The Nobiran Slayer
- Key Attributes: DEX, WIL, and CHA
- Requirements: Minimum 11 in all ability scores
- Hite Dice: 1d6
- Maximum Level: 13
“In every generation there is a chosen one. She alone will stand against the vampires, the demons, and the forces of darkness. She is the Slayer.”
Chosen by Ianna to be her blade in the world, the Nobiran Slayer is a young woman selected by the gods to crush the forces of Chaos wherever they appear.
Nobiran Slayer Class Progression
Spellcasting Progression
| XP | Title | Level | Hit Dice | Melee Damage | 1st level | 2nd level | 3rd level | 4th level | 5th level | Caster Level |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Chosen One | 1 | 1d6+1 | +1 | - | - | - | - | - | 0 |
| 2,625 | Novice Warrior | 2 | 2d6 | CHA+1 | 1 | - | - | - | - | 1 |
| 5,250 | Slayer | 3 | 3d6 | CHA+2 | 2 | - | - | - | - | 2 |
| 10,500 | Spark of Hope | 4 | 4d6 | CHA+2 | 2 | - | - | - | - | 2 |
| 21,000 | Banner of Good | 5 | 5d6 | CHA+2 | 2 | 1 | - | - | - | 3 |
| 42,000 | Leader of Light | 6 | 6d6 | CHA+3 | 2 | 2 | - | - | - | 4 |
| 85,000 | War-Princess | 7 | 7d6 | CHA+3 | 2 | 2 | 1 | - | - | 5 |
| 170,000 | Vampire Hunter | 8 | 8d6 | CHA+3 | 3 | 2 | 2 | 1 | - | 6 |
| 330,000 | Sorceress-Queen | 9 | 9d6 | CHA+4 | 4 | 2 | 2 | 2 | - | 7 |
| 490,000 | Sorceress-Queen | 10 | 9d6+2* | CHA+4 | 4 | 3 | 2 | 2 | - | 8 |
| 650,000 | Sorceress-Queen | 11 | 9d6+4* | CHA+4 | 4 | 3 | 3 | 2 | 1 | 8 |
| 810,000 | Sorceress-Queen | 12 | 9d6+6* | CHA+5 | 4 | 4 | 3 | 2 | 1 | 9 |
| 970,000 | Sorceress-Empress | 13 | 9d6+8* | CHA+5 | 4 | 4 | 3 | 2 | 1 | 9 |
*Note CON bonus/penalty is added only to each die rolled. No die may roll less than 1 after Con adjustment.
Combat Characteristics
Slayers are the chosen of Ianna, sanctified for holy war, and as such are very effective combatants.
Armor and Weapons: Slayers have weapon proficiency with all tiny, small, and medium melee weapons, and all missile weapons. They have armor proficiency with very light, light, and medium armor. They have fighting style proficency with all fighting styles.
Combat Progression: At 1st level, Slayers hit AC 0 on attack throw of 10+. They advance at the same rate as fighters in attack and saving throws, by two points per three levels. They increase their base damage dealt from melee (but not missile) attacks by +1 and 1st level, and by an additional +1 on reaching 3rd, 6th, 9th, and 12th level. They can cleave after killing a foe a maximum of once per round per class level.
Starting Class Powers
Weapon Finesse: A Slayer fights with cunning and brutality over raw force. She may apply her DEX modifier instead of her STR modifier to attack throws when attacking with any tiny, small, or medium weapons. (This power is equivalent to, and does not stack with, the Weapon Finesse proficency)
Divine Intervention : Slayers seem to emerge less damaged from calamities than they “should”, small divine mercies occurring around them constantly. Mundane damage they sustain is reduced by 1 point per die rolled, to minimum of 0 per die. Fixed damage amounts are not changed. At 7th level this protection increases to 2 points per die, and at 13th level it increases again to 3 points per die. Further, when required to consult the Mortal Wounds table, they may roll twice on it and keep the result they prefer, and they reduce the number of days of bed-rest required by their class level.
