Elemental Slayer (3.5e Class)

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Elemental Slayer[edit]

"So you're the one who's been hunting him... Thanks for coming out into the open.

I can't wait to freeze you solid!"

—Rentarion Cain, Half-Elf Elemental Slayer - After one of his friends were blindsided


Elemental Slayers are a skillful close range fighter with multiple options on a build that suits you using the "Arts" to deal heavy damage, support your team, or even to support yourself by giving you the survivability in combat. They benefit greatly in a party even if it is small or large.

Making a Elemental Slayer[edit]

Elemental Slayer needs a supportive team or a balance between skills (i.e - Support, Damage, or even Utility, etc...).

Abilities: Strength in the most important stat as it increases your melee potential, a close second is Wisdom for Your Will saves and your special skills such as Elemental Roar, Constitution is third for survival in long drawn out fights, Dexterity, Intelligence, and Charisma are also important for skill points, armor class, and well lets face it Charisma makes look good in and out of the battlefield.

Races: Any race can be an Elemental Slayer.

Alignment: Any non-lawful.

Starting Gold: As Fighter.

Starting Age: "Simple" as Fighter.

Table: The Elemental Slayer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Endurance, Elemental Roar, Element Choice, Bonus Feat
2nd +2 +0 +0 +3 Scent, Fists of the Slayer
3rd +3 +1 +1 +3 Sword of the Slayer, Power Attack
4th +4 +1 +1 +4 Elemental Digestion 1/day - 1d12, Diehard
5th +5 +1 +1 +4 Scythe of the Slayer, Spirit Creature, Bonus Feat, Insightful Defense
6th +6/+1 +2 +2 +5 Elemental Reach
7th +7/+2 +2 +2 +5 Spirit Creature Traits
8th +8/+3 +2 +2 +6 Element Digestion 2/day - 2d12
9th +9/+4 +3 +3 +6 Elemental Engulf, Bonus Feat
10th +10/+5 +3 +3 +7 Element Digestion 3/day - 4d12
11th +11/+6/+1 +3 +3 +7 Ancient Spirit Creature Arts
12th +12/+7/+2 +4 +4 +8 Summon Spirit Creature
13th +13/+8/+3 +4 +4 +8 Elemental Force, Bonus Feat
14th +14/+9/+4 +4 +4 +9 Elemental Mastery
15th +15/+10/+5 +5 +5 +9 Eyes of the Slayer
16th +16/+11/+6/+1 +5 +5 +10 Improved Elemental Roar
17th +17/+12/+7/+2 +5 +5 +10 Bonus Feat
18th +18/+13/+8/+3 +6 +6 +11 Overwhelming Elemental Force
19th +19/+14/+9/+4 +6 +6 +11 Ancient Slayer Arts
20th +20/+15/+10/+5 +6 +6 +12 Awakening of the True Slayer

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge History (Int),

Knowledge -one of your choice- (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).

Class Features[edit]

"You might survive... You might not... I don't really care

the way I see it is my powers are uncontrolable."

—Jin Nakamasa, Human Elemental Slayer


All of the following are class features of the Elemental Slayer.

Weapon and Armor Proficiency: The Elemental Slayer is proficient with all simple and martial weapons and light armor

Bonus Feats: Bonus Feats are aquired at Level 1, 5, 9, 13, 17 and are taken as if the Elemental Slayer were a fighter of the same level


Endurance: At 1st level the Elemental Slayer gain the Endurance feat


Element Choice (Ex): At 1st level an Elemental Slayer may choose two elements and this effects the class entirely because once chosen you can't choose others. The Elemental Slayer also gains immunity to the chosen elements.

Note* - This effects your skills and your character, and if by chance the opponent can get through the immunity you get resistance to the elements equal to your class level.

The elements you can choose from are as follows: Light, Dark, Fire, Earth, Wind, Lightning, Water, and Ice


Elemental Roar (Su): A 1st level Elemental Slayer as a standard action can shoot a 30ft cone of one of the chosen elements dealing 2d10+(Wis) mod, Force/chosen element damage (i.e. - Force/Cold, Force/Fire, Etc...). however this skill comes with a recharge of 1d4 rounds before your able to use it again.

