Slayer - Dragon (Character Kit)

Slayer
Slayers are wizards who profit from their art by selling their services to the highest bidder. However, the services they sell are very specific — they use their magic to kill. Wielding their magic the way a bard wields poison daggers, slayers take contracts for merchant houses,
nobles, and sorcerer-kings, earning fortunes if they’re good at what they do.
Character Class: All slayers must be defilers, as preservers have too much respect for life so callously to end it. Multiclass slayers are possible. Among elves, these wizards often combine with the fighter or thief classes. Half-elf slayer/bards make for a most dangerous combination.
Races: Elves, half-elves, and humans can select to follow the dark path of the slayer. Aarakocra wizards would never take on this role.
Requirements: Slayers have no Ability Score requirements beyond the normal ones for their race and class. However, the best slayers (those who
survive to make a name for themselves) usually have the highest scores. Slayers may not be of good alignment; most tend toward some aspect of neutrality, though the worst among them are evil.
Role: Slayers, like Athasian bards, have a specific function in Athasian society. They sell their abilities to society’s elite, eliminating a merchant’s competition, a rival noble, a pushy templar, or an adventurer who just doesn’t know when to back off. Most slayers never reveal their true nature, not even to their adventuring companions. They travel the Tablelands and beyond with these companions, slipping away when necessary to handle a job, then returning to continue their adventuring careers. Slayers are in high demand, but even the best isn’t called upon to perform more than three or four slayings in a year.
Unless specifically asked to put on a big show (which costs more as this puts the slayer at greater risk), a slayer employs spells of a subtle yet deadly nature. Necromantic spells used over a number of days can appear as a withering disease of unknown origin. Illusions can be used to literally scare a victim to death or cause a victim to blunder into a fatal accident. Even summoning magic can be employed to send wild creatures or dangerous monsters to deal with the victim. Every slayer has his own specialty and signature method for completing a job.
In the case of half-elf slayer/bards, the wizard might even be audacious enough to get close to his victim, entertain him, befriend him, and then deliver the death-dealing spell once the victim’s trust has been gained.
When a slayer takes a job, he watch Class Modification: Even more than es his target for a few days. This gives other wizards, slayers keep their profes him the opportunity to chart his victim’s sion a secret. Nothing stirs up a mob movements, watch for habits or abilities faster than the revelation of a wizard his employer forgot to warn him of, and who uses his magic for murder. So, a gauge the protection he must circum- slayer works hard to keep his identity as vent to get close to his target. When he’s a defiler secret and never reveals his ready, the slayer picks the appropriate nature as a slayer except to those who spells and begins his onslaught. have the money to afford his services.
Every slayer picks a signature method for dealing death — spells of a subtle and quiet nature. In addition, all slayers also learn a few obviously offensive spells to use if the need arises spells like fireball and lightning bolt. Finally, it makes good sense for a slayer to also have a few spells on hand to use when he needs to make a quick escape. Dimension door and teleport work well for most slayers.
Weapon Proficiencies: Slayers have the same weapon proficiencies avail- able to them as normal wizards.
Nonweapon Proficiencies:
* Bonus: Somantic concealment. 
Required: Spellcraft.
* Recommended: Bribery etiquette, disguise, herbalism, intimidation, mental armor, reading/writing, spellweaving.
Special Benefits: A slayer starts play with a patron, a specific noble or merchant lord who retains his services. This translates into help when the slayer is within the patron’s sphere of influence, a ready supply of resources while in the patron’s good graces, and a contact to exploit when involved in his own adventuring endeavors.
Special Hindrances: The patron also translates into the slayer’s hindrance, as the slayer must perform at least three assassinations for the patron in a given year. When a slayer agrees to a job, he must concentrate on that job until he gets it done. Otherwise, he may find himself the object of a chasseur (or mage hunter) who has been hired to cancel his contract.
Because slayers are even more despised and feared than other defilers, a slayer always runs the risk of being revealed for what he is. Even a patron or client may turn on him, and he never knows who to trust. Consequently, slayers learn to sleep with one eye open and a spell on their lips.
Wealth Options: Slayers begin play with (3d4+3) x 30 cp.
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