feat Pick a fourth ability.

Preternatural

Some say there’s a touch of the incubus in your slayer’s blood or the heritage of a yakshi but, whatever the reason, he’s supernaturally gifted with a dark beauty and terrible grace. Twice per day when you roll a Charisma-based skill check you roll twice and take the better roll.

Your slayer has the ability to lay on hands as per the paladin’s Talent, and may spend feats to improve it as though you had that Talent.

Adventurer Feat Pick a wizard’s cantrip. Your slayer can now use that cantrip once every five minutes.

Champion Feat Pick a wizard’s utility spell. Your slayer now has access to that spell as though they were a wizard of the same level.

Epic Feat Pick a wizard’s at-will spell. Your slayer can now use that spell once per battle as though they were a wizard of the same level.

Shadow Soul

As a quick action your slayer can craft weapons out of raw shadow manifested from the darkness of his soul. These shadow weapons vanish into mist moments after they let go of them.

Your slayer doesn’t take an attack penalty for wielding a heavy weapon if it’s a shadow weapon.

Adventurer Feat Once per battle when your slayer reduces an enemy to 0 HP or fewer with his shadow weapon, apply any surplus damage to another enemy engaged with him.

Champion Feat Once per day, until the end of battle, your slayer’s shadow weapon uses dice that are one die type higher (d6 becomes d8, d8 becomes d10, d10 becomes d12).

Epic Feat If your slayer doesn’t have a shadow weapon manifested, they can use their inner darkness to protect themselves, adding +1 to all their defenses. It‘s a quick action to switch from shadow weapons to shadow armor or back again.

Uncertain Heritage

Your slayer has a legacy which unfolds with time as they discover the dark secrets of their heritage. You gain an extra slayer Talent at 1st level, and another at 6th level. If you pick this dark heritage you can’t take the Dual Heritage Talent. Multi-class characters can’t pick this dark heritage class feature.

Vampiric Legacy

Due to your slayer’s unique nature they can manifest claws, fangs, and other natural weapons. Their hands, feet, and any other useful appendage now qualify as one-handed light melee weapons.

You can use Dexterity in place of Strength for any skill checks that would call for it while your slayer’s shielded from sunlight (heavy clothes and a big hood won’t do the trick, but being sheltered indoors or in a cave will).

On a natural odd hit with your slayer’s inbuilt vampiric weapons they gain temporary hit points equal to twice their level.

Adventurer Feat Once per battle on a miss with a melee attack that does damage, your slayer gains temporary hit points equal to his level.

Champion Feat Once per battle add the enemy’s level to the temporary hit points your slayer gains.

Epic Feat Once per day for an entire battle, add the level of the enemy your slayer hits to the amount of temporary hit points gained with this class feature.

Wild Blood

There’s something of the beast about your slayer. Once per battle when you roll a recovery you can maximize the recovery roll.
You can take the druid’s shifter Talent as a Slayer class Talent, but only at the initiate level.

Adventurer Feat Your slayer’s senses are supernaturally sharp, allowing him to track via scent and see in the dark. You gain a +5 bonus to tracking skill checks.

Champion Feat Once per day when your slayer is reduced to 0 HP or fewer they can heal using a free recovery.

Epic Feat Once per day when your slayer becomes staggered they can heal as a free action using two free recoveries.

Class Talents

Choose three Talents at first level.

Crawstep

Twice per battle, when your slayer’s not engaged with an enemy, he can teleport to being engaged with any nearby or far away ally or enemy as a move action.

Adventurer Feat Once per battle when your slayer teleports into engagement, the next standard action attack he makes on that turn against the enemy you teleported into engagement with does double damage hit or miss against that enemy.

Champion Feat The next basic attack your slayer makes after he teleports targets PD instead of AC.

Epic Feat Once per day when your slayer teleports, he can make a basic attack on the same turn immediately after the teleport move as a quick action.

Cruel Grimoire

Your slayer learns one spell of his level or lower from any spell-using class except chaos mage or occultist (druid, wizard, sorcerer, cleric, etc), and can cast it as though he were a member of that class of his own level. Rename the power to reflect the dark taint the power places upon it: Cure Light Wounds could be Dark Healing, reflecting your slayer funneling the life energy of a slain foe into an ally, Burning Hands could be Skeletal Hands where the attack takes the form of burning skeletal digits that lash out at your foes, and so on. If the spell has feats available, your slayer may take those feats as well, using his feats.

Adventurer Feat The spell you’ve taken uses your slayer’s Charisma score for both attack and damage.

