A chosen girl -- the slayer [Archive] - Wizards Community

Post/Author/DateTimePost
pheron

05-06-07, 12:14 PM
Hello:

I have a player in my game who wants to put together a character losely inspired by Buffy for the TV. I thought I would look for help here for thim.
Anyone ever tackle this before?
What do you think is the best way to build a 'slayer' in D&D?

Thanks
Kerin

05-06-07, 02:16 PM
A "Slayer," by definition, possesses powers that normal mortal fighters don't have. In the series, she seems to be considerably better than non-augmented fighters regardless of background.

Essentially to make the Slayer, you might make a Monk at four or five levels above the rest of the player. Is that fair to the rest of your group? Of course not!

The whole point of the Vampire Slayer is that she's eight or nine degrees tougher, faster and stronger than everyone else. It works for a TV show - but unless you want your parties to feel useless and without the ability to contribute (like Xander, and Willow in the early seasons) tell her to figure out something a teense more original.
Flay Crimsonwind

05-06-07, 02:25 PM
Well remember that she had her watcher to help her out, giving her a heavy training regimen everyday for a few hours, plus skills practice and tips for slaying. She got a lot of extra XP in-character. As a slayer with maybe a dead watcher or no watcher whatsoever, she'd be a normal player, slowly learning. Just give her a more martial monk, with prficiency in martial weapons as well. She can wield damn near anything......
Captain_Kobold

05-06-07, 07:32 PM
That or work out some sort of 'Slayer template' with a level progression they could level into. Probably bonuses to physical stats, and maybe some sort of detection ability.
LordPendragon

05-06-07, 07:52 PM
If you just want someone who's hot and stabs vampires, any class with Favoured Enemy will do.
JoAT

05-06-07, 07:57 PM
A "Slayer," by definition, possesses powers that normal mortal fighters don't have. In the series, she seems to be considerably better than non-augmented fighters regardless of background.

Essentially to make the Slayer, you might make a Monk at four or five levels above the rest of the player. Is that fair to the rest of your group? Of course not!

The whole point of the Vampire Slayer is that she's eight or nine degrees tougher, faster and stronger than everyone else. It works for a TV show - but unless you want your parties to feel useless and without the ability to contribute (like Xander, and Willow in the early seasons) tell her to figure out something a teense more original.

That's both a little harsh, and untrue (not to mention not very helpful) - by the later series, most of the characters have found a niche, and within that niche, they're just as good as Buffy is in her's.

Besides, this:The whole point of the Vampire Slayer is that she's eight or nine degrees tougher, faster and stronger than everyone else.
isn't the point of a slayer - it's the definition of a PC in D&D.

To make a Slayer, I'd first create a variant paragon class (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm) entitled Slayer (you could do it with templates too, bu most aren't usable from level one, and the LA does kinda suck). The class would focus on increasing speed (Dex), strength and have a level 3 cap of Fast Healing 1.

The ability boosts might come out to a total of 4 points over three levels each (you may wish to include Con as well, though then I'd only have each boosts by 2), with a d8 hit die, 2+ skill points, full BAB, and proficiency only in unarmed strike (or gain Improved Unarmed Strike as a bonus feat - I use weapon group rules, and for me, an unarmed strike is a weapon group) and Improvised Weapons.

Depending on how the class looks compared to the characters the other players have built, you may also want to include some talents from Strong, Fast or Tough Heroes) d20 Modern (they're open source as well, but I don't know of a link to a site with them, so I'll just tuck them into an sblock:


Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme effort.

Ignore Hardness Talent Tree
The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree
The Strong hero has an innate talent that increases melee damage.
Melee Smash: The Strong hero receives a +1 bonus on melee damage.
Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, improved melee smash.

Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion.

Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
Increased Speed: The Fast hero’s base speed increases by 5 feet.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.

Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

Energy Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.


At the end point of this class, you'd have all the archetypical slayer abilities, and from there, I'd either take levels in Ranger (Favored Enemies: Undead (if D&D pure), or Evil Outsiders (if the game has more BtVS elements), or monk. If you go with Ranger, again, you might want to do a bit of custom creation, switching out the combat style for, well, whichever series of three feats you think fits your Slayer best (May I recommend Deflect Arrows, Run and Leap of the Heavens?).

