Slayer
(As an ode to Mat Mercers Blood Hunters and Andrzej Sapowski’s Witcher) *
As the rain lashed down in the dark of night the beast stalked its prey. Following the tracks, the scent of fresh blood, its mouth watered as it closed in. There, trapped at the end of the ally, the young Tiefling cowered behind refuse and boxes. The creature snarled and drew itself to its full height. Then froze as a blade of fire burst from its chest. Falling to the side the young child looked up to see the hooded figure of a battle worn warrior. The figure tossed the child a small pouch of coin. “For the bait” he says as he turns and walks away clutching a flaming sword in one hand and the beast’s tusk in the other.
A mysterious half-elf swathed in a worn cloak and rugged leather armour carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.
Stepping into the lightless chambers of ancient dust and lingering whispers, the dwarf picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.
Being a Slayer is not something you become. It’s something you are. It’s in your blood, literally. A magical trait or curse depending how one views it, handed down from generation to generation, the powers of a Slayer seem to awaken when mythical creatures are near. Often feared or misunderstood, driven by an unending drive to destroy the wicked, Slayers are clever, arcane warriors who armed with a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt. Slayers are willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.
Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another Slayer in person, or just seeking a place to belong in an uncaring world, the reasons one may take up Beast Slaying and choose this life are many and varied. The life of a Slayer is often not an easy one. While some societies have come to accept the good deeds, many Slayers publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world. Even so, the best work a Slayer can do usually involves the poor and defenceless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.
In choosing this path, a Slayer has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot. While most Slayers follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side and use their abilities for selfish and evil purposes. These deviants are often hunted along with the creatures they once trained to fell.
Role: A secondary melee class, Slayers have the ability to be upfront fighters or support characters.
Weapons:
Free: One-Handed Short
Lvl 0: Long One-Handed
Lvl 1: Bastard
Lvl 3: Two-Handed
Lvl 3: Small Polearm
Lvl 4: Large Polearm
Lvl 4: Thrown Weapons
Lvl 4: Dart / Shot Specialization
Lvl 6: Flight Weapons
Armour:
Lvl 0: Padded Armour
Lvl 2: Light Armour
Lvl 4: Medium Armour
Shields:
Lvl 1: Buckler
Lvl 2: Small
Lvl 4: Large
Lvl 6: X-Large
Magic: 1 Element (Lvl 10)
Mana Bands:
Lvl 10: Mana Band 1
Lvl 15: Mana Band 2
Lvl 15: Mana Band 3
Lvl 20: Mana Band 4
Lvl 20: Mana Band 5
Spell Level Requirements to learn (use the achievement code listed in the magic section)
Lvl 10: Spell Level 1 Abilities
Lvl 15: Spell Level 2 Abilities
Lvl 20: Spell Level 3 Abilities
Suggested Races: All
Abilities:
The power of a Slayer lays within their bloodline. Not all of the same blood line develops the abilities but every now and then a generation “Awakens the blood magic within”.
A BLOOD RITE can be used on a weapon. By imbuing a single hit point into the rite, the weapon will flair with elemental energy chosen by the Slayer. These can change depending on the power and skill of the Slayer. A weapon can only take one rite at a time… but strong slayers have been known to have several weapons infused.
This is not without its dangers. A Blood Rite will reduce a Slayers health by one point. While the power is active this loss of health cannot be healed until the rite is dropped. Should a Slayer die, any rites they have active will dispel.
Lvl 3: Rite of the Flame: The weapon is infused with raw infernal flame. This will ignite anything flammable it touches. In combat targets struck will ignite as per spell.
Lvl 5: Dual Wield: One-handed weapons.
Lvl 7: Rite of Ruin: A weapon infused with this rite will begin to bleed and sweat acid. This not only eats into flesh and bone but also wood and metal. A strike from this weapon will cause 1 cleave point or +1 damage.
Lvl 9: Dual Rites: The Slayer has become so proficient with their blood magic that they can infuse 2 weapons. Any rite can be used. This does weaken the slayer further and the hit points cannot be healed until the rites are finished.
Lvl 12: Rite of Frost: The slayers chosen weapon glazes over and even the air around then grows chill. Striking a foe with this weapon caused the target to freeze still as an ice sculpture. The Slayer however must cause a physical wound for the ice to spread through the opponent’s veins.
Lvl 15: Imbue Other: The Slayer can manipulate their Blood Magic so efficiently that they can even infuse weapons they do not handle. All rules still apply, and they can use any of the rites known to them. Word to the wise however, some Slayers forget that their own life force is linked to these rites and they may find themselves considerably weakened.
*Descriptions of class taken from D&D 5e player’s handbook with amendments to adapt to Darken vale.
(As an ode to Mat Mercers Blood Hunters and Andrzej Sapowski’s Witcher) *
As the rain lashed down in the dark of night the beast stalked its prey. Following the tracks, the scent of fresh blood, its mouth watered as it closed in. There, trapped at the end of the ally, the young Tiefling cowered behind refuse and boxes. The creature snarled and drew itself to its full height. Then froze as a blade of fire burst from its chest. Falling to the side the young child looked up to see the hooded figure of a battle worn warrior. The figure tossed the child a small pouch of coin. “For the bait” he says as he turns and walks away clutching a flaming sword in one hand and the beast’s tusk in the other.
A mysterious half-elf swathed in a worn cloak and rugged leather armour carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.
Stepping into the lightless chambers of ancient dust and lingering whispers, the dwarf picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.
Being a Slayer is not something you become. It’s something you are. It’s in your blood, literally. A magical trait or curse depending how one views it, handed down from generation to generation, the powers of a Slayer seem to awaken when mythical creatures are near. Often feared or misunderstood, driven by an unending drive to destroy the wicked, Slayers are clever, arcane warriors who armed with a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt. Slayers are willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.
Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another Slayer in person, or just seeking a place to belong in an uncaring world, the reasons one may take up Beast Slaying and choose this life are many and varied. The life of a Slayer is often not an easy one. While some societies have come to accept the good deeds, many Slayers publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world. Even so, the best work a Slayer can do usually involves the poor and defenceless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.
In choosing this path, a Slayer has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot. While most Slayers follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side and use their abilities for selfish and evil purposes. These deviants are often hunted along with the creatures they once trained to fell.
Role: A secondary melee class, Slayers have the ability to be upfront fighters or support characters.
Weapons:
Free: One-Handed Short
Lvl 0: Long One-Handed
Lvl 1: Bastard
Lvl 3: Two-Handed
Lvl 3: Small Polearm
Lvl 4: Large Polearm
Lvl 4: Thrown Weapons
Lvl 4: Dart / Shot Specialization
Lvl 6: Flight Weapons
Armour:
Lvl 0: Padded Armour
Lvl 2: Light Armour
Lvl 4: Medium Armour
Shields:
Lvl 1: Buckler
Lvl 2: Small
Lvl 4: Large
Lvl 6: X-Large
Magic: 1 Element (Lvl 10)
Mana Bands:
Lvl 10: Mana Band 1
Lvl 15: Mana Band 2
Lvl 15: Mana Band 3
Lvl 20: Mana Band 4
Lvl 20: Mana Band 5
Spell Level Requirements to learn (use the achievement code listed in the magic section)
Lvl 10: Spell Level 1 Abilities
Lvl 15: Spell Level 2 Abilities
Lvl 20: Spell Level 3 Abilities
Suggested Races: All
Abilities:
The power of a Slayer lays within their bloodline. Not all of the same blood line develops the abilities but every now and then a generation “Awakens the blood magic within”.
A BLOOD RITE can be used on a weapon. By imbuing a single hit point into the rite, the weapon will flair with elemental energy chosen by the Slayer. These can change depending on the power and skill of the Slayer. A weapon can only take one rite at a time… but strong slayers have been known to have several weapons infused.
This is not without its dangers. A Blood Rite will reduce a Slayers health by one point. While the power is active this loss of health cannot be healed until the rite is dropped. Should a Slayer die, any rites they have active will dispel.
Lvl 3: Rite of the Flame: The weapon is infused with raw infernal flame. This will ignite anything flammable it touches. In combat targets struck will ignite as per spell.
Lvl 5: Dual Wield: One-handed weapons.
Lvl 7: Rite of Ruin: A weapon infused with this rite will begin to bleed and sweat acid. This not only eats into flesh and bone but also wood and metal. A strike from this weapon will cause 1 cleave point or +1 damage.
Lvl 9: Dual Rites: The Slayer has become so proficient with their blood magic that they can infuse 2 weapons. Any rite can be used. This does weaken the slayer further and the hit points cannot be healed until the rites are finished.
Lvl 12: Rite of Frost: The slayers chosen weapon glazes over and even the air around then grows chill. Striking a foe with this weapon caused the target to freeze still as an ice sculpture. The Slayer however must cause a physical wound for the ice to spread through the opponent’s veins.
Lvl 15: Imbue Other: The Slayer can manipulate their Blood Magic so efficiently that they can even infuse weapons they do not handle. All rules still apply, and they can use any of the rites known to them. Word to the wise however, some Slayers forget that their own life force is linked to these rites and they may find themselves considerably weakened.
*Descriptions of class taken from D&D 5e player’s handbook with amendments to adapt to Darken vale.