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Spellslayer


The monks who follow the way of the Spellslayer are not typical. Rather than seeking the path of enlightenment, these monks walk another path – the path of revenge and hatred. Spellslayers channel their hatred and fury into their training, channeling all their efforts towards one, all-consuming goal – the death of spellcasters. Once a monk has started down the road of the spellslayer, he can never expect safety in the presence of spellcasters again. But the reverse is also true.

The way of the spellslayer is tied directly to the Fourth Age, and the terrible conflict known as the Arcane War. While many scholars can recite the damage done to various countries and cities during the war, few are able to speak of the horrors inflicted upon the common folk of Migdalia with the same certainty. Those who research the matter invariably discover the tale of one simple man who struck fear into the hearts of spellcasters across Migdalia. That man was named Rallos.

Born into a poor, but content, family of farmers, Rallos’s life was unremarkable for the better part of four decades. He married the daughter of a local grocer, and the two commoners had three not completely unattractive children. His life was somewhat boring and uneventful, but Rallos was content. Then, the Arcane War broke out, and Rallos’s life descended into chaos.

He had spent the morning in the fields, harvesting the year’s meager crop of grain, and was just preparing to sit down to eat the lunch his wife had packed for him when the attack came. Three thin figures, wearing crimson robes and clutching heavy tomes, appeared suddenly in the skies overhead, each one chanting strange, complex words and gesturing wildly with their hands. Rallos raised his hand in greeting to the spellcasters, who had always been a common sight in the peaceful lands of Tael-Mohrd. The simple farmer failed to realize that anything was amiss...until the first mage finished her spell.

As her chanting reached its crescendo, swirling flames leapt from her eyes, striking the dry grain and igniting it instantly. Rallos’s eyes widened in surprise, and he barely managed to fling himself to safety as the second mage casually gestured with his hand, sending a ray of dark, swirling energy to the place Rallos had been sitting a moment before. Huddled behind his wagon and trembling with fear, Rallos heard the mages laughing as they continued lighting the fields ablaze. It was only when one of the mages suggested that they level the small farmhouse as well that Rallos’s courage returned.

Bellowing a cry of rage, Rallos swiftly climbed onto the back of the cart, and hurled himself at the nearest floating mage. The mage merely smiled and made a quick gesture with his hand, and Rallos’s world went dark. When Rallos awoke hours later, everything around him was destroyed. He had fallen back into the cart, and it had protected him from the flames which had engulfed his farm. The farmer limped to the charred remains of his farm, hoping that his family had somehow managed to escape the blaze, as he had. He found only their charred skeletons.

Vowing vengeance against the unknown spellcasters, Rallos retreated into the mountains of the dwarves, taking residence in a small cave. There, he practiced for the day he would eventually face the mages once more, honing his body through vigorous exercise and brutal, self-imposed training regimes. Rallos did not have any weapons, nor was he trained in their use, so he instead trained his body to be all the weapon he would need. He spent weeks punching stones and boulders, all the while thinking of his family, and focusing his hatred for the spellcasters who had taken them away. Every day ended in broken bones and torn muscles, and yet Rallos never ceased his training, never acknowledged the pain. If anything, he pushed himself harder.

Soon, spellcasters in the area began to disappear, only to turn up weeks later with broken bodies and burned spellbooks. Wizards began to speak of a terrible spirit which now haunted Dwarven lands, which burned with an insatiable hatred for those who used magic. The dwarves heard these rumors, and, though they knew of the man in the cave, they said nothing. The years passed, and more and more spellcasters were murdered in their night. The ghost became a powerful legend, and many feared that the ever-increasing reach of the fell creature might one day reach Tael-Mohrd. Magical assassins were sent to investigate, and were never seen or heard from again. It was as if the creature could not be harmed spells.

Rallos’s first student arrived on the tenth anniversary of the death of his family. Not accustomed to visitors and expecting a trap, Rallos nearly killed the young man outright, but was stopped by the look in the newcomer’s eyes. They contained the same hatred and sense of loss that Rallos had seen reflected countless times in his own eyes. Helping the young man to his feet, Rallos vowed to teach the young man everything he had learned, the secrets of slaying arcane spellcasters. The secrets of the Spellslayer.

Hit Dice: d8


Requirements

In order to qualify to become a Spellslayer, a character must meet the following criteria.

Alignment: Any lawful

Base Attack Bonus: +4

Skills: Knowledge (arcana) 5 ranks

Feats: Deflect Arrows, Dodge, Mobility, Improved Unarmed Strike

Special: Must be trained by the a spellslayer, and must have slain at least one spellcaster single handedly.


Class Skills

The Spellslayer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), and Tumble (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +2 +2 Student of Vengeance, Deafening Strike
2 +1 +3 +3 +3 Stifling Strike
3 +2 +3 +3 +3 Confusing Strike
4 +3 +4 +4 +4 Deflect Spell
5 +3 +4 +4 +4 Ki Strike (lawful)
6 +4 +5 +5 +5 All-Seeing Eye
7 +5 +5 +5 +5 Strike of Forgetfulness
8 +6 +6 +6 +6 Empty Hand
9 +6 +6 +6 +6 Reflect Spell
10 +7 +7 +7 +7 Bastion of Anti-Magic


Class Features

All of the following are class features of the Spellslayer prestige class.