If you want to include some of the more esoteric abilities (http://en.wikipedia.org/wiki/Slayer_%28Buffyverse%29#Powers_and_abili ties), you may wish to create a PrC that allows the character access to them - starting around level 7 or so, perhaps. Some of the other abilities (like jumping), are best filled in with feats and skills.
pheron

05-07-07, 09:13 PM
Thank you for the advice and replies. I've been running a pretty by the book 3.0 game that recently changed over to 3.5. I'm not the kind of guy who buys every book that comes out. LOL
I tend to give me player what they want if it doesn't imbalance the game.
Nadaka

05-07-07, 10:00 PM
d20 modern to the rescue.

http://www.wizards.com/d20/files/msrd/msrdadvancedclassesII.rtf

SHADOW SLAYER
Requirements
To qualify to become a Shadow Slayer, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Feats: Archaic Weapons Proficiency.
Class Information
The following information pertains to the Shadow Slayer advanced class.
Hit Die
The Shadow Slayer gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
The Shadow Slayer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Shadow Slayer’s class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.

Table: The Shadow Slayer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +1 +1 +1 +1 Detect Shadow +1 +0
2nd +2 +2 +2 +2 Shadow immunity +1 +0
3rd +3 +2 +2 +2 Bonus feat +2 +0
4th +4 +2 +2 +2 Slayer weapon +2 +0
5th +5 +3 +3 +3 Shadow enemy +3 +1
6th +6 +3 +3 +3 Bonus feat +3 +1
7th +7 +4 +4 +4 Shadow enemy +4 +1
8th +8 +4 +4 +4 Fast healing +4 +1
9th +9 +4 +4 +4 Bonus feat +5 +2
10th +10 +5 +5 +5 Word of slaying +5 +2

Class Features
The following features pertain to the Shadow Slayer advanced class.
Detect Shadow
A Shadow Slayer is uncannily aware of the denizens of Shadow and the true nature of reality. Once per day per the Slayer’s level in this advanced class, the Shadow Slayer can sense the presence of a denizen of Shadow. In most campaigns any creatures other than humans, animals, and vermin are considered denizens of Shadow. Using this talent is an attack action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level in this advanced class.
The amount of information gleaned by this uncanny awareness depends on how long the Slayer focuses his attention.
1st Round: Presence or absence of Shadow creatures.
2nd Round: Number of Shadow auras (creatures or objects of Shadow) in the area and the power of the strongest Shadow aura present. If the power of the strongest Shadow aura is “overwhelming,” and has a rating of at least twice the Shadow Slayer’s character level, the Slayer is stunned for 1 round and the use of this ability ends. While stunned, the Slayer can’t act, he loses any Dexterity bonus to Defense, and attackers gain a +2 bonus on attacks made against him.
3rd Round: The power of each Shadow aura in the area becomes clear. If an aura is outside the Slayer’s line of sight, then he discerns its direction but not its exact location.
Shadow Aura: A creature of Shadow emanates an aura that links it to the supernatural dimension. The power of a Shadow aura depends on the type of creature or object emitting the aura and its Hit Dice or caster level.
Creature/Object Rating
Outsider HD
Magic item or spell Caster level x 1/2
Aberration, construct, dragon, elemental, undead creature HD x 1/2
All other denizens of Shadow HD x 1/5

Rating Aura Power
1 or lower Faint
2–4 Moderate
5–10 Strong
11 or higher Overwhelming
If an aura falls into more than one strength category (for instance, if a creature and a magic item are in the same place and each emits an aura), the ability indicates the stronger of the two.
Length Aura Lingers: How long a Shadow aura lingers after the creature or object has vacated the location depends on the aura’s original strength.

Original Aura Power Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Each round, a Shadow Slayer can turn to detect the presence of Shadow in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.

Shadow Immunity
At 2nd level, a Shadow Slayer gains damage reduction against the natural weapons of the denizens of Shadow (claws, bite, and so on). Shadow immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to one-half of the Slayer’s level in this advanced class, rounded down.
Bonus Feats
At 3rd, 6th, and 9th level, the Shadow Slayer gets a bonus feat. The bonus feat must be selected from the following list, and the Shadow Slayer must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Martial Arts, Alertness, Cleave, Combat Reflexes, Defensive Martial Arts, Elusive Target, Exotic Melee Weapon Proficiency, Great Cleave, Power Attack, Unbalance Opponent.
Slayer Weapon
At 4th level, a Shadow Slayer gains the ability to empower any melee weapon he wields. An empowered weapon behaves like a magic weapon in the hands of the Shadow Slayer, providing an enhancement bonus equal to one-half of the Slayer’s level in this advanced class, rounded down. (At 4th level, the enhancement bonus is +2.) This bonus allows the weapon to deal extra damage and to hurt creatures with damage reduction.
Any melee weapon can be empowered by the Shadow Slayer, including the Shadow Slayer’s unarmed strikes. It takes a full-round action to empower a weapon. An empowered weapon only acts as an empowered weapon in the hands of the Shadow Slayer who empowered it. The enhancement bonus lasts for a number of rounds equal to the Shadow Slayer’s level in this advanced class.
Shadow Enemy
At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.
At each level after 5th, the Shadow Slayer may add +1 to the value of the bonus against each of his favored enemy types.
Shadow Enemy Type
Aberration
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Lycanthrope
Magical beast
Monstrous humanoid
Outsider
Undead

