jaker2003
Explorer
Outsider Slayer
Hey, somebody’s got to kill the boogeyman. An evil outsider slayer is called a celestial slayer while a good outsider slayer is called a fiend slayer.
Hit Die: d8
Requirements
Alignment: Any non-neutral (no druid alignments, only extremes)
BAB: +5.
Skills: Knowledge (the planes) 7 ranks, Knowledge (religion) 2 ranks, and Survival 5 ranks.
Feats: Track.
Spells: Can cast Magic Circle spell.
Special: Must have made non-peaceful contact with an Outsider.
Class Skills
The Outsider slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Heal (Wis), Hide (Dex), Knowledge (religion)(Int), Knowledge (the planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The outsider slayer is proficient with all simple and martial weapons.
Align Weapon (Su): An outsider slayer can charge his weapons or natural weapons with chaotic, evil, good, or lawful energies. These alignment energies replace the weapon’s normal special abilities (but not its enhancement bonus). As a free action, the outsider slayer can grant his weapon (or natural weapon) with the Anarchic, Unholy, Holy, or Axiomatic weapon special ability. If the weapon leaves the outsider slayer’s hands for any reason, it maintains the alignment charge for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round). If the weapon is grasped by its outsider slayer before the alignment charge has expired, the charge is renewed.
At third level, an outsider slayer may expend a standard action to instead charge the weapon with any two of the above weapon special abilities.
Enhance Weapon (Su): As a free action, an outsider slayer may empower his weapon (or natural weapon) with an enhancement bonus equal to half his levels in this prestige class (rounded down). This enhancement replaces the weapon’s normal enhancement bonus (but not weapon special abilities). If the weapon leaves the outsider slayer’s hands for any reason, it maintains the enhancement bonus for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round). If the weapon is grasped by its outsider slayer before the time has expired, the duration is renewed.
Damage Reduction (Su): Starting at first level, the outsider slayer instantly regenerates the first four points of damage from every attack against it.The outsider slayer’s damage reduction is overcome by +1 or better weapons and the damage reduced increases by one point at every level.
Favored Enemy (Ex): At first level, an outsider slayer may select a subtype of outsiders from among those given on Table 3-14: Ranger Favored Enemies (page 47 of the Player’s Handbook). Due to his extensive study of his chosen subtype of outsider and training in the proper techniques for combating such creatures, gaining a +2 competence bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against outsiders of this subtype. Likewise, he gets a +2 competence bonus on weapon damage rolls against such creatures.
At every odd level thereafter (3rd, 5th, 7th), the outsider slayer may select an additional favored enemy outsider subtype from those given on the table. In addition, at each such interval, the bonus against any one favored enemy outsider subtype (including the one just selected, if so desired) increase by 2.
Sneak Attack (Ex): As the rogue ability and stacks with sneak attack gained from other classes.
Spiteful Weapon (Su): Starting at 2nd level, an outsider slayer’s natural weapons and any weapons it wields adopts the bane weapon special ability. The outsider slayer may select a designated foe from this list of outsider subtypes: Air, Chaotic, Earth, Evil, Fire, Good, Lawful, Native, and Water. This quality replaces the weapon’s normal special abilities (but not its enhancement bonus). If the weapon leaves the outsider slayer’s hands for any reason, it maintains the alignment charge for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round).
Sever Soul (Su): An outsider slayer may add his Wisdom bonus (if any) as an Insight bonus on rolls to confirm a critical hit scored on an outsider. This bonus extends to each ally within 30 feet. An ally may use his Wisdom bonus or the outsider slayer’s bonus, whichever is higher. This ability functions only when the outsider slayer is conscious, but not if he is unconscious or dead.
Hated Foe (Ex): At fourth level, the outsider slayer’s extensive studies and combat training allows him to gain a competence bonus equal to his outsider slayer class level on Bluff, Listen, Sense Motive, Spot, and Survival checks when they are used against a particular subtype of outsider. The outsider slayer receives an equal competence bonus on weapon damage rolls. A lawful fiend slayer’s hated foes are Tanar’ri, a chaotic fiend slayer’s hated foes are Baatezu, a lawful celestial slayer’s hated foes are Eladrin, and a chaotic celestial slayer’s hated foes are Archons.