Note* - If the skill is able to be eaten it still deals the Force damage and is still 2d10+(Wis) mod, mainly because of the impact behind the skill.


Fists of the Slayer (Su): At 2nd level an Elemental Slayer as a free action can cover their own fists in their element making unarmed strikes deal 1d6+(Wis) mod, (chosen element damage).


Scent: At 2nd level the Elemental Slayer gains the Scent feat as described in the 3.5 Monster Manual


Sword of the Slayer (Su): At 3rd level the Elemental Slayer as a free action can create a sword of their choice out of their respective element the sword's damage is 1d8+(Wis) mod, (chosen element damage), no matter the shape or size, but cannot exceed more then one size category larger the the user.


Power Attack: At the 3rd level the Elemental Slayer gains the Power Attack feat.


Elemental Digestion (Su): At the 4th level the Elemental Slayer can now eat their respective element to relieve fatigue to normal, or exhausted to fatigued, as well as heal 1d12 points and only 1/day at the 4th level, increased to 2d12 points and 2/day at the 8th level, and further increased to 4d12 points and 3/day at the 10th level.


Diehard: At 4th Level an Elemental Slayer gains the Diehard feat


Scythe of the Slayer (Su): At 5rd level the Elemental Slayer free action can create a scythe out of their respective element the scythe's damage is 2d4+(Wis) mod, (chosen element damage), no matter the shape or size, but cannot exceed more then one size category larger the the user.


Spirit Creature (Ex): At the 5th level an Elemental Slayer now has a "conscience" or rather an extension of his spirit, more or less it knows the characters true self and how they truly are. At times it can help if it so wishes by communicating with the Slayer in their head.

Note* - As an added bonus the spirit can also detect magic of the chosen element (i.e. - if your element is fire it can only detect fire magic), this ability for it though is at DM's discretion. On the side the creature can be any animal such as a dragon or a wolf, however if it is a dragon the creature is at best as strong as a juvenile dragon, any medium creatures on down can be just as strong as the original.


Insightful Defense (Ex): At the 5th level the Elemental Slayer now adds their Wisdom modifier to their Armor Class instead of their Dexterity.


Elemental Reach (Su): At the 6th level an Elemental Slayer as a standard action can reach ledges and various other objects with their element, which can form into a hand, claw, or usable as a rope even. This skills effective range is 40ft. The save for this skill is reflex based 10 + 1/2 Level + (Wis) mod.

Note* This skill can also be used in battle to pull your opponents closer. On the side if your chosen element is fire it will ignite any cloth or anything usually flammable, if the opponent you grab is wearing cloth he is automatically caught ablaze as if he was hit with Elemental Engulf.


Spirit Creature Traits (Su): At the 7th level the Elemental Slayer at-will can choose to take on the minor traits of his soul creature (i.e. - Fangs, scales, ears, eyes, etc...).

Note* - The traits will appear in the respective element not a bodily change with the exception of the teeth, eyes, and scales those are taken as if those parts actually change so the teeth will be fangs instead, for example a wolf chosen as a spirit creature you'd gain a tail, ears, fangs, and eyes of that creature.


Elemental Engulf (Su): At the 9th level an Elemental Slayer as a standard action can cover an opponent in their element of choice dealing 1d12 (chosen element) damage/round. This ability lasts for 1d4 + (Wis) mod.

Note* This ability can be taken off as an a free action.


Ancient Spirit Creature Arts (Ex): At the 11th level an Elemental Slayer is able to learn their arts from the spirit creature they have chosen. The arts are skills passed through the spirit to the Slayer.