Fast Healing
Starting at 8th level, a Shadow Slayer gains the ability of fast healing. Every round, the Shadow Slayer recovers a number of hit points equal to one-half his level in this advanced class. So, as an 8th-level Shadow Slayer, he recovers 4 hit points every round.
Word of Slaying
At 10th level, a Shadow Slayer comes into his full power. By spending 1 action point and using an attack action, the Shadow Slayer can utter a word of power that can devastate creatures of Shadow. The word of slaying affects any denizens of Shadow within 15 feet of the Slayer. The ill effects depend on the Hit Dice of the creatures, as shown below.

HD Effect
12 or more Dazed
8–11 Stunned
4–7 Paralyzed
3 or less Killed

A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed creature dies (if it is living) or is destroyed (if it is a construct or an undead).
ThkkBldstrm

05-08-07, 12:53 AM
If you're going to do the template route, you might think of something like the "eternal training" class feature from the Eternal Blade PrC from ToB (minus the blade guide) 1/day.
this would let you
-give an insight bonus to hit and damage (= to which ever stat mod you'd like) to a single creature type
OR
-instead of granting a extra maneuver, maybe the ability to turn undead or something else like healing (lets call it "second wind"?) or Dr X/- for y rounds.

Don't ask me about LA, I'd have no idea.
JoAT

05-08-07, 01:08 AM
d20 modern to the rescue.

Huh. I was certain that the Shadow Chasers setting stuff was open, so I didn't bother looking. Cool! Here, let me clean that up for you.


SHADOW SLAYER

Requirements
To qualify to become a Shadow Slayer, a character must fulfill the following criteria.
Base Attack Bonus:
+3.
Feats: Archaic Weapons Proficiency.


You might want to up these to something like the following:
Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Special: Must be proficient in at least one Martial weapon, must be female (again, this is campaign specific). Only one chosen one can live at a time, though if returned from the dead, those next chosen retain their powers.

Class Information
The following information pertains to the Shadow Slayer advanced class.
Hit Die: The Shadow Slayer gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points: The Shadow Slayer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills:The Shadow Slayer’s class skills are as follows; Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex).

Skill Points at Each Level: 3 + Int modifier.

Table: The Shadow Slayer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +1 +1 +1 +1 Detect Shadow +1 +0
2nd +2 +2 +2 +2 Shadow immunity +1 +0
3rd +3 +2 +2 +2 Bonus feat +2 +0
4th +4 +2 +2 +2 Slayer weapon +2 +0
5th +5 +3 +3 +3 Shadow enemy +3 +1
6th +6 +3 +3 +3 Bonus feat +3 +1
7th +7 +4 +4 +4 Shadow enemy +4 +1
8th +8 +4 +4 +4 Fast healing +4 +1
9th +9 +4 +4 +4 Bonus feat +5 +2
10th +10 +5 +5 +5 Word of slaying +5 +2


Class Features
The following features pertain to the Shadow Slayer advanced class.

Detect Shadow (Su)
A Shadow Slayer is uncannily aware of the denizens of Shadow and the true nature of reality. Once per day per the Slayer’s level in this advanced class, the Shadow Slayer can sense the presence of a denizen of Shadow. In most campaigns any creatures other than humans, animals, and vermin are considered denizens of Shadow. Using this talent is an attack action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level in this advanced class.
The amount of information gleaned by this uncanny awareness depends on how long the Slayer focuses his attention.

1st Round: Presence or absence of Shadow creatures.
2nd Round: Number of Shadow auras (creatures or objects of Shadow) in the area and the
power of the strongest Shadow aura present. If the power of the strongest
Shadow aura is “overwhelming,” and has a rating of at least twice the Shadow
Slayer’s character level, the Slayer is stunned for 1 round and the use of this
ability ends. While stunned, the Slayer can’t act, he loses any Dexterity bonus
to Defense, and attackers gain a +2 bonus on attacks made against him.
3rd Round: The power of each Shadow aura in the area becomes clear. If an aura is outside
the Slayer’s line of sight, then he discerns its direction but not its exact
location.