Weapon and Armor Proficiency: Spellslayers are proficient in the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. The spellslayer gains no new proficiency with armor or shields.


Student of Vengeance (Ex): Spellslayers are monks, though they meditate on alternative methods of forging their bodies into weapons. As such, the character may add his spellslayer levels to his monk levels for the purposes of determining his unarmed damage, AC bonus, and unarmored speed. Those spellslayers who are not monks gain these abilities as if they were a monk of a level equal to their spellslayer level.


Deafening Strike (Su): A spellslayer knows a spellcaster’s vulnerabilities, and is able to attack an opponent in such a way as to leave them deafened. The spellslayer must state that he is using this ability before he makes his attack roll (thus, a failed attack ruins the attempt). A foe struck by the deafening strike is forced to make a Fortitude saving throw (DC 10 + the spellslayer’s class level + his Wisdom modifier) in addition to receiving normal damage.

If the saving throw fails, the opponent is rendered deaf for 1d4 rounds. This ability is usable once per round, but no more than once per spellslayer level per day. Creatures immune to critical hits or sonic effects are immune to this ability.

A spellslayer cannot use this ability to augment an attack that has already been augmented by Confusing Strike, Stifling Strike, Strike of Forgetfulness, or Stunning Fist.


Stifling Strike (Su): A 2nd level spellslayer is able to attack an opponent is such a way as to leave him silenced. The spellslayer must state that he is using this ability before he makes his attack roll (thus, a failed attack ruins the attempt). A foe struck by the stifling strike is forced to make a Fortitude saving throw (DC 10 + the spellslayer’s class level + his Wisdom modifier) in addition to receiving normal damage.

If the saving throw fails, the opponent is rendered mute for 1d4 rounds. This ability is usable once per round, but no more than once per spellslayer level per day. Creatures immune to critical hits are immune to this ability.

A spellslayer cannot use this ability to augment an attack that has already been augmented by Confusing Strike, Deafening Strike, Strike of Forgetfulness, or Stunning Fist.


Confusing Strike (Su): A 3rd level spellslayer is able to attack an opponent in such a way as to leave him muddled and unable to concentrate. The spellslayer must state that he is using this ability before he makes his attack roll (thus, a failed attack ruins the attempt). A foe struck by the confusing strike is forced to make a Fortitude saving throw (DC 10 + the spellslayer’s class level + his Wisdom modifier) in addition to receiving normal damage.

If the saving throw fails, the opponent is suffers a 50% chance of spell failure when casting any spell or attempting to use any spell-like ability for 2d4 rounds. This ability is usable once per round, but no more than once per spellslayer level per day. Creatures immune to critical hits are immune to this ability.

A spellslayer cannot use this ability to augment an attack that has already been augmented by Deafening Strike, Stifling Strike, Strike of Forgetfulness, or Stunning Fist.


Deflect Spell (Su): Upon reaching 4th level, the spellslayer has learned to deflect spells as easily as arrows and crossbow bolts. He may now apply his Deflect Arrows feat to ray and energy missile spells as well as normal ranged weapons.


Ki Strike (Su): At 5th level, the spellslater’s unarmed attacks become imbued with ki. His unarmed attacks are now treated as lawful weapons for the purposes of bypassing damage reduction.


All-Seeing Eye (Su): Upon reaching 6th level, the spellslayer gains the ability to see through spells masking cowardly spellcasters form the sight of others. This ability functions as a constant see invisibility spell, and may be activated ro deactivated as a free action.


Strike of Forgetfulness (Su): A spellslayer of 7th level or higher can rip spells from the minds of their opponents, further weakening spellcasters. The spellslayer must state that he is using this ability before he makes his attack roll (thus, a failed attack ruins the attempt). A foe struck by the strike of forgetfulness is forced to make a Fortitude saving throw (DC 10 + the spellslayer’s class level + his Wisdom modifier) in addition to receiving normal damage.

If the saving throw fails, the opponent loses 1d4 memorized arcane spells(or 1d4 unused daily arcane spell slots). These spells are lost first from the caster’s highest level spells, but are otherwise determined by the caster. If the result indicates more spells lost than are prepared on a particular level, spells in the next lower level are lost in the same fashion, and so on. These spells are treated as if they had been cast with no effect, and may be regained normally. This ability is usable once per round, but no more than once per spellslayer level per day. Creatures immune to critical hits are immune to this ability.

A spellslayer cannot use this ability to augment an attack that has already been augmented by Confusing Strike, Deafening Strike, Stifling Strike, or Stunning Fist.


Empty Hand (Su): At 8th level, the spellslayer can strike ethereal creatures with his unarmed attacks normally.


Reflect Spell (Su): When a 9th level spellslayer deflects a spell with his Deflect Arrows feat, he may opt to turn that spell back on its caster. A reflected spell is, in effect, cast back on the original caster, though the spellslayer must reroll any necessary attack roll (though any associated DCs are unchanged). This ability can be used a number of times per day equal to the spellslayer’s Wisdom modifier.


Bastion of Anti-Magic (Su): Upon reaching 10th level, the spellslayer has become infused with hatred towards spellcasters. This hatred manifests itself as an internal well of anti-magic, protecting the spellslayer from spells and spell-like abilities. The spellslayer gains Spell Resistance of 25.


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