jaker2003
Explorer
One of the players in my group is playing a Hound Archon, so I threw this together to make his character memorable by taking on a fiend-worshipping cult.
Celestial slayer
Hey, somebody’s got to kill the boogeyman.
Hit Die: d8
Requirements
Alignment: Any evil
BAB: +5.
Skills: Knowledge (the planes) 5 ranks, Knowledge (religion) 5 ranks, and Survival 5 ranks.
Feats: Track.
Special: Must have made peaceful contact with a fiend.
Class Skills
The Celestial 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 celestial slayer gains no additional proficiencies.
Align Weapon (Su): A celestial slayer’s natural weapons, as well any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): As the rogue ability and stacks with sneak attack gained from other classes.
Favored Enemy (Ex): A second level celestial slayer knows his quarry. Due to his extensive study of celestials and training in the proper techniques for combating such creatures, a celestial slayer gains a +2 competence bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against outsiders with the (Good) subtype. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At every even level thereafter, the celestial slayer’s bonus against celestials increases by 2. This ability stacks with similar favored enemy abilities.
Sever Soul (Su): A second level celestial slayer may add his Wisdom bonus (if any) as an Insight bonus on rolls to confirm a critical hit scored on an outsider.
Deep Strike (Ex): At fourth level, the celestial slayer gains the benefit of the Improved Critical feat when in combat with an outsider, regardless of the weapon he wields.
Hated Foe (Ex): At fifth level, the celestial slayer’s extensive studies and combat training allows him to gain a bonus equal to his celestial slayer class level on Bluff, Listen, Sense Motive, Spot, and Survival checks when they are used against a particular subtype of outsider. The celestial slayer receives an equal bonus on weapon damage rolls. A celestial slayer may choose one hated foe from the list: Angels, Archons, or Guardinals. This ability does not stack with the Favored Enemy ability, only the larger bonus applies.
No Escape (Su): A tenth level celestial slayer can see the location from where a celestial used a plane shift, teleport, or similar effect within the last 24 hours. Celestial slayers often call this the escape point. A celestial slayer may spend a full-round action opening a portal at the escape point to the celestial’s destination. The portal transcends space and dimension as appropriate, is one-way, and lasts only 1 minute. If a celestial slayer is unable to use the portal before it closes, he may open it again. If a celestial is slain, then a portal cannot be made from its escape point.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Sneak Attack +1d6, Align Weapon
2 +2 +3 +3 +3 Favored Enemy +2, Sever Soul
3 +3 +3 +3 +3 Sneak Attack +2d6
4 +4 +4 +4 +4 Favored Enemy +4, Deep Strike
5 +5 +4 +4 +4 Sneak Attack +3d6, Hated Foe
6 +6 +5 +5 +5 Favored Enemy +6
7 +7 +5 +5 +5 Sneak Attack +4d6, No Escape
Celestial slayer
Hey, somebody’s got to kill the boogeyman.
Hit Die: d8
Requirements
Alignment: Any evil
BAB: +5.
Skills: Knowledge (the planes) 5 ranks, Knowledge (religion) 5 ranks, and Survival 5 ranks.
Feats: Track.
Special: Must have made peaceful contact with a fiend.
Class Skills
The Celestial 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 celestial slayer gains no additional proficiencies.
Align Weapon (Su): A celestial slayer’s natural weapons, as well any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): As the rogue ability and stacks with sneak attack gained from other classes.
Favored Enemy (Ex): A second level celestial slayer knows his quarry. Due to his extensive study of celestials and training in the proper techniques for combating such creatures, a celestial slayer gains a +2 competence bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against outsiders with the (Good) subtype. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At every even level thereafter, the celestial slayer’s bonus against celestials increases by 2. This ability stacks with similar favored enemy abilities.
Sever Soul (Su): A second level celestial slayer may add his Wisdom bonus (if any) as an Insight bonus on rolls to confirm a critical hit scored on an outsider.
Deep Strike (Ex): At fourth level, the celestial slayer gains the benefit of the Improved Critical feat when in combat with an outsider, regardless of the weapon he wields.
Hated Foe (Ex): At fifth level, the celestial slayer’s extensive studies and combat training allows him to gain a bonus equal to his celestial slayer class level on Bluff, Listen, Sense Motive, Spot, and Survival checks when they are used against a particular subtype of outsider. The celestial slayer receives an equal bonus on weapon damage rolls. A celestial slayer may choose one hated foe from the list: Angels, Archons, or Guardinals. This ability does not stack with the Favored Enemy ability, only the larger bonus applies.
No Escape (Su): A tenth level celestial slayer can see the location from where a celestial used a plane shift, teleport, or similar effect within the last 24 hours. Celestial slayers often call this the escape point. A celestial slayer may spend a full-round action opening a portal at the escape point to the celestial’s destination. The portal transcends space and dimension as appropriate, is one-way, and lasts only 1 minute. If a celestial slayer is unable to use the portal before it closes, he may open it again. If a celestial is slain, then a portal cannot be made from its escape point.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Sneak Attack +1d6, Align Weapon
2 +2 +3 +3 +3 Favored Enemy +2, Sever Soul
3 +3 +3 +3 +3 Sneak Attack +2d6
4 +4 +4 +4 +4 Favored Enemy +4, Deep Strike
5 +5 +4 +4 +4 Sneak Attack +3d6, Hated Foe
6 +6 +5 +5 +5 Favored Enemy +6
7 +7 +5 +5 +5 Sneak Attack +4d6, No Escape