Deep Strike (Ex): At 5th level, the outsider slayer gains the benefit of the Improved Critical feat when in combat with an outsider.
Protection (Sp): Starting at 5th level, the outsider slayer generates a magical effect that protects him. While conscious, a lawful outsider slayer generates a protection from chaos effect with personal range. A chaotic outsider slayer would instead generate a protection from law effect. The caster level of the effect is equal to the outsider slayer’s levels in this class.
Magic Circle (Sp): Starting at 6th level, the outsider slayer generates a magical effect that protects everyone within 10 feet of him (including himself). While conscious, a celestial slayer generates a magic circle against good effect with personal range. A fiend slayer would instead generate a magic circle against evil effect. The caster level of the effect is equal to the outsider slayer’s effective character level (that’s right, the ECL).
Apotheosis (Ex): At 7th level, an outsider slayer has become that which he hates. His creature type changes to Outsider (Native). He gains Darkvision 60 feet. Furthermore, all his levels of outsider slayer are now considered monster hit die.
Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 DR 4/+1, 1st Favored Enemy, Align Weapon (1 alignment)
2 +2 +3 +3 +3 DR 5/+1, Sneak Attack +1d6, 1st Spiteful Weapon, Sever Soul
3 +3 +3 +3 +3 DR 6/+1, 2nd Favored Enemy, Align Weapon (2 alignments)
4 +4 +4 +4 +4 DR 7/+1, Sneak Attack +2d6, 2nd Spiteful Weapon, Hated Foe
5 +5 +4 +4 +4 DR 8/+1, 3rd Favored Enemy, Deep Strike, Protection
6 +6 +5 +5 +5 DR 9/+1, Sneak Attack +3d6, 3rd Spiteful Weapon, Magic Circle
7 +7 +5 +5 +5 DR 10/+1, 4th Favored Enemy, Apotheosis
Hey, somebody’s got to kill the boogeyman. An evil outsider slayer is called a celestial slayer while a good outsider slayer is called a fiend slayer.
Hit Die: d8
Requirements
Alignment: Any non-neutral (no druid alignments, only extremes)
BAB: +5.
Skills: Knowledge (the planes) 7 ranks, Knowledge (religion) 2 ranks, and Survival 5 ranks.
Feats: Track.
Spells: Can cast Magic Circle spell.
Special: Must have made non-peaceful contact with an Outsider.
Class Skills
The Outsider slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Heal (Wis), Hide (Dex), Knowledge (religion)(Int), Knowledge (the planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The outsider slayer is proficient with all simple and martial weapons.
Align Weapon (Su): An outsider slayer can charge his weapons or natural weapons with chaotic, evil, good, or lawful energies. These alignment energies replace the weapon’s normal special abilities (but not its enhancement bonus). As a free action, the outsider slayer can grant his weapon (or natural weapon) with the Anarchic, Unholy, Holy, or Axiomatic weapon special ability. If the weapon leaves the outsider slayer’s hands for any reason, it maintains the alignment charge for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round). If the weapon is grasped by its outsider slayer before the alignment charge has expired, the charge is renewed.
At third level, an outsider slayer may expend a standard action to instead charge the weapon with any two of the above weapon special abilities.
Enhance Weapon (Su): As a free action, an outsider slayer may empower his weapon (or natural weapon) with an enhancement bonus equal to half his levels in this prestige class (rounded down). This enhancement replaces the weapon’s normal enhancement bonus (but not weapon special abilities). If the weapon leaves the outsider slayer’s hands for any reason, it maintains the enhancement bonus for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round). If the weapon is grasped by its outsider slayer before the time has expired, the duration is renewed.
Damage Reduction (Su): Starting at first level, the outsider slayer instantly regenerates the first four points of damage from every attack against it.The outsider slayer’s damage reduction is overcome by +1 or better weapons and the damage reduced increases by one point at every level.