Champion Feat Your slayer gains the Ritual Caster feat but only for the spell he learned from another class.

Epic Feat Your slayer gains a dark copy of a second spell in addition to the first spell. The two spells do not have to be from the same class and your slayer can cast both of them as rituals.

Deathly Lantern

As an at-will quick action your slayer can summon a deathly lantern. While holding a deathly lantern it provides a ‘light’ that only your slayer can see. While holding the lit deathly lantern in one hand your slayer deals an extra 1d4 fire damage with his weapon attacks that hit (champion: +2d4 fire damage; epic +2d6 fire damage). The lantern disappears when not in use. Some characters summon a dark flame into their open palm instead of a lantern, but the effect is the same.

Adventurer Feat Your slayer’s allies can now see using the deathly lantern’s light.

Champion Feat Increase the bonus damage to +2d6 fire damage (+2d8 epic tier).

Epic Feat Once per battle the extra fire damage is ongoing damage.

Dual Heritage

Special: Dual Heritage costs two Talents. You can’t use this Talent to gain uncertain heritage as one of your two dark heritages. Multi-class characters can’t take this Talent.

Choose a second dark heritage class feature (normally you only get one). For example, this Talent could allow you to have both the Aberration and Vampiric Legacy dark heritages.

Evil Eye

When your slayer hits or misses an enemy with a natural 13 attack roll, or when a nearby enemy rolls a natural 13 on an attack, that enemy becomes cursed. While cursed, the enemy subtracts the escalation dice from its attack rolls. Yours slayer can only curse one creature at a time. If the triggering 13 comes up again, the curse shifts to the new target.

Adventurer Feat Once per day your slayer can force a cursed creature to reroll an attack and take the lower result.

Champion Feat If your slayer kills a cursed creature he gains temporary HP equal to twice its level.

Epic Feat Once per day when a cursed enemy targets your slayer with an attack, but before your GM rolls to hit, your slayer redirects the attack to an enemy engaged with him.

Marked For Doom

Once per battle as a quick action your slayer can mystically mark one creature he can see, or mark one mob of mooks. Until the end of the battle his crit range against the marked creature or mob expands by 1.

Adventurer Feat On a hit the marked creature or member of a marked mob of mooks takes extra damage from your slayer’s attacks equal to his Charisma modifier, but only if your slayer’s the only one engaged with it.

Champion Feat Your slayer’s crit range against the marked creature or mob of mooks expands by an extra 2 (normally to 17+).

Epic Feat When the marked creature dies, or the last member of a mob of marked mooks dies, your slayer heals using a free recovery.

Midnight Noose

Once per battle your slayer can use a quick action to pull an enemy of his own level or lower into engagement with him. The noose is made of shadow, or perhaps is your slayer’s own spooky hair, or is tentacles that come from within you – be creative.

Adventurer Feat Your slayer can use the noose as a normal rope outside of combat. It obeys your slayer’s mental commands, knotting or unknotting itself. The noose is stronger than normal rope, but can still be cut through with effort.

Champion Feat When your slayer pulls a creature to him using the Midnight Noose, the creature is stuck (save ends).

Epic Feat Your slayer’s crit range against stuck creatures engaged with him expands by 2 (normally to 18+).

Mist Form

Once per day when your slayer Rallies, he can’t make attacks against AC or PD until the start of his next turn, nor can he be targeted by such attacks until the start of his next turn.

Adventurer Feat While in mist form your slayer can drift: it’s not quite flying, more of a controlled glide that can carry your slayer across pits or through a closed non-airtight door.
Your slayer can now activate this power as a standard action instead of when Rallying.

Champion Feat When your slayer uses his mist form he adds the escalation die to his PD for the rest of the battle.

Epic Feat Rallying in mist form is now a quick action for your slayer, and he can use mist form twice a day.

Oubliette

Your slayer has access to a shadowy pocket dimension in which he can store objects. This pocket dimension is about as large as a big backpack, and is accessible only to your slayer. At sunrise each day roll a d6, on a 1 all objects inside the pocket dimension reappear. Accessing the pocket dimension and pulling something out is a quick action.

Champion Feat Once per day when not in combat your slayer can travel through his pocket dimension, allowing him to pass through a closed door or a wall. Magical wards interfere with travel through the oubliette.

Shadow Minion

Your slayer gains a small minion, mechanically identical to the Wizard’s familiar Talent. The minion should be suitably twisted or macabre in description, or a traditionally morbid creature like a black cat or a crow. You can spend feats on the minion in the same way as a wizard spends feats to improve his familiar.

