"Relaaaaax. I'll invent new stuff. Like... spider robots with daemons in, and they have claws and stuff. They'll defile things. Maybe they can be called Defilotrons. It'll be sweet. And they'll have a gun on their chests, and tiny little heads. What? Why are you looking at me like that? You just wait. We'll rock this place all to hell."
- – a very early prototype for a slanneshi defiler known as Tamatoa
The Chaos Space Marines don't have a lot of their own vehicles at their disposal; whilst the loyalists have all kinds of nifty-cool tools fresh out of the Adeptus Mechanicus' foundries, the Chaos Marines have to make do with equipment that is antiquated in contrast. In many cases, their technology is capable of bridging the gap; the Chaos Marines field a number of weapons no longer in use with the Astartes (man-portable autocannons, for example). In other cases, their technology is inferior; the Chaos legions lack anything resembling Landspeeders, Whirlwinds, or Razorbacks, for example.
But it's not all bad. Chaos Space Marines are nothing if not inventive. And thus they came up with a vehicle that is as horrifying to look at as to be attacked by - the Defiler.
Often jokingly called a giant enemy crab, the Defiler was supposedly first conceived by Failbaddon, which would make it one of his only successes, but its true origins are tacitly believed to lie with the Word Bearers. The Defiler was made to provide Chaos Marine forces with a legitimate alternative to Dreadnoughts for close support; historically, Chaos dreadnoughts were made with older and less-perfected tech, ensuring that every single moment that the pilot was installed in his sarcophagus, he was set alight with horrifying agony. This generally results in Chaos Dreadnoughts having outbursts of pain-and-rage-induced Hulk Syndrome and fucking up every goddamned thing in sight.
Suffice to say, this was proving problematic, and the Chaos marines sought a new way to get close-support that was less-likely to say, fire off a Plasma Cannon at its squadmates in a fit of rage over them not turning down the fucking Pat Benetar when the Dread's pilot has a headache. The answer came in an unexpected way - a Daemonically-Possessed machine with no actual crew, bound with rune-inscribed wards and sworn to obey its master. Whilst many daemons are driven halfway-mad by their imprisonment within the engine, the Defiler's occupant gets its head in the game when combat starts, showing blind loyalty to its master - and relishing in its power to blow things up and make shit dead (or re-dead in the case of the Crons).
As a possessed machine, it is completely fearless; destroying the Defiler will free the daemonic essence trapped in the machine, so whether it runs around killing things or gets destroyed by a Meltagun blast, the Defiler is kind of win-win for its occupant. Indeed, when a Defiler is destroyed, its pieces are often refurbished by the dark gods to create new bodies for the fiends that combine both daemon-flesh and mechanical components, known as Soul Grinders.
The Defiler is a powerful beast. By default it's got as much armor as a Dreadnought, has 2
Dreadnought Close-Combat weapons Defiler power claws, a Battle Cannon, a Reaper Autocannon, and a Heavy Flamer - quite a bundle of weapons for both close-combat and ranged assaults. Even better, it's highly upgradeable - the Reaper Autocannon can be replaced with a Twin-Linked Heavy Bolter (for shredding infantry) or Twin-Linked Lascannon (for vehicle-busting). It can also exchange its Heavy Flamer for a Havoc Launcher, enabling it to launch reasonably-effective frag missiles out to a long distance for additional fire-support. Additionally, you can tack a second Havoc Launcher on the side to flick some extra rockets. To make it even better it's been given Daemonic Possession, which means it's almost immune to Crew Shaken/Crew Stunned results, and has a 5+ invulnerable save. Topping it all off, it has solid armor (AV 12 front and side armor), with only its rear armor being a vulnerable point (AV 10) and 4 hull points, giving it some pretty decent staying power.
Alternately, it can exchange the Reaper Autocannon for an additional power claw, giving it +1 attack for each, and giving it a walloping 5 attacks on-the-charge. He can also exchange Heavy Flamers for a power scourge, which could add another +1A (if you chose to use it's profile- its "only" S8 compared to the claws S10), and also lowers the WS of enemy models in BtB contact, which is cool, considering Defilers own pathetic WS3. Paired with the fact that it has Fleet, this makes the Defiler capable of causing serious damage to anything unfortunate enough to get caught up in its crabby claws, especially commander units and vehicles.