Favored Enemy (Ex): At first level, an outsider slayer may select a subtype of outsiders from among those given on Table 3-14: Ranger Favored Enemies (page 47 of the Player’s Handbook). Due to his extensive study of his chosen subtype of outsider and training in the proper techniques for combating such creatures, gaining a +2 competence bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against outsiders of this subtype. Likewise, he gets a +2 competence bonus on weapon damage rolls against such creatures.
At every odd level thereafter (3rd, 5th, 7th), the outsider slayer may select an additional favored enemy outsider subtype from those given on the table. In addition, at each such interval, the bonus against any one favored enemy outsider subtype (including the one just selected, if so desired) increase by 2.
Sneak Attack (Ex): As the rogue ability and stacks with sneak attack gained from other classes.
Spiteful Weapon (Su): Starting at 2nd level, an outsider slayer’s natural weapons and any weapons it wields adopts the bane weapon special ability. The outsider slayer may select a designated foe from this list of outsider subtypes: Air, Chaotic, Earth, Evil, Fire, Good, Lawful, Native, and Water. This quality replaces the weapon’s normal special abilities (but not its enhancement bonus). If the weapon leaves the outsider slayer’s hands for any reason, it maintains the alignment charge for a number of rounds equal to the outsider slayer’s Charisma bonus (minimum of 1 round).
Sever Soul (Su): An outsider slayer may add his Wisdom bonus (if any) as an Insight bonus on rolls to confirm a critical hit scored on an outsider. This bonus extends to each ally within 30 feet. An ally may use his Wisdom bonus or the outsider slayer’s bonus, whichever is higher. This ability functions only when the outsider slayer is conscious, but not if he is unconscious or dead.
Hated Foe (Ex): At fourth level, the outsider slayer’s extensive studies and combat training allows him to gain a competence bonus equal to his outsider slayer class level on Bluff, Listen, Sense Motive, Spot, and Survival checks when they are used against a particular subtype of outsider. The outsider slayer receives an equal competence bonus on weapon damage rolls. A lawful fiend slayer’s hated foes are Tanar’ri, a chaotic fiend slayer’s hated foes are Baatezu, a lawful celestial slayer’s hated foes are Eladrin, and a chaotic celestial slayer’s hated foes are Archons.
Deep Strike (Ex): At 5th level, the outsider slayer gains the benefit of the Improved Critical feat when in combat with an outsider.
Protection (Sp): Starting at 5th level, the outsider slayer generates a magical effect that protects him. While conscious, a lawful outsider slayer generates a protection from chaos effect with personal range. A chaotic outsider slayer would instead generate a protection from law effect. The caster level of the effect is equal to the outsider slayer’s levels in this class.
Magic Circle (Sp): Starting at 6th level, the outsider slayer generates a magical effect that protects everyone within 10 feet of him (including himself). While conscious, a celestial slayer generates a magic circle against good effect with personal range. A fiend slayer would instead generate a magic circle against evil effect. The caster level of the effect is equal to the outsider slayer’s effective character level (that’s right, the ECL).
Apotheosis (Ex): At 7th level, an outsider slayer has become that which he hates. His creature type changes to Outsider (Native). He gains Darkvision 60 feet. Furthermore, all his levels of outsider slayer are now considered monster hit die.
Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 DR 4/+1, 1st Favored Enemy, Align Weapon (1 alignment)
2 +2 +3 +3 +3 DR 5/+1, Sneak Attack +1d6, 1st Spiteful Weapon, Sever Soul
3 +3 +3 +3 +3 DR 6/+1, 2nd Favored Enemy, Align Weapon (2 alignments)
4 +4 +4 +4 +4 DR 7/+1, Sneak Attack +2d6, 2nd Spiteful Weapon, Hated Foe
5 +5 +4 +4 +4 DR 8/+1, 3rd Favored Enemy, Deep Strike, Protection
6 +6 +5 +5 +5 DR 9/+1, Sneak Attack +3d6, 3rd Spiteful Weapon, Magic Circle
7 +7 +5 +5 +5 DR 10/+1, 4th Favored Enemy, Apotheosis
Last edited: