Monster Slayer


In a society where vampires, werewolves and other creatures of the night subsist parasitically on the blood of innocents, hunting such creatures can be a lucrative career. When citizens are faced with a threat far beyond the capability of their local militia to handle, they would willingly pay a hefty ransom to have it taken care of. That is where the professional slayer steps in: an individual familiar with a wide variety of monsters and trained in the effective means of killing them.
Hit Die: D8
Requirements:

  • Alignment: Any non-evil
  • Base Attack Bonus: +4
  • Skill: 8 ranks in Profession (slayer)
  • Psionics: Must have a power point reserve of at least 1 power point.
  • Special: Must have the Collector of Stories skill trick
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (sexual) (Cha), Profession (slayer) (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at Each Level: 6 + Int modifier

Table: Monster Slayer

LevelBABFortRefWillSpecialPowers Known
1+0+2+2+2Slayer Contracts, Slayer Lore
2
+1

+3

+3

+3


+1 level of existing manifesting class

3

+2

+3

+3

+3
Detect Evil
+1 level of existing manifesting class

4

+3

+4

+4

+4


+1 level of existing manifesting class

5

+3

+4

+4

+4
Aligned Attack
+1 level of existing manifesting class

6

+4

+5

+5

+5

 

+1 level of existing manifesting class

7

+5

+5

+5

+5

 Speak with Dead

+1 level of existing manifesting class

8

+6

+6

+6

+6

 

+1 level of existing manifesting class

9

+6

+6

+6

+6

 

+1 level of existing manifesting class

10

+7

+7

+7

+7
Track Evil
+1 level of existing manifesting class


Weapon and Armor Proficiency: Monster Slayers gain no additional proficiency in any weapon or armor.

Powers Known: Beginning at 2nd level, Monster Slayers gain additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on).
If a character had more than one manifesting class before he became an Monster Slayer, he must decide to which class he adds the new level of Monster Slayer for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class (for example, if he was a soulknife or a ranger with the Wild Talent feat), he does not gain manifesting levels.

Slayer Contracts: By making a Profession (slayer) check, Monster Slayers can find out about any bounties offered for slaying monsters in the area. The size of the bounty reflects the degree of success, but it is normally limited by the wealth of the population center (the citizens of a thorp can't afford to hire a Monster Slayer, no matter how desperate they are).

Slayer Lore: Whenever a Monster Slayer fights a creature, he may make a Knowledge check based on its type, as described on page 78 of the Players Handbook, provided that he has at least one rank in the appropriate Knowledge skill. The DC of the check is 10 + the monster's hit dice.
If the check is successful, he receives a +1 insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. For every 5 points that his check result exceeds the DC, this bonus increases by +1, up to a maximum of +5.
The Monster Slayer can only make one Knowledge check per creature type per combat. If he fights creatures of multiple types during the same combat, he can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.
The Monster Slayer can use his bonus from the Collector of Stories skill trick for this check, but only once per encounter.
This benefit is an extraordinary ability.

Detect Evil (Sp): Starting at 3rd level, a monster slayer can use detect evil at will. His caster level equals his class level.

Aligned Attack: To use this ability, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as good-aligned for the purpose of overcoming damage reduction.You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your psionic focus.

Speak with Dead (Sp): Starting at 7th level, a monster slayer can use speak with dead once per day. His caster level equals his class level.

Track Evil (Su): A 10th level monster slayer can use the Track feat to track an evil creature by its lingering evilaura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (nomatter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The monster slayer can ignore the effects of surface conditions and poor visibility.

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