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The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become occult slayers are considered to have seen the error of their ways - although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.
The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that refines her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her masterwork weapon of choice, which serves as the instrument of her vengeance.
| Activation Cost: 1 Weapon Bond Cooldown: 20 seconds
- You build a psychic bond with your weapons. You strengthen this bond by damaging enemies with attack.
- Each attack adds 1 to your weapon bond, up to a maximum of 200.
- Dying resets your weapon bond to zero.
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| 1 | 1 | 0 |
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- +1 to all saving throws
- +1 Barbarian Damage Reduction
- +10 Hit Points
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| 1 | 1 | 5 |
- Antirequisite
- Improved Damage Reduction I or II in the Half-Elf tree.
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- When an enemy spells deal elemental damage to you, there's a 25% chance you'll gain 25 temporary hit points for 30 seconds, scaling with 100% Melee Power. This can trigger up to once every 12 seconds.
- +1 Barbarian Damage Reduction
- +30 Hit Points
- +20 Healing Amplification
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| 1 | 1 | 10 |
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- You gain the Slippery Mind feat and improve your barbarian damage reduction.
- When you fail a saving throw vs. enchantments, you roll a second time.
- +1 Barbarian damage reduction
- +60 Hit Points
- +5 Magical Resistance
- +20 Healing Amplification
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| 1 | 1 | 20 |
- Elemental Defense
- Barbarian 12
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- +100 Hit points
- + 5 Magical Resistance
- + 20 Healing Amplification
- +1 Barbarian damage reduction
- You gain immunity to magic missiles and +5% Competence bonus to entirely avoid incoming Force damage.
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| 1 | 1 | 30 |
- Blank Thoughts
- Barbarian 18
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- You have Spell Resistance equal to your Constitution score.
- +4 Constitution
- +150 Hitpoints
- +10 Magical Resistance
- +40 Healing Amplification
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| 1 | 1 | 40 |
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Your barbarian rage lasts: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
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| Cooldown: 12 second |
Melee Attack: | Rank 1:
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- +10% damage
- Damaged enemies can't cast spells for 2 seconds.
| Rank 2:
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- +20% damage
- Damaged enemies can't cast spells for 4 seconds.
| Rank 3:
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- +30% damage
- Damaged enemies can't cast spells for 6 seconds.
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| 3 | 1 | 1 |
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While your weapon bond is 10 or higher: | Rank 1:
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- +2 Unique Bonus to AC
- +1 Unique Bonus to Magical Resistance
| Rank 2:
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- +4 Unique Bonus to AC
- +2 Unique Bonus to Magical Resistance
| Rank 3:
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- +6 Unique Bonus to AC
- +3 Unique Bonus to Magical Resistance
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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| Rank 1:
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- +1 Listen
- +1 Search
- +1 Spot
| Rank 2:
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- +2 Listen
- +2 Search
- +2 Spot
| Rank 3:
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- +3 Listen
- +3 Search
- +3 Spot
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| 3 | 1 | 1 |
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| Rank 1:
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- You gain +1 to Will saving throws while raged.
| Rank 2:
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- You gain +2 to Will saving throws while raged.
| Rank 3:
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- You gain +3 to Will saving throws while raged.
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| 3 | 1 | 5 |
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| Rank 1:
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- Ear Smash puts enemies to sleep for 6 seconds.
- On Vorpal: Enemies are stunned instead.
| Rank 2:
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- Ear Smash puts enemies to sleep for 12 seconds.
- On Vorpal: Enemies are stunned instead.
| Rank 3:
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- Ear Smash puts enemies to sleep for 18 seconds.
- On Vorpal: Enemies are stunned instead.
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| 3 | 1 | 5 |
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While your weapon bond is 30 or higher, you gain: | Rank 1:
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- +4 Physical and Magical Resistance
| Rank 2:
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- +4 Physical and Magical Resistance
- Another +4 when Weapon Bond is 60 or higher
| Rank 3:
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- +4 Physical and Magical Resistance
- Another +4 when Weapon Bond is 60 or higher
- Another +4 when Weapon Bond is 90 or higher
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| 3 | 1 | 5 |
- Parrying Bond
- Barbarian 2
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| Rank 1:
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- +2 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
| Rank 2:
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- +4 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
| Rank 3:
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- +6 energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
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| 3 | 1 | 5 |
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| Activation Cost: 1 Action Boost | Cooldown: 30 second |
Action Boost: | Rank 1:
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- +2 Action Boost bonus to saving throws vs. magic.