Theology: Slayers have an innate knowledge of the tenants of religious law and hierarchy, guided by the Slayers who have come before. She can begin play as a member of a religious hierarchy (Judge’s discretion). She can acquire congregants through proselytizing. She can automatically identify religious symbols, spell signatures, trappings, and holy days of her own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.
Slayer Attack and Saving Throws
| Level | Paralysis | Death | Blast | Implements | Spells | Attack |
|---|---|---|---|---|---|---|
| 1 | 11+ | 12+ | 13+ | 14+ | 15+ | 10+ |
| 2-3 | 10+ | 11+ | 12+ | 13+ | 14+ | 9+ |
| 4 | 9+ | 10+ | 11+ | 12+ | 13+ | 8+ |
| 5-6 | 8+ | 9+ | 10+ | 11+ | 12+ | 7+ |
| 7 | 7+ | 8+ | 9+ | 10+ | 11+ | 6+ |
| 8-9 | 6+ | 7+ | 8+ | 9+ | 10+ | 5+ |
| 10 | 5+ | 6+ | 7+ | 8+ | 9+ | 4+ |
| 11-12 | 4+ | 5+ | 6+ | 7+ | 8+ | 3+ |
| 13 | 3+ | 4+ | 5+ | 6+ | 7+ | 2+ |
Additional Class Powers
When they advance in level, Slayers gain the following additional class powers:
Divine Magic (2nd level): Once they have proven themselves, the goddess grants her Slayers limited access to Divine magic. The number and levels of spells they gain access to are listed in their class progression table, along with their effective caster level. Their spell list is listed below.
Charismatic Ferocity (2nd level): As she grows in confidence, the Slayer learns how to add her CHA modifier in place of her STR modifier for any damage roll where she could ordinarily add her STR modifier (that is, on melee and thrown missile attacks). Note that this is already factored in to the table’s shown melee bonus, above.
Death-Dealing Dance (3rd level): While performing a death-dealing dance, the Slayer is a whirlwind of flashing blades and swirling garb, gaining one bonus melee or thrown attack each round and dealing 1d6 bonus damage with every successful melee or thrown attack (including cleaves). Entering a death-dealing dance requires a full-round action during which time the Slayer begins the ritual steps of the dance. Once begun, a death-dealing dance continues until either all visible enemies are slain, the Slayer is incapacitated, the Slayer chooses to end the dance, or 1 turn elapses, whichever comes first. A Slayer can perform a death-dealing dance once per day.
Inspiring Courage (4th level): The Slayer can improve the morale of her companions. Inspiring courage requires a rousing speech before a battle (one round) and makes up to 30 of the Slayer’s allies within a 50’ radius inspired. (An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls, and saving throws against magical fear.) The bonus lasts for 10 minutes (1 turn). A Slayer can inspire courage once per day per class level. (Even the most inspired speech gets stale if you hear it twice in the same day.) A Slayer cannot inspire courage on characters who are already engaged in combat.
Demand Surrender (5th level) : The Slayer’s notoriety precedes her and allows her to sometimes win without fighting. As an action in lieu of moving or attacking, the Slayer can demand surrender from a group of hostile creatures. The group can be of any size, but the creatures must be able to see, hear, and understand the Slayer, and must be either outnumbered or surprised by the Slayer and her allies in order to be affected. Affected creatures must make an immediate morale roll with all penalties that would apply, plus a penalty equal to the Slayer’s CHA bonus. A result of Retreat will lead to their immediate surrender. If the demand fails, the Slayer cannot demand surrender from the same creature or creatures again until other circumstances have caused those creatures to make a morale roll. This ability can be used at the start of a large-scale battle if the opposing army is surprised or outnumbered by the character’s army.
Strength of Spirit (5th level): The Slayer’s hardiness before all opposition revives the spirits of her comrades. All henchmen and mercenaries hired by the Slayer gain a +1 bonus to their morale score whenever she personally leads them, stacking with all other bonuses.
Inspired Commander (7th level): The Slayer commands the battlefield like Ianna herself. She gains a permanent +1 bonus to his strategic ability, leadership ability, and morale modifier when commanding troops on the battlefield.
Minor Magical Research (7th level): The Slayer can, at this level, begin to scribe scrolls and brew potions.