Examples: These are merely examples that a slayer can learn with their arts

Light: Flare Shot (A quick jab), Light Sting (A quick spin kick)

Darkness: Shadow Crash (A lunging backhand), Dark Fringe (A desperation buff -Hp/round for extreme abilities)

Fire: Phoenix Talon (A sweeping flame kick), Flame Dragon's claw (A flaming punch), Overdrive (A buff increasing one's abilities)

Ice: Avalanche Break (An Ax kick), Winter's Fang (A freezing sword stab)

Water: Still Blade (A hand sweeping water slash), Tidal Rush (A fluid kick and punch chain)

Lightning: Static Blitz (A charging elbow), Thunder Break (A downward slash)

Wind: Tempest Swirl (A double sweep kick w/rising elbow), Whirlwind Rise (A rising spin kick)

Earth: Great Crush (A grappling slam), Meteor Impact (A charging low kick)

Note* These arts are passed from a creature so these arts will be more feral like rather then revolve around the element itself, so there will be little elemental additions to these arts.

Summon Spirit Creature (Su): At the 12 level an Elemental Slayer at-will can call fourth his/her spirit creature whose (Str), (Dex), (Con), (Int), (Wis), (Cha) are equal to the Elemental Slayer it is attached to. However even though you have a fighting companion this comes at a price, because when the spirit creature take damage you take the full damage as well.

Note* The spirit creature can also be transformed into a humanoid like appearance retaining the traits that the Elemental Slayer would normally get


Elemental Force (Su): At the 13th level an Elemental Slayer can put their own emotions into their elemental attacks. Under this effect the Elemental Slayer gains a +2 AC bonus to his Natural Armor bonus, Fists of the Slayer, Sword of the Slayer, and Scythe of the Slayer add one die to it's damage (i.e. Fists of the Slayer becomes 2d6 instead of 1d6). This effect lasts for 1d4 + (Wis) mod.


Elemental Mastery (Ex): At the 14th level an Elemental Slayer becomes a master of their element. The Elemental Slayers abilities such as Elemental Engulf, Fists of the Slayer, Scythe of the Slayer, Sword of the Slayer, and Elemental Roar are capable of dealing double damage OR being cast as if they were quickened spells. This can only be done twice per day per level, with a maximum of 10 times per day.


Eyes of the Slayer (Su): At the 15th level the Elemental Slayers eyes become adapted to their magic their eyes gain the ability to see thermal sources. This ability is an at -will ability that is able to see through magical darkness, people, creatures, and fires, as well as anything that produces heat.


Improved Elemental Roar (Ex): At the 16th level the Elemental Slayers Elemental Roar improves so greatly that it's damage is increased to 4d10 and the recharge rounds on the skill is one or two rounds.

Note* The way this is decided usually is rolling odds or evens on any die. Odds: 1 round, Evens: 2 rounds.


Overwhelming Elemental Force (Ex): At the 18th level an Elemental Slayer emotions get even stronger when put into his powers. This bonus replaces the regular Elemental Force. At this point the Natural Armor bonus increases to +4 and adds two die to Fists of the Slayer, Sword of the Slayer, and Scythe of the Slayer. In addition the Elemental Roar ability increases to a 60'cone and adds one die to it's damage making it 5d10 instead of 4d10.

This effect lasts for 1d6 + (Wis) mod, However after this effect ends the Elemental Slayer must make a Will save equal to 10 + level + x2 (Wis) mod or fall unconscious, if this save succeeds the Elemental Slayer must make a Fortitude save equal to 10 + level + x2 (Con) mod or be exhausted for 1d10 rounds.


Ancient Slayer Arts (Ex): At the 19th level an Elemental Slayer is able to learn their arts that surround the element they have chosen. The arts are skills passed through the spirit to the Slayer.

Examples: These are merely examples that a Slayer can learn with their arts

Light: Innocence Fall (A swirling radiant light pillar),

Darkness: Drowning Shadow (A opening pit made of shadows)

Fire: Inferno (A burst radius flame explosion)

Ice: Absolute Zero (A glacial trap to freeze anything)

Water: Tsunami (Call in a fierce tsunami to level the battlefield)

Lightning: Thunder Shred (Many bolts of lightning tearing the body apart)

Wind: Storm Call (A power to call in the nastiest storms)

Earth: Earthquake (Shake the ground with a terrible might)

Note* These arts are passed from the creature, but the spirit is teaching you about the element itself so these usually will be more powerful then the Creature Arts and will heavily involve the element unlike the Creature Arts.