Whether you use it as a shooty walker, a melee-only walker, or some blend between the two (it can easily pull double-duty), the
Giant Enemy Crab Defiler is guaranteed to be a giant fire-magnet, and enemies will devote truly retarded amounts of weaponry in an effort to hit its weak-point for massive damage. Unless they have a Lascannon type weapon, then they just one shot the damned thing, since it's not hard to land a shot on the back from far enough away.
In its standard configuration, it is good at every task but it doesn't exactly excel at any of them. It will lose out if made to compete against a more specialized vehicle of its size. So it will be outdone at long and medium range by a hellfire dreadnought, out-artillery'd by a basilisk or whirlwind, and out-melee'd by a crushing claw carnifex or pair of deffdread (you can field two with 4 DCCW's and riggers for exactly same points). But it makes up for this by being able to perform just about every needed task with the exception of anti-air duty, and if it has Twin-Linked Autocannons or Lascannons even this is debatable, though the lack of the anti-air rule hurts quite a bit. Mind, when dealing with actual Forge World-made aircraft, a Havoc Squad full of Autocannons or Flak Missile Launchers is usually the best option for the points, since Chaos lacks any dedicated anti-air vehicles, heldrake notwithstanding.
The Defiler is a mighty vehicle and in all seriousness one of the overall most-flexible options Chaos has; it's as ubiquitous for the traitor legions as the Leman Russ is for the Imperial Guard. However, the Defiler has a number of very notable drawbacks on the tabletop. First and foremost, it's a very big vehicle, and a very obvious one at that - the model is roughly as long as a Land Raider and a lot taller, and this means Ordnance and blast weapons are less-likely to miss the damned thing. It also means that its vulnerable side (its back) is much larger than those of other vehicles.
Secondly, the Defiler's being Demonically possessed means its WS and BS are only 3 - average at best compared to the good accuracy of most Marine units and vehicles. Whilst every non-battle cannon weapon the Defiler can mount is twin-linked (ergo reducing the problems it may have with accuracy), the close-combat weapons it has are not so fortunate, causing the Defiler to rely on volume and sheer force to damage enemies in close-combat (it will miss about half the time on average, but will fuck up whatever it hits when it does).
Thirdly, the Defiler, due to its very large size and middling accuracy, is surprisingly vulnerable to being Tarpitted. This is because even with its considerable melee punch and fleet, it is particularly large and vulnerable to being tied up by expendable dick units like Conscript Squads
(especially if they're used by a certain general who can replace them for free), Termagaunts, Scarabs, or Kroot which force it to spend valuable time mulching them as opposed to doing its valued job of raping vehicles and commander units. Take care to make sure that the Defiler is kept out of melee range of tarpits unless it's actively trying to get stuck in or it has melee support that can clear the way. With those new Necron Scarab rules, you should probably definitely avoid leaving your Defiler anywhere near a horde of those little vehicle-eating buggers. Also, if it meets a terminator squad with a chainfist or two it's probably going to get its shit pushed in. Hammernators can also take it down over the course of a couple of turns - but if it does engage them, it will actually be keeping them from hammering the rest of the army to bits.
Fourthly, it has awful armor, at least for the cost. No really, 12/12/10 is just crappy for a 195+ points vehicle, especially in this day and age. Even with 4 hull points and a 5++ save an enemy with moderate firepower can down the thing in a single turn without focusing much firepower on it. Also because the battle cannon is ordnance so if you actually do use it the other guns you put on it will be shooting at BS1; making them of very dubious usefulness. And you didn't spend 195 points for a poor man's Leman Russ battletank that's a bigger target, can't be taken in squads, much more fragile, and significantly more expensive. Its ranged firepower is also very...schizophrenic to be charitable. Even disregarding the effects using the battlecannon will have on your accuracy; the heavy flamer is an extremely short ranged weapon meant to kill infantry; the Battle cannon is a long ranged weapon optimized for killing MEQs and the reaper autocannon is a mid ranged weapon meant to kill light vehicles (though with two shots at 195 points you're probably better off investing in a forgefiend). What's worse is that you can't really make the ranged weapon loadout more focused since your options to replace the heavy flamer is a havoc launcher; though swapping out the autocannon for a lascannon isn't the best build either (again, you'd be paying 195 pts for one shot). The most "focused" ranged build would have the havoc launcher and heavy bolters to maximize on mulching infantry but at the end of the day, for the price you're paying it's still not very stellar anti-infantry firepower.