Castle (9th level): On reaching 9th level and acquiring a castle or fort worth at least 15,000gp, the Slayer will attract followers seeking to serve her. These followers will arrive after 1d3 months of reaching these qualifications, and consist of 5d6x10 0th level troops and 1d6 young Nobiran Slayers of 1st-3rd level (determine randomly based on 1d3). They must be paid based on standard rates for mercenaries and henchmen or they will move on to green pastures, just as for standard mercenaries and henchmen.
Divine Charge (11th level): Once per month, the Slayer may charge a creature with a divine command, that it must follow or face terrible negative consequences. This power is in all respects identical to the divine spell Quest, except that the casting time is 1 turn, the range is 30’, and the Slayer instantly knows if the creature attempts to save against the ability and if the save succeeds.
Major Magical Research (12th level): Once reaching this level, the Slayer can create permanent magic items such as enchanted armor, rings, or weapons.
Limited Supreme Magical Research: (13th level): Slayers can, under certain circumstances, shatter the glass ceiling on half-casters and cast ritual magic and do other feats. She may select one of the following options, and then gain the ability to learn and cast ritual spells, along with associated abilities. Her research throws on the relevant types of magic increase by +2, and her research rate by 10%
- Bright Lore of Aura: The Slayer gains the Bright Lore of Aura proficency, and can engage in rituals of Protection. She also gains the ability to Rebuke Undead as a crusader half of her level, and the other powers of this proficency.
- Mastery of Conjuration and Summoning: The Slayer gains the Mastery of Conjuration and Summoning proficiency, and can engage in rituals of Summoning.
- Mastery of Enchantment and Illusions: The Slayer gains the Mastery of Enchantment and Illusions class power, and can engage in rituals of Enchantment and Illusions. She may also build constructs.
- Transmogrification: Legends speak of orders of warriors genetically altered to better fight Chaos. With this choice, the Slayer gains the Transmogrification proficency, the ability to engage in Transmogrification rituals, and the ability to create crossbreeds.
Code of Behavior
The Slayer must remain chaste until reaching 5th level, and must remain not more than serially monandrous afterwards. Breaking this tenet causes either the loss of spellcasting powers until casting of an atonement for her, or other such act of contrition, or another alternate penalty of the Judge’s devising, such as her bewitched vampire henchman spontaneously breaking the bewitchment and returning to Chaos. Note that this code only affects her relationships with males, broadly defined.
Racial Class Powers
As Nobirans, Slayers gain the following racial class powers:
Blood of Kings: The blood of ancient kings and heroes flows in the Slayer. She may hire one more henchman than her Charisma would otherwise permit, and the base morale score of her henchmen is increased by 1.
Favor of the Empyrean Powers: As one favored by the Empyrean powers, the Slayer receives a +2 bonus to all saving throws. This has already been factored into the attached saving throw table.
Heroic Spirit: Because of her courageous spirit, the maximum class level of the Slayer is increased by 1. (already factored in)
Longeval: The Slayer is ageless and enjoys a lifespan three times longer than normal. She is immune to diseases caused by undead and gains a +1 bonus to her HD rolls at 1st level.
Class Proficiencies
Proficiency Progression: At 1st level, Slayers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Slayer Proficiency List: Arcane Dabbling, Acrobatics, Ambushing, Alertness, Armor Training, Beast Friendship, Berserkergang, Blind-Fighting, Cat Burglary, Climbing, Combat Reflexes, Combat Trickery (disarm, knockdown), Command, Contemplation, Contortionism, Fighting Style Specialization (dual weapons, weapon & shield), Laying on Hands, Magical Music, Martial Training, Mounted Combat, Mystic Aura, Illusion Resistance, Prophecy, Sensing Evil, Swashbuckling, Syncretism, Unarmed Fighting.