Charged Attacks

When you roll initiative, your slayer also charges up their weapon with power drawn from their own soul. The nature of the charged attack depends on the emotion he’s feeling at the time: hatred for his enemies, fear for his friends, etc.

For the rest of the battle the next charged attack available is always determined by the previous charged attack that your slayer made, regardless of whether the last attack you made hit or missed. The next attack is either the next attack in the chain of your slayer’s current emotional state (Opening > Building > Catharsis), or the opening attack from a different emotion. After making the end ‘catharsis’ attack in a chain, the next emotion-charged attack must be the opening attack from a different emotion.

Charged attacks modify your basic attacks depending on the attack roll and whether the attack hits or misses.

You can choose to make a basic attack not a charged attack, but the next charged attack available always depends on your previous charged attack that battle.

Your slayer can only access five charged attacks at 1st level, but gains access to more as you level up. You gain a 6th charged attack at 3rd level, a 7th at 6th level, and access to all of them at 9th level.

Wrath

Let yourself give in to your anger and rage.

Wrath attacks are powerful, but your slayer risks damaging himself.

Opening: Strike of Displeasure

Hit: Add 1d6 fire damage to the attack (champion: 2d6 fire damage; epic: 3d8 fire damage).

Miss: Your slayer’s basic attack does no damage.

Building: Whirlwind of Anger

Modifier To Basic Attack: Your slayer may target one or two enemies with his basic attack.

Miss: Your slayer takes fire damage equal to his level for each enemy he missed.

Catharsis: Assault of Wrath

Hit: Add 1d12 ongoing fire damage to the attack (champion: 2d12 ongoing fire damage; epic: 3d12 ongoing fire damage).

Miss: Your slayer takes the ongoing fire damage instead.

Vigilance

You stretch out your senses, looking for an opening.

Vigilance attacks are best used when facing multiple enemies at once.

Opening: Focused Foray of Concentration

Natural Even Miss: One other enemy engaged with your slayer takes miss damage too.

Natural Odd Miss: One enemy engaged with your slayer, but not targeted by this attack, pops free.

Building: Stance of Hope

Modifier To Basic Attack: Your slayer may target one or two enemies in a group with his basic attack.

Natural Odd Hit: Your slayer’s attack does only half damage if he targeted two enemies.

Miss: Your slayer’s basic attack does no damage.

Catharsis: Burst of Alertness

Modifier To Basic Attack: Your slayer may target one or two enemies in a group with his basic attack, or attack the same enemy twice as a single action.

Terror

You use your enemies’ fear as a weapon, while allowing your own terror to drive you to win.

Terror attacks force enemies to retreat from your slayer or suffer the consequences.

Opening: Cloak of Apprehension

Hit: The target must use its next action to move away from your slayer or take your slayer’s level in negative energy damage.

Building: Visage of Dread

Hit: The target must use its next action to move away from your slayer or take your slayer’s level in negative energy damage.

Miss: Your slayer’s basic attack does no damage.

Catharsis: Mask of Horror

Hit: Add twice your slayer’s Charisma modifier negative energy damage to the attack, and the target must use its next action to move away from your slayer or take your slayer’s level + Charisma in psychic damage.

Miss: Add damage equal to your slayer’s Charisma modifier to the miss damage and the enemy pops free.

Hatred

Hatred is a double-edged weapon.

Hatred attacks are powerful, but your slayer’s allies might end up disliking them if they use them too often.

Opening: Blow of Disgust

Hit: Add your slayer’s Charisma modifier acid damage to the attack.

Miss: Acid damage equal to your slayer’s level to all engaged targets, and to all allies engaged with them.

Building: Stroke of Judgment

Hit: Your attack does half damage as ongoing acid damage.

Miss: Damage equal to your slayer’s level to all engaged targets, and to all allies engaged with them (including your slayer if he’s engaged with the missed target).

Catharsis: Verdict of Loathing

Hit: Your slayer’s attack does its damage as ongoing acid damage.

Miss: Damage equal to your slayer’s level to all engaged targets, and to all allies engaged with them (but not to you).

Grief

The loss of loved ones spurs you on in battle.

Grief attacks lock your slayer and an enemy into a mutual dance of destruction.

Opening: Assault of Sorrows

Hit: If the target moves away from your slayer before the end of your slayer’s next turn, it takes ongoing cold damage equal to your slayer’s level.