Shadow Aura: A creature of Shadow emanates an aura that links it to the supernatural dimension. The power of a Shadow aura depends on the type of creature or object emitting the aura and its Hit Dice or caster level.

Creature/Object Rating
Outsider HD

Magic item or spell Caster level x 1/2

Aberration, construct, HD x 1/2
dragon, elemental,
undead creature

All other denizens of HD x 1/5
Shadow

Rating Aura Power
1 or lower Faint
2–4 Moderate
5–10 Strong
11 or higher Overwhelming

If an aura falls into more than one strength category (for instance, if a creature and a magic item are in the same place and each emits an aura), the ability indicates the stronger of the two.

Length Aura Lingers: How long a Shadow aura lingers after the creature or object has vacated the location depends on the aura’s original strength.

Original Aura Power Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, a Shadow Slayer can turn to detect the presence of Shadow in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.

I'd make this ability useable at will, though only if you're going to narrow down the detection to all things demonic. Detecting everything is nice, but kinda pointless sometimes, but if it's limited it's much like a paladin's use of detect evil, which si theoretically fine.

Shadow Immunity (Ex)
At 2nd level, a Shadow Slayer gains damage reduction against the natural weapons of the denizens of Shadow (claws, bite, and so on). Shadow immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to one-half of the Slayer’s level in this advanced class, rounded down.

Bonus Feats
At 3rd, 6th, and 9th level, the Shadow Slayer gets a bonus feat. The bonus feat must be selected from the following list, and the Shadow Slayer must meet all the prerequisites of the feat to select it;

Acrobatic, Advanced Combat Martial Arts, Alertness, Cleave, Combat Reflexes, Defensive Martial Arts, Elusive Target, Exotic Melee Weapon Proficiency, Great Cleave, Power Attack, Unbalance Opponent.

Slayer Weapon (Su)
At 4th level, a Shadow Slayer gains the ability to empower any melee weapon he wields. An empowered weapon behaves like a magic weapon in the hands of the Shadow Slayer, providing an enhancement bonus equal to one-half of the Slayer’s level in this advanced class, rounded down. (At 4th level, the enhancement bonus is +2.) This bonus allows the weapon to deal extra damage and to hurt creatures with damage reduction.

Any melee weapon can be empowered by the Shadow Slayer, including the Shadow Slayer’s unarmed strikes. It takes a full-round action to empower a weapon. An empowered weapon only acts as an empowered weapon in the hands of the Shadow Slayer who empowered it. The enhancement bonus lasts for a number of rounds equal to the Shadow Slayer’s level in this advanced class.

Shadow Enemy (Su)
At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.
At each level after 5th, the Shadow Slayer may add +1 to the value of the bonus against each of his favored enemy types.

Shadow Enemy Type
Aberration
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Lycanthrope
Magical beast
Monstrous humanoid
Outsider
Undead

May just want to change this to Favored Enemy, for D&D use.

Fast Healing (Ex)
Starting at 8th level, a Shadow Slayer gains the ability of fast healing. Every round, the Shadow Slayer recovers a number of hit points equal to one-half his level in this advanced class. So, as an 8th-level Shadow Slayer, he recovers 4 hit points every round.

Word of Slaying (Su)
At 10th level, a Shadow Slayer comes into his full power. By spending 1 action point and using an attack action, the Shadow Slayer can utter a word of power that can devastate creatures of Shadow. The word of slaying affects any denizens of Shadow within 15 feet of the Slayer. The ill effects depend on the Hit Dice of the creatures, as shown below.


HD Effect
12 or more Dazed
8–11 Stunned
4–7 Paralyzed
3 or less Killed


A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed creature dies (if it is living) or is destroyed (if it is a construct or an undead).
You may wish to consider dumping this ability, or changing it to times per day. Personally, I'd dump it, and put in something else interesting and mystical, perhaps some stat boosts, or even an apotheosis into a being of Shadow yourself (after all, it turned out that slayers have a direct connection to demons).

Possibly the best way to figure this one is to watch the later/final seasons of Buffy, and decide what fits best
Nadaka

05-08-07, 01:28 AM
Yep, it took a couple years, but the prestige class from the mini-games were added to the SRD. Hopefully they will start adding apoc, past, cyber, etc to the SRD as well.