Awakening of the True Slayer (Su): At the 20th level the Elemental Slayer has reached the peak of their power and are now able to awaken their true self by fusing with their spirit creature, however doing this will cause Insanity. You can activate this ability as a full round action, This activation grants you a +8 bonus to (Strength), (Constitution), (Wisdom).

Note* The Insanity effect cannot be removed until the Elemental Slayer is knocked unconscious or killed.

Ex-Elemental Slayers[edit]

An Elemental Slayer that multi-classes losses all class abilities and must do a week long quest to "atone" for a lack of words, usually the quest leads them to an ancient ruins or any ancient place the would have been dedicated to the Elemental Slayer (i.e. - runic markings, literature, etc...).

Epic Elemental Slayer[edit]

Table: The Epic Elemental Slayer

Hit Die: d10

Level Special
21st Bonus Feat
22nd
23rd
24th
25th Bonus Feat, Awakened Control
26th
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level.

Bonus Feats: At the 21st level and every 4 levels thereafter an Elemental Slayer gets bonus feats


Awakened Control (Ex): At the 25th level the Elemental Slayer becomes so adapted to their awakening that they are no longer affected by the Insanity effect that would naturally be caused.


Human Elemental Slayer Starting Package[edit]

Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Rank Ability Armor
Check
Penalty
Balance 4 Dex -
Concentration 4 Con -
Craft 4 Int -
Jump 4 Str -
Survival 4 Wis -

Feat: Alertness.

Bonus Feats: Iron Will, Track.

Gear: Backpack, bedroll, flint and steel, tent, trail rations (x4 days worth), waterskin, winter blanket.

Gold: 2d4 gold.

Campaign Information[edit]

Playing an Elemental Slayer[edit]

Religion: Most Elemental Slayers don't join in religious activities, but a few have been known to do so.

Other Classes: Most Elemental Slayers have little taste for law; while they may be tolerant of lawful entities, even the most open-minded of Elemental Slayers have little interest in conformation to strict rules. It reacts well with Fighters and is friendly most of the time to Monks, however when paired with paladins and clerics they tend to stray away due to laws a their beliefs.

Combat: Any role suits them as it all depends on the element you have chosen. However despite this fact the few Elemental Slayers that existed chose giving up they're life or sanity to protect those they care for and in doing so end up dying or never are seen again.

Advancement: None, as multi-classing voids all skills and feats granted by the class.

Elemental Slayers in the World[edit]

"Light magic isn't just for miracle cures and flashy light shows...

Here I'll show you... Rain down upon them, Innocence Fall!

... Ooops, guess I overdid it"

—Kira Tsubame, Half-Celestial Elemental Slayer - After a bandit made a idiotic accusation on her magic


Daily Life: Elemental Slayers tend to avoid personal relations with most people and at most they usually are lucky to get considered a friend. Most of the Elemental Slayers are treated as outcasts and therefore work as mercenaries or bodyguards to anyone willing to pay.

Notables: Rentarion Cain (A Ice Elemental Slayer), Tenma Ryuho (A Dark Elemental Slayer), Jin Nakamasa (A Wind Elemental Slayer), and Kira Tsubame (A Light Elemental Slayer).

Organizations: The Elemental Slayers have no known organizations.

NPC Reactions: "You're an Elemental Slayer... what kind of freak are you?".

Elemental Slayer Lore[edit]

Characters with ranks in Knowledge (History) can research Elemental Slayers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knoiwledge History
DC Result
15 Elemental Slayers are people who bring out power from their own souls to crush their foes.
25 Elemental Slayers run a dangerous risk of shattering their own soul or worse.
30 An Elemental Slayer depends on his own soul during a fight and brings out buffs and a variety of attacks to devastate the battleground.
40 An awakened Elemental Slayer is at their most powerful, but they run a big risk of losing their life, or their sanity.

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