- +10 Action Boost Bonus to MRR
| Rank 2:
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- +4 Action Boost bonus to saving throws vs. magic.
- +20 Action Boost Bonus to MRR
| Rank 3:
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- +6 Action Boost bonus to saving throws vs. magic.
- +30 Action Boost Bonus to MRR
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| 3 | 1 | 5 |
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- While below 50% health, you gain +1 critical damage multiplier on attack rolls of 19-20.
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| 1 | 2 | 10 |
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| Rank 1:
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- You gain +2 to saves vs. both disease and poison.
| Rank 2:
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- You gain +4 to saves vs. both disease and poison.
| Rank 3:
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- You gain +6 to saves vs. both disease and poison.
- You don't fail disease or poison saving throws on a roll of 1.
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| 3 | 1 | 10 |
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When an enemy damages you with a spell, there is a chance that they will be knocked down. | Rank 1:
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| Rank 2:
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| Rank 3:
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Does not affect bosses, does not trigger from positive energy spells. |
| 3 | 1 | 10 |
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At weapon bond strength of 45 or higher, you deal 1d20 extra force damage with your attacks, scaling with 200% Melee Power. This damage can trigger up to once every: | Rank 1:
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| Rank 2:
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| Rank 3:
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|
| 3 | 1 | 10 |
- Lessons of Travel
- Barbarian 3
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| Multiple Selection |
| +1 to Constitution or Wisdom |
| 1 | 2 | 10 |
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While wearing Meadium or Heavy armor:
- +25% competence bonus to Maximum Hit Points
- +2 to all saves vs magic
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| 1 | 2 | 20 |
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Feedback - On Spellcast: Caster suffers 6d10 force damage. This damage is increased by the target's Spell Power. | Rank 1:
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- Melee Attack: Deals +1[W] damage and inflicts Feedback on the enemy for 6 seconds.
| Rank 2:
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- Melee Attack: Deals +3[W] damage and inflicts Feedback on the enemy for 12 seconds.
| Rank 3:
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- Melee Attack: Deals +5[W] damage and inflicts Feedback on the enemy for 18 seconds.
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| 3 | 1 | 20 |
- Arcane Encumbrance
- Barbarian 4
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Activate: | Rank 1: - Activation Cost: 30 Weapon Bond
- Cooldown: 48 seconds
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| Rank 2: - Activation Cost: 20 Weapon Bond
- Cooldown: 36 seconds
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| Rank 3: - Activation Cost: 10 Weapon Bond
- Cooldown: 24 seconds
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Lasts 20 seconds |
| 3 | 1 | 20 |
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| Multiple Selection |
| +1 to Constitution or Wisdom |
| 1 | 2 | 20 |
- Ability Score (Tier 3)
- Barbarian 4
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- You Bond of Retribution no longer has a health requirement.
- +10% Quality bonus to maximum Hit Points
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| 1 | 2 | 30 |
- Bond of Retribution
- Character Level 12
- Barbarian 5
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When your Weapon Bond is 100 or more, your weapon provides you 20 temporary hit points when you damage an enemy. These temporary hit points scale with 200% Melee Power. This can trigger at most once every: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 30 |
- Character Level 12
- Barbarian 5
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| Activation Cost: 20 stacks of weapon bond |
Melee Attack: Make a melee weapon attack that has a +1 critical threat range and a +1 critical multiplier. This attack does: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 30 |
- Character Level 12
- Barbarian 5
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- Your weapon gains Occult Metalline
- Bypasses Adamantine, Alchemical Silver, Byeshk and Cold Iron damage reduction.
- +1 Competence Bonus to Critical Threat Range
- +1 Competence Bonus to Critical Multiplier
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| 1 | 2 | 30 |
- Character Level 12
- Barbarian 5
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| Activation Cost: 100 Weapon Bond |
Heal for 400 positive energy. This healing scales with 100% Melee Power. Passive: | Rank 1:
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- +10 HP
- +4 Magical Resistance
| Rank 2:
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- +20 HP
- +8 Magical Resistance
| Rank 3:
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- +30 HP
- +12 Magical Resistance
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| 3 | 1 | 30 |
- Character Level 12
- Barbarian 5
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