Slayer Spell Repertoire
| / | First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells |
|---|---|---|---|
| 1 | Bane-Rune | Augury | Dispel Magic |
| 2 | Counterspell | Holy Blessing | Holy Circle, Sustained |
| 3 | Cure Light Injury | Holy Chant | Holy Prayer |
| 4 | Call of the Wolf | Spiritual Weapon | Spellward |
| 5 | Destroy Dead | Shimmer | Winged Flight |
| / | Fourth Level Divine Spells | Fifth Level Divine Spells | N/A |
| 1 | Angelic Aura | Blast Ward | N/A |
| 2 | Call of the Regal Pride | Dominate Monster | N/A |
| 3 | Cure Serious Injury | Healing Circle | N/A |
| 4 | Physical Invulnerability | Sword of Fire | N/A |
| 5 | Tongues | True Seeing | N/A |
Slayer Templates
3d6
Roll Template Proficiencies Starting Equipment
3-4 Unlikely Heroine Swashbuckling, Folkways (G) Hand axe and dagger, leather armor, whistle, ripped crafter’s dress, leather belt, wedge heels, linen breastwrap, purse, rucksack, old iron rations for 1 week, waterskin, cheap necklace worth 3gp, 15sp and 50cp spending money. Total encumbrance: 4 stone 5 items.
5-6 Border Maid Mystic Aura, Diplomacy (G) Spear, mace and shield, brigandine armor, peasant’s dress and shoes, wool breastwrap, pennant, backpack, waterskin, 1 week iron rations, 100cp donations. Total encumbrance: 7 stone 5 items. If pack w/ food & water dropped, encumbrance 5 stone 4 items.
7-8 Escaped Captive Unarmed Fighting, Seduction (G) Knife, Chainmail Bikini, woolen cloak, riding mule & saddle, saddlebag, waterskin, 1 week iron rations, and purse w/ 100sp. Total encumbrance: 2 stone 3 items, plus food & water on mule. Mule encumbrance while riding: 20 stone 4 items.
9-10 Trained Foundling Fighting style spec. (shield), Intimidation (G) Spear, sword w/scabbard, shield, and breastplate, longbow w/20 arrows & quiver, well-made tunic and pants, embossed leather belt, wool breastwrap, hiking boots, wool cloak, leather gloves, purse, adventurer’s harness, 6 torches, tinderbox, mess kit, 3 military oils, backpack, waterskin, 1 week iron rations, and 50cp petty cash. Total encumbrance: 9 stone 4 items, w/adventuring harness used. If backpack with food & water, mess kit, tinderbox, and 4 torches dropped, encumbrance 6 stone 3 items
11-12 Blade-Scion Fighting style spec. (dual weapon), Military Strategy (G) Twin Scimitars, Boobplate, linen chiton, linen breastwrap, strappy sandals, silk scarf, silk belt-sash, backpack, waterskin, 1 week iron rations, lapis lazuli necklace, paired 14 carat gold armbands worth 5 gp each, purse w/ 5gp, 40sp and 10cp. Total encumbrance: 6 stone 4 items. If backpack w/ food & water is dropped, encumbrance is 4 stone 3 items.
13-14 Fated Mother Prophecy, Survival (G) Battle-axe, shield, oversized chainmail, short bow w/quiver & 20 arrows, cheap belt, purse, hiking boots, decent tunic & pants, wool breastwrap, fur-lined cloak, leather gloves 50’ rope, personal encumbrance 6 stone 3 items, donkey w/ draft tack & 4 saddlebags, 6 waterskins, 1 week iron rations, mess kit, tinderbox, small tent, blanket, swaddling cloth of fine wool, donkey encumbrance 15 stone, hunting dog, 1gp, 7sp, 30cp.
15-16 Runaway Damsel Beast Friendship, Riding (G) Sword, shield, breastplate, shortbow w/quiver & 20 arrows, arminger’s dress, high boots, linen breastwrap, embossed leather belt, purse, wool cloak, backpack w/ 1 week irons rations, encumbrance 6 stone 5 items, medium riding horse, riding saddle & tack, 2 saddlebags, 6 waterskins, horse encumbrance while riding 25 stone, hunting dog, 50sp.17-18 Demi-Goddess Mystic Aura, Leadership (G) Spear, 2 scimitars, whip, boobplate, shortbow w/ quiver & 20 arrows, fine tunic & pants, cloak, simple leather belt, purse, backpack, waterskin, 1 week iron rations, encumbrance 8 stone 1 item, 6 stone if backpack dropped, various gold jewelry worth 80gp.
