Slayer
Requirements: Minimum DEX 9, minimum INT 9
Prime requisite: STR
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, chainmail
Weapons: Any
Languages: Alignment, Common
Slayers are adventurers who combine a mastery of the arcane with martial prowess as part of their single-minded quest to rid the land of monsters.
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| YamaOrce |
| Slayer Level Progression | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Saving Throws | |||||||||
| Level | XP | HD | THAC0 | D | W | P | B | S | Sigils |
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 2 |
| 2 | 2,500 | 2d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 2 |
| 3 | 5,000 | 3d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 2 |
| 4 | 10,000 | 4d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 3 |
| 5 | 18,500 | 5d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 3 |
| 6 | 37,000 | 6d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 3 |
| 7 | 85,000 | 7d6 | 14 [+5] | 8 | 9 | 10 | 10 | 12 | 4 |
| 8 | 140,000 | 8d6 | 14[+5] | 8 | 9 | 10 | 10 | 12 | 4 |
| 9 | 270,000 | 9d6 | 14 [+5] | 8 | 9 | 10 | 10 | 12 | 4 |
| 10 | 400,000 | 9d6+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 5 |
| 11 | 530,000 | 9d6+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 5 |
| 12 | 660,000 | 9d6+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 5 |
| 13 | 790,000 | 9d6+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 | 5 |
| 14 | 920,000 | 9d6+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 | 5 |
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THAC0: Attack matrix row to use. (Ascending AC attack bonus in [].) *: Modifiers from CON no longer apply. |
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. |
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Combat
Slayers can use all types of weapons and can use leather armour and chainmail. Slayers do not use shields, as they require the use of a free hand in order to cast magical incantations known as sigils. This does not prevent them from wielding a two-handed weapon or dual wielding.
Infravision
Slayers have infravision to 60' (see Darkness under Hazards and Challenges in Old-School Essentials).
Monster Lore
Slayers have a deep knowledge of the folktales or legends regarding all manner of monsters. This ability may be used to learn local nicknames, habits, weaknesses and special abilities of a given monster. If the roll fails, the slayer may not attempt to remember lore about this type of creature again before gaining an experience level, but can still discover information about a monster through other, normal means. This skill improves as the character gains levels (see the table below).
| Slayer Monster Lore Chance of Success | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | Monster Lore | ||||||||
| 1 | 35% | ||||||||
| 2 | 40% | ||||||||
| 3 | 45% | ||||||||
| 4 | 50% | ||||||||
| 5 | 55% | ||||||||
| 6 | 60% | ||||||||
| 7 | 65% | ||||||||
| 8 | 70% | ||||||||
| 9 | 75% | ||||||||
| 10+ | 80% | ||||||||
Mutant
All slayers are mutants, created through the use of arcane alchemy. This process leaves a slayer with a scarred and unnatural appearance. Slayers often face difficulties when interacting with uneducated or superstitious commoners. Due to this mistrust, humans and demihumans will often charge slayers excessive rates for goods and services, or will outright refuse them even basic services.
Retainers
Retainers in a slayer’s employ have their loyalty score reduced by one.
Sigil Magic
Slayers do not cast spell in the same way as most magic-users. Instead, they know a limited number of simple arcane signs, known as sigils. The number of sigils a slayer knows depends on their level, as indicated in the class table. Sigils are chosen by the referee, who may allow the player to choose.
The list of sigils usable by slayers is found below.
Frequency of Use
Twice per day per level, a slayer may activate one of the sigils they know. For example, a 2nd level slayer may activate four sigils per day.
Activating Sigils
A slayer must spend a round concentrating in order to activate a sigil. They may move, but cannot attack or take other actions.
Initiative: The use of a sigil must be declared before initiative is rolled.
Disruption: If the slayer loses initiative and is successfully attacked or fails a saving throw before their turn, the sigil is disrupted and fails. One "usage per day" is still consumed.
One power per round: A slayer cannot activate more than one power in a single round.
Slayer Alchemy
A slayer of any level may spend time and money on alchemical research (see Magical Research in Old School Essentials). This research is limited to the creation of potions, tools and traps.
After Reaching 10th Level
A slayers can establish a stronghold. 2d6 apprentice slayers of 1st level will come to study under the character. A successful slayer might use these followers to rid the surround region of monsters or start a new slayer school based on the character's methods.
Available Races and Max Level
Only characters of human, or semi-human origin are capable of becoming Slayers. Demi-humans are incompatible with the various elixirs and tonics required to enter into the ranks of a slayer sodality.
Slayer Sigils
Sigil of Apathy
Duration: Instant
Range: 30'
This sigil has two usages:
- A single animal, human, demihuman, or human-like monster (see Persons in the Advanced Fantasy Referee’s Tome) must save versus spells or be charmed, calming their emotions. The target becomes indifferent towards the caster and their allies for 1 turn per level of the caster.
- A single creature must save versus spell or become unable to move, attack, or make other actions for 1 round per level of the caster.
Restrictions: Creatures of greater than 4+1 HD (see Hit point modifiers in the Advanced Fantasy Referee’s Tome) and undead are not affected.
Sigil of Deflection
Duration: Concentration, up to 1 round per level
Range: The slayer
A shield of arcane energy whirls around the slayer’s body, deflecting ranged and magical attacks against the slayer.
Missiles: The slayer is completely immune to small, non-magical missiles. No protection is granted against, for example, hurled boulders or enchanted arrows.
Energy attacks: The slayer gains a +2 bonus to saving throws versus magic wands, rods, and staves, breath weapons, and energy attacks.
Concentration: Performing any other action (except moving) causes the sigil's magic to end.
Sigil of Flame
Duration: Instant
Range: 10' cone, 15' wide at end
When the slayer uses this sigil, a jet of searing flame erupts from their hand in a 60 degree, horizontal arc.
Damage: Creatures caught in the Sigil of Flame suffer 1d3 damage per level of the caster, with a successful save versus spells indicating half damage.
Sigil of Force
Duration: Instant
Range: 30'
A wave of kinetic force surges from the slayer’s hand at a single target in range.
Push: The target must save vs paralysis or be thrown back by the kinetic force.
If the save fails: The target suffers 1d4 damage per level of the caster, and is thrown away from the slayer to a distance of 5' per level of the slayer.
Sigil of Warding
Duration: 1 turn per level
Range: A location touched
An area within 10' of the sigil is protected from creatures of another alignment, as follows:
- Affected creatures of 2 HD or lower that fail to save versus spells cannot enter the area.
- Affected creatures with mundane damage immunity that enter the area can be harmed by mundane weapons.
- Allied creatures within the area +2 bonus on saving throws against fear effects, possession, hold spells, charms, mind control, hypnotism, suggestion, etc.

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