Slayer

Back to Encyclopedia

*As the warring clans inched ever closer to the destined battlefield, Chief Arvag clenched his Greatsword in his hand and looked upon his people, this day would decide all of it and would finally bring honor to both him and the opposing Chieftain. No honor greater than bloodshed exists, and in Karv’s name, the name of the conquerer, the monster killer, the mountain crusher, the great despot of the battlefield, the holy executioner and the suffocator of beasts, there will be only war. As the signal fires of the enemy camp dashed across the sky heralding the upcoming bloodbath Arvag only shook his head “Those damn kids, making the first move is only getting me more excited” Arvag charged into the frey, descending upon his enemies with rage only achievable by those who have partook in Karv’s blood.*

Starting equipment: a Heavy Mournsword/A Greataxe, Medium armor, a health potion, 2 boxes of rations, (D quality), a bottle of alcohol

Starting health: +5

Starting stat bonuses: +1 Strength, +1 constitution, -2 intelligence

Skilled at using: Greatswords, Shortswords, Longswords

**Slayer skills and passives**

**LVL1**

**THE BLOOD OF KARV**

Every Slayer no matter how experienced has partook in the blood of the war god Karv, this includes you. Every time a Slayer gets hit they receive a rage token, these tokens may be exchanged on weapon attacks or while using abilities to raise the damage of the ability or activate some related effects. Rage tokens only last until the end of your next turn and exist only in combat.

**LVL2**

**ART OF WAR**

At lvl2 you are ready to assume an aspect of Karv’s blood and learn from a specific art of war.

**Art of the Sanguine**

Once seen as illegal practicers of blood magic, the Sanguine lodge of Slayers was redeemed over the years as they swore an oath to only use the power of blood magic to fight against the monsters of the world. Not all Sanguines are part of the Sanguine lodge, and the morality of many who choose this path is still often questioned.

LVL2: Bloodstrike

(School of Sanguinism)

*(Simple)*

*(1 action)*

You may convert up to 5 of your health points to increase the damage of your next weapon attack by 1 for each health point.

**Art of the Monster Hunter**

Since time immemorial monsters have roamed the lands of Aluria, and for as long as monsters have existed, so have those that took up arms against them in holy crusade. The monster hunters are the most common type of Slayer and often considered the most trustworthy, some even coming across as semi-disciplined! Although purely monster killers, they will often kill a bad person for a price.

LVL2: Know your foe

*(Passive)*

You have acquired vast sums of knowledge about the various monsters that inhabit the world of Aluria, you gain a +5 modifier to your roll for trying to identify a monster. Whenever you successfully identify a monster you may learn one thing about that monster from this list

Their level

Whether their strength stat is higher or lower than yours

One of their abilities

Their resistances

Their approximate health at the moment

You also receive a +1 on weapon attacks on any monster you successfully identify until the end of combat.

**Art of the Unchained**

The blood of Karv is a dangerous thing to partake in, those who do not have the mental fortitude to inherit the side-effects of it will often go quite mad. Although the Unchained are not as wild or barbaric as some may stereotype them as, they are still a type of Slayer that embraces the blood of Karv, letting it flow freely through them and reveling in the madness of war.

LVL2: Rageholic

*(Passive)*

Drinking and fighting go hand in hand in your line of work, so much so that alcoholic beverages have started to provide you with a supernatural boost, you are immune to the negative effects of alcohol and gain a +2 to your strength when under the effects of alcohol.

**LVL3**

*Sanguine*

LVL3:  Ragespiller:

You learn the spell Ragespiller from the School of Sanguinism

*Monster Hunter*

LVL3: Favored foe

(Passive)

You have a natural talent for killing a certain type of monster which makes you an intimidating opponent for them. Choose an enemy of the monster type that is LVL5 or lower, your damage against this monster is doubled to a cap of 10.

*Unchained*

LVL3:Decapitate

*(Daily)*

*(2 actions)*

Through your life you’ve learned that going for the head is often the best idea when available. Attack an enemy within melee range with a weapon attack, rolling a natural crit instantly kills the target as long as they have a head. You may expend 10 rage in order to assure a critical hit.

**LVL4**

*Sanguine*

LVL4:

Bloodchanting

(Passive)

You have begun to utter small chants as you fight against your opponents which ward your soul,mind and concentrate your blood to specific parts of your body, you gain resistance to charm for as long as you’re engaged in combat and have resistance to mind magic for as long as you’re engaged in combat.

*Monster Hunter*

LVL4: Argentis

You learn the spell Argentis from the school of Chemomancy

*Unchained*

LVL4: Taunting shout

(Simple)

(1 action)

You’ve become quite skilled at riling people up to the point where they will drop strategy to fight you, you may use an action to shout a line of incredibly offensive slurs and insults at the nearby enemies, every enemy with an intelligence below 15 must roll a DC 12 intelligence. Upon failure the enemy becomes completely focused on you and will only try and attack you for 2 turns.

**LVL5**

.**KARV’S FURY**

*(Passive)*

Upon rolling a critical success on a weapon attack you may roll a d6 in addition to your doubled weapon damage and add the dice result to the total damage of the attack, if the result on the d6 is a 6, you may roll another d6 and add its result to the damage of the attack, this may go on for as long as the player keeps rolling a 6.