Miss: Cold damage equal to your slayer’s level, and if your slayer moves away from the target before the end of your slayer’s next turn, your slayer takes cold damage equal to your slayer’s level.

Building: Quagmire of Melancholy

Hit: If the target moves away from your slayer before the end of your slayer’s next turn, it takes ongoing cold damage equal to twice your slayer’s level.

Miss: If your slayer moves away from the target before the end of your slayer’s next turn, your slayer take cold damage equal to twice your slayer’s level.

Catharsis: Morass of Guilt

Hit: Add twice your slayer’s Charisma modifier cold damage to the attack and, if the target moves away from him before the end of your slayer’s next turn, it takes ongoing cold damage equal to three times your slayer’s level.

Miss: Add cold damage equal to your slayer’s level to the miss damage.

Esteem

You work better with an audience. And by ‘work’ we mean ‘kill’.

Esteem attacks work best when your slayer has allies nearby, as their emotions amplify his.

Opening: Circle of Acceptance

Hit (Enemy): Add your slayer’s Charisma modifier holy damage to the attack.

Hit (Ally): Target takes no damage and heals HP equal to your slayer’s level.

Miss (Ally): Psychic damage equal to your slayer’s level.

Building: Circle of Trust

Hit (enemy): Add your slayer’s Charisma modifier holy damage to the attack.

Miss: Your slayer’s basic attack does no damage.

Catharsis: Ring of Wonder

Attack Bonus For Basic Attack: Add +1 to the attack roll for each ally engaged with the enemy (max bonus +3).

Hit: Add twice your slayer’s Charisma modifier holy damage to the attack and, as a free action, your slayer or one nearby ally can heal using a recovery.

Miss: 1d3 nearby allies (which can include your slayer) gain temporary HP equal to twice the level of the enemy.

Ecstasy

Ah, the exultation of slaughter!

Ecstasy attacks benefit the attacker almost as much as they harm their enemies.

Opening: Song of Serenity

Natural 11+ Hit: Add psychic damage equal to your slayer’s Charisma modifier to the attack.

Hit Or Miss: Your slayer gains temporary hp equal to twice his level.

Building: Dance of Delight

Hit: Your slayer gains temporary HP equal to twice his level.

Miss: Your slayer’s basic attack does no damage.

Catharsis: Exultation of Joy

Hit: Add twice your slayer’s Charisma modifier psychic damage to the attack.

Hit Or Miss: Heal HP equal to the maximum damage that your slayer could have rolled minus the damage actually rolled (so the maximum damage roll is 23 on 2d10+3, but if you rolled only 10 then your slayer heals 13 hit points).

Amazement

Amazement, or shock?

These attacks are flashy, distracting enemies and causing them to stumble in their assaults.

Opening: Disrupting Disturbance

Natural 2-15 Hit: Add thunder damage equal to your slayer’s Charisma modifier to the attack.

Natural 16+ Hit: Add lightning damage equal to your slayer’s Charisma modifier to the attack, and the target is stunned until the start of your slayer’s next turn.

Building: Battle-yell of Surprise

Natural 18+ Hit: The target is dazed until the end of its next turn.

Miss: Your slayer’s basic attack does no damage.

Catharsis: Scream of Shock

Natural 2-15 Hit Or Miss: Add twice your slayer’s Charisma modifier thunder damage to the attack.

Natural 16+ Hit: Add twice your slayer’s Charisma modifier thunder damage to the attack, and the target is vulnerable to all attacks until the end of your slayer’s next turn.

Multi-Classing

Multi-class slayers use the same column as bards for their key modifiers and weapon dice penalties. A Slayer/Bard uses Dex/Cha as their key modifier.

The slayer is a natural fit with rangers for multi- classing, and we’ve added some feats for characters who are hunters who specialize in monster-hunting.

Level progression: Your slayer starts with only four charged attacks, and must wait until 2nd level to get his 5th charged attack. He doesn’t get his extra slayer charged attacks until one level later than usual: at 4th, 7th, and 10th level.

Clear heritage: Your slayer can’t take the uncertain heritage slayer dark heritage class feature or the slayer’s dual heritage Talent.

Monster Hunter (Ranger/Slayer)

Champion Feat Once per day for one battle your slayer can apply his favored enemy ranger Talent to slayer attacks.

Champion Feat Once per day for one battle your slayer can apply his lethal hunter ranger Talent to slayer attacks.

Section 15: Copyright Notice

Nocturne. © 2016, Savage Mojo; Authors: Darren Pearce, Miles M Kantir, ASH LAW, Drew Wendell.

scroll to top