Brigandine is a form of AC 3; enc 3 armor. Breastplate is a form of AC 4, enc 4 armor. Chainmail Bikini is a form of Light Arena Armor; Boobplate is a form of Heavy Arena Armor. Oversized Chainmail has AC 4, enc 5, and is worth 25gp. Encumbrance listed assumes full waterskins.
Slayer Secrets:
The Slayer is built on Fighting 2, Thief 1, HD 1, and Nobiran 1. They trade down to weapon proficiency to Broad for one class power, trades down armor proficency to medium for one class power. They trade off the Turn Undead from Nobiran for one class power. These purchase Weapon Finesse and Divine Intercession (two powers combined in one listing) with these powers. They trade off all their thief powers for 4 class powers, then trade 2 for powers at 2nd, 4th, and 9th levels. They trade two more for powers 3rd, 5th, and 7th. The 9th level power is then traded for powers at 11th and 13th. The eleventh level power slightly reduces the range of Quest in exchange for the ancillary abilities to know when it is attempted to be resisted and if the resistance succeeded.
Appendix G: Gameplay Guide
Take the Nobiran Slayer class if you have DEX+1 & CHA+1, or better, or CHA+2. Dex+2 is notably less valuable than CHA for the character. WIL is not especially helpful to this class, aside from being a prime requisite and the usual effect on saves. STR is a complete dump stat, except at literally first level. At low levels, you start out very durable (arguably more so than the Barbarian), but with somewhat lacking offensive punch. This fades rapidly by level 3, and is meant to emulate the “learning the ropes” character arc that is common in the sources this class draws from. Your selection of spells is highly curated, and notably includes no real stinkers like Angelic Aura. Once you’ve finished this early, dungeon-delving, money-earning phase, it is time to raise your army. You are an extremely effective leader even with no class or general proficiencies, and those can boost you to insane heights. While Bane-Rune, Swift Sword, and Death-Dealing Dance make you an effective solo combatant, you’ll be missing out if you don’t take the chance to Inspire Courage your platoon and Holy Prayer your henchmen/fellow PCs. Counterspell and Dispell Magic make you decent at fighting casters, Call of the Wolf lets you scout, Winged Flight provides personal flight while Call of the Royal Pride gives high strategic mobility. At higher levels, Quest gives you a limited 6th-level casting ability, while being very useful for political/domain games, and you do get to join in on the endgame ritual magic fun.
Appendix N: Inspiration
The Slayer is, aside from the name obviously coming from Buffy the Vampire Slayer, inspired by all of the same fictitious warrior-women who inspired the Bladedancer and Warmistress, but particularly those who wore rather more armor than those classes can, such a Xena the Warrior-Princess. She is also inspired by the real-life story of Joan of Arc, which is wilder than you probably know, and directly affected the chosen class powers and class proficiencies. Sarah Connor makes a surprise appearance as the Fated Mother template, which popped out naturally and unexpectedly from the rules after most of the class’s design was finalized.
Appendix J: Judging for the Slayer
Before you begin Judging for the Slayer, or at least in the first few sessions, you as Judge need to determine the player’s level of comfort with their character being put in sexual and sex-adjacent peril. This archetype is absolutely rife with rape-adjacent themes, and making sure that you know what level of comfort you, the player, and the rest of the table have with that is important. This class can be played PG-13, but the reason a player might have chosen it might be because they want to explore themes of empowerment in the face of peril. This handy rule helps: make Arena Armor available to them, lying around in a shop collecting dust as a gag item, if nothing else. If they go for it, that’s a clue. If they chose the Escaped Captive despite rolling a 9 or higher, that’s also a clue. If they choose the Fated Mother, that’s a clue in a different direction, generally. If you are still unsure, have a private, mature conversation about what they are comfortable with.
I put so much effort into the templates, really too much, and then the site breaks the formatting. Eh, can’t be bothered to fix it more than I did. Please enjoy, and any commentary is welcome.