The Defiler's ranged firepower is extremely weak for a model of its size, fragility, and points cost the current meta having been left far behind by power creep. If you're just using the battle cannon, you are paying far more points for something that the Imperial Guard can have three of per heavy support slot from a platform more effectively able to use it that's also more compact (and thus easier to hide) and has AV14. This is a terrible usage of your points and the Battle Cannon is not particularly stellar to begin with, being at best "okay" against vehicles and in a meta with cover and invulnerable saves out the ass everywhere you'll get pretty disappointing results shooting against infantry. The other guns can't really be used with the battle cannon due to the ordnance rules, and if you're just using them you're paying a ton of points for very little dakka. In melee, the Defiler is let down by bad WS, most of the things that the Defiler would want to be in assault with either being able to zip away before the Defiler can ever touch it, being able to tar pit it with sheer numbers, can reduce it to dust with haywire grenade spam, or would strike first with what is quite possibly a D-strength or Armorbane weapon and promptly punch the Defiler's head straight out its ass. Defilers are not a waste of your heavy support slot, but it is best to wait until the next codex and hope that someone in GW decides they need to sell more defilers and give them 6e wave serpent esque buffs.
8th Ed brings with it much needed changes for the Defiler that are probably going to improve it a lot. Under the new vehicle rules it has 14 Wounds, Toughness 7 and 3+/5++ armour save, putting it around a Leman Russ in survivability (Lemanators have T8 but 12 Wounds), and can move 8", not bad for an enormous angry space crab. Changes to twin-linked and template weapons are also going to help. Twin-linked has changed in that it's been removed, so now all twin weapons are just two of those weapons. With templates gone, Twin Heavy Flamers have 2D6 attacks, all of which auto-hit. Literally you'll be able to insta-scorch entire squads of dudes and then, because units can now fire all their weapons AND fire them at different targets entirely, you can lay waste to some other shit with your other weapons, and they'll be -1 to hit instead of snap firing.
The Defiler's options now include being able to replace the Twin Heavy Flamers with a Havoc Launcher or a Defiler Scourge, and replacing the Reaper Autocannon with Twin Heavy Bolters or twin Lascannons. This gives the Defiler some really good flexibility to deal with almost anything it can face. The Havoc Launcher really is shit but the Defiler Scourge now lets you deal three additional S12 attacks dealing 3 damage each, while the Defiler Claws now hit at Strength 16 and do D6 damage each, giving it a good defense against MC or Terminator tarpits, while rocking Heavy Bolters and Heavy Flamers will lead to hilarious RAGE from swarm players who try to charge it. Of course, changes to 8th now effectively negate tarpitting as any unit can simply walk out of combat, requiring your opponent to repeatedly get hit with a ton of heavy flamer attacks every turn if they want to keep it tied down.
A Slaaneshi Defiler from 3rd Edition, back when they were able to mount Doom Sirens and Blastmasters.
|Forces of the Death Guard|
|Leaders:||Lord of Nurgle - Daemon Prince - Sorcerer - Chaos Champion |
Malignant Plaguecaster - Plague Surgeon - Tallymen - Lord of Virulence
|Troops:||Biologus Putrifier - Blightlord Terminator - Chaos Spawn - Deathshroud |
Foul Blightspawn - Noxious Blightbringer - Plague Marines - Possessed
|Vehicles:||Chaos Land Raider - Helbrute - Plaguereaper - Predator - Rhino|
|Flyers:||Storm Eagle - Stormbird - Thunderhawk|
|Spacecraft:||Dreadclaw Assault Pod - Kharybdis|
|Blight Drone - Contagion - Defiler - Foetid Bloat-Drone |
Myphitic Blight-Hauler - Nurgle Plague Tower - Plague Hulk
|Daemons:||Beast of Nurgle - Nurgling - Plaguebearer|
|Auxiliaries:||Cultists - Pestigors - Plague Zombie - Poxwalkers|
|Allies:||Chaos Daemons - Chaos Space Marines|
|Forces of the Emperor's Children|
|Leaders:||Chaos Lord - Daemon Prince - Sorcerer - Chaos Champion |
|Troops:||Noise Marine - Chaos Spawn - Possessed|
|Vehicles:||Chaos Land Raider - Helbrute - Chaos Predator - Chaos Rhino |
|Flyers:||Storm Eagle - Stormbird - Thunderhawk|
|Spacecraft:||Dreadclaw Assault Pod - Kharybdis|
|Defiler - Chaos Dreadnought - Sonic Dreadnought |
Hell-Scourge - Hell-Knight - Hell-Strider Questor Scout Titan
Slaanesh Subjugator - Heldrake - Forgefiend - Maulerfiend
|Daemons:||Daemonette - Fiends of Slaanesh |
Steeds of Slaanesh - Seekers of Slaanesh
|Auxiliaries:||Cultists - Slaangors|
|Allies:||Chaos Daemons - Chaos Space Marines|
Elsewhere on /tg/
The Defiler is also the name of a Wizard variant class/kit from the Advanced Dungeons & Dragons setting of Dark Sun. Long story short, on Athas, magic was developed when some dick learned how to tap into the life energy of the planet and convert that into mystical power - before then, everyone used psionics. It promptly took off like wildfire - fittingly, since ripping life out of the earth itself tended to fuck things over for plants. You see the shithole that Athas is now? That's the result of rampant overusage of defiling magic.
In AD&D, Defilers were more powerful than vanilla wizards (who also existed in the setting as Preservers, carefully taking only what energy they needed for a spell instead of just ripping it out wholesale), mostly in that they gained levels a hell of a lot faster - just getting to 2nd level only took 1,750 EXP, when a normal wizard would require 2,500 EXP, and this "negative EXP bonus" basically doubled at each level. The downside was that they killed everything around them when they used spells, which on a dying planet made them Public Enemy #1. Mechanically, this caused them to affect an area determined by a) the level of the spell they were casting, b) the fertility of the terrain they were in, and c) how many spells they'd already cast in that previous area. All plant life in the affected area died, and all living creatures were wracked with pain, taking an initiative modifier penalty equal to the spell level of the spell cast by the defiler. Defiled terrain would be incapable of supporting life for a year.
In the Revised Edition of the campaign setting book, defilers drained life from the planet as part of their spell memorization rather than as part of their spellcasting. This version also allowed living beings to make a save vs. spell to avoid the initiative penalty caused by the defiler's aura of pain. The Defilers & Preservers splatbook instead gave DMs the option to decide if defilers drained life when casting, memorizing or even at both times, if they wanted to be real jerks
The Revised Edition of the campaign book also added a new mechanic that required defilers to make a d20 roll when preparing spells that had to be checked off on a table against both their Intelligence and the fertility of the terrain in which they were trying to prepare; depending on their roll, they could end up with less or more spells than normal, and the more fertile the terrain in which they were preparing their spells, the easier it was to gather at least the basic minimum. This ruleset was then reprinted in the splatbook "Defilers and Preservers". The defiler "gathering power" check is a standard Intelligence check that compares the result of a d20 roll to both the defiler's Intelligence score and the fertility of the terrain in which they're residing, as shown in the table below. Gathering insufficient energy penalizes how many spells per day the defiler can use; gathering abundant energy, on the other hand, lets them cast more spells on that day.
|Terrain Type||Insufficient Energy||Sufficient Energy||Abundant Energy|
|Lush (forests, large gardens, parks)||More than Int (-1 spell/level)||Int to Int-7 (usual spells/level)||Int-8 (+3 spells/level)|
|Abundant (verdant belts, grasslands, mud flats)||More than Int-2 (-1 spell/level)||Int-2 to Int-7 (usual spells/level)||Int-8 (+2 spells/level)|
|Fertile (oases, scrub plains)||More than Int-3 (-1 spell/level)||Int-3 to Int-7 (usual spells/level)||Int-8 (+2 spells/level)|
|Infertile (stony barrens, rocky badlands, bare mountains)||More than Int-5 (-2 spells/level)||Int-5 to Int-8 (usual spells/level)||Int-9 (+1 spell/level)|
|Barren (boulder fields, sandy wastes, salt flats)||More than Int-7 (-2 spells/level)||Int-7 to Int-9 (usual spells/level)||Int-10 (+1 spell/level)|
In 3rd edition, defiling was presented as an optional mechanic in Dragon Magazine #315, which attempted to convert notable elements of various AD&D settings to the then-new 3rd edition ruleset. This ruleset was much more complicated than its counterpart; in short, when a wizard cast a spell, they could choose to defile, which would let them siphon energy from the land itself, which was handled mechanically as "defiler points" - these points could then be spent to apply a metamagic effect, recover an expended spell (or spell-slot, for spontaneous casters), or "buy off" some of the normal EXP and/or cash expenditure required by the spell; 1 defiler point would cover 250 EXP or 500 GP. However, defiler points also caused the wizard to suffer increasing penalties, until the defiler either shucked the taint off by meditating in relatively fertile areas, or subsumed the taint, which removed the penalties (save for becoming a t'liz) but made the defiler much easier to track.
Defiling became a general option for all Arcane classes in 4th edition, where they could beef up Daily Spells at the cost of killing all plants around them and costing nearby allies a Healing Surge. This power got expanded with the Master Defiler paragon path, which culminated in the ability to suck the life out of enemies to fuel the spells you promptly blew them up with.
Defiler is a shoe-in for a new Wizard subclass option if and when the 5th edition Dark Sun splatbook comes out.
Defilers are also one of the seven Houses appearing in Demon: The Fallen: the former angels of water and desire.
Dragon Magazine #231 ran an article called "Defilers and Preservers", which offered an array of new kits specific to the wizards of Dark Sun. It offered six kits in total; the Grey Chasseur (Huntsman) and Protector for Preservers, the Pale and the Slayer for Defilers, and finally the Obscure and the Relic Seeker, which could be taken by both.
Obscures are Shadow Mages specialized in espionage, investigation and defense. Most work alongside the Veiled Alliance, but others have taken up the cause of protecting and aiding all manner of groups or powerful individuals. They typically tend to be cold, distant, and devoted to the concept of balance. They favor a mixture of divination spells, spells relating to stealth and concealment, and spells that manipulate light and shadow, but avoid darkness spells, since shadows are cut off by the absence of light.
- Base Class: Preserver or Preserver-turned-Defiler
- Multiclassing/Dual-Classing: Yes
- Available Races: Any Preserver capable (Human, Elf, Half-Elf, Aarakocra)
- Ability Score Requirements: Constitution 15, Wisdom 16
- Alignment Requirements: Any Neutral
- Weapon Proficiencies: As per Wizard
- Nonweapon Proficiencies: Planes Lore Bonus, Path Lore Required, Recommended Astrology, Bribery, Etiquette, Direction Sense, Fire-Building, Meditation, Mental Armor, Reading/Writing, Spellcraft
- Special Benefits:
- Shadow Transmutation: At 3rd level, 20% of the obscure's body turns into living shadow. At each level, a further 5% transmutes, until 50% of the shadow wizard is pure shadow. The obscure can also cast Chill Touch 1/level each day by touching others with their shadow-flesh.
- Shadow Form: From 7th level, an obscure can assume a Shadow Form (as per the psychometabolic science) as a granted ability. They can take Shadow Form for a total number of turns per day equal to their level.
- Mystical Armor: From 9th level, an obscure's base AC becomes 5 against non-magical weapons.
- Special Hindrances:
- Fickle Power Supply: An Obscure must make a Power Gathering Check, like a Defiler. Due to the extraplanar nature of their power source, they roll a D10 to determine the "terrain type" portion of that table; 1 = barren, 2-4 = infertile, 5-7 = fertile, 8-9 = abundant, 10 = lush. Basking in shadow when doing so grants +1 to the roll.
- Disturbing: An obscure suffers a -1 reaction penalty that increases to -2 at 4th level, -3 at 7th level, and -4 at 10th level. If other characters see the shadow stain gained at 3rd level, they must save vs. petrification or flee in terror.
- Shadow Fueled: If the obscure has no access to shadows, such as due to being enveloped in total darkness, they must make a Constitution check at -2 or suffer 1d4 damage. They must also cast spells through the standard method of being either a preserver or defiler, depending on their base class, until they regain access to shadows.
- Spiritual Strain: A shadow wizard must make a Constitution check whenever they gather power to fuel their spells; if they fail the check, they take 1d2 damage (if the "in play" power gathering method is used) or 1d6+1 (if the "off-stage/when memorizing" method is used). In the latter case, the shadow wizard fails to memorize their spells unless they repeat the process, which requires a second Constitution check; if this fails, then the shadow wizard cannot attempt to memorize spells for a 24 hour period.
- Patron's Whims: An obscure almost always has some kind of patron outside of their adventuring group, who will generally have 1 espionage-related mission every 2 months.
Pales are Athasian Necromancers devoted to mastery of the undead and to eventually becoming undead themselves. In contrast to the standard Athasian necromancer, who yearns to extend their life as long as possible, pales care only about power. That said, whilst officially required to be evil mechanically, nothing stops them from cooperating with the living, though you'll be on the antiheroic end of the scale even by Dark Sun standards. They favor a mixture of necromantic and offensive spells.
- Base Class: Defiler
- Multiclassing/Dual-Classing: No
- Available Races: Human, Half-Elf
- Ability Requirements: Constitution 14, Wisdom 16
- Weapon Proficiencies: All Wizard, plus any Bone weapon
- Nonweapon Proficiencies: Planes Lore Bonus, Ancient Languages Required, Recommended Ancient History, Astrology, Bargain, Intimidation, Reading/Writing, Religion, Spellcraft
- Special Benefits:
- Command Undead: When a pale encounters undead creatures, they can attempt to control them by passing a Command Undead check (5% per level + the Pale's Wisdom score). With unintelligent undead, the pale affects twice their level in Hit Dice and controls them for 1d6+1 rounds. With intelligent undead, their Command Undead skill is reduced by the creature's Hit Dice and the duration is only 1d4 rounds.
- Undead Companion: From 5th level, a pale is constantly attended to by a loyal undead minion. If this minion is destroyed, the pale gains a new one at their next level up. Initially, this minion is a skeleton, but it becomes a standard zombie at 7th level, a Thinking Zombie at 9th level, and a Wracked Spirit from 13th level.
- Fear Not the Dead: A pale is immune to any fear effect caused by an undead, unless the undead's Hit Dice exceeds the pale's level by 3 or more.
- Special Hindrances:
- Token Dependant: Obscures use obsidian shards imbued with trapped spiritual energy as a focus to connect them to the powers of the Gray. Without their obsidian shard focus, an obscure cannot draw power from the Gray and must instead use the normal Defiler rules for power generation. To create a focus requires a ritual that takes 1d4+2 days, culminating in a Wisdom check; success causes the pale to take 1d4+1 damage and succeed, failure causes the token to fail to form, and instead the wizard suffers 2d4+2 damage.
- Fickle Power Supply: An obsure must make a Power Gathering Check, like a Defiler. Due to the extraplanar nature of their power source, they roll a D10 to determine the "terrain type" portion of that table; 1 = barren, 2-4 = infertile, 5-7 = fertile, 8-9 = abundant, 10 = lush.
- Spiritual Strain: An obscure must make a Constitution check whenever they gather power to fuel their spells; if they fail the check, they take 1d2 damage (if the "in play" power gathering method is used) or 1d6+1 (if the "off-stage/when memorizing" method is used). In the latter case, the necromancer fails to memorize their spells unless they repeat the process, which requires a second Constitution check; if this fails, then the necromancer cannot attempt to memorize spells for a 24 hour period.
- Terrifying Mien: When a pale meets an NPC, the pale must succeed on a Save vs. Death Magic or else the NPC will flee in terror.
Relic Seekers are the arcane scholars of Athas, adventurers in the classic sense; they'll go anywhere, brave any danger, to recover a relic, learn a new bit of information, or discover an ancient secret. They look for anything and everything that might grant them insight into the mysteries of the past. They typically favor a lot of divination and abjuration spells.
- Base Class: Preserve or Defiler
- Multiclassing/Dual-Classing: Multiclassed Wizard/Thief
- Available Races: Any that can become Wizard
- Ability Score Requirements: Intelligence 12 Wisdom 11
- Alignment Requirement: Any Lawful
- Weapon Proficiencies: As Wizard
- Nonweapon Proficiencies: Ancient History, Ancient Languages Bonus, Reading/Writing Required, Recommended Appraising, Bribery, Etiquette, Direction Sense, Rope Use, Somatic Concealment, Teaching
- Special Benefits:
- Foundational Trinket: A relic seeker starts play with a single minor magical items.
- Hoardbuilder: A relic seeker gains +5% experience for each magical item or ancient relic they collect.
- Identification: A relic seeker can attempt to identify if an item is either genuine or magical in nature with a 5% chance of success per level.
- Thief Skills: Starting at 3rd level, a relic seeker gains access to the Thief skills Open Locks, Find Traps, Climb Walls and Read Languages. They start with 0% in all of these, except for Read Languages (10%); 3rd level gives them 15 points to divvy up, and they gain thief skill points per level.
- Special Hindrances:
- Curiosity Killed the Mekilot: Whenever a relic seeker picks up a rumor concerning a worthy item for their collection, they must succeed on a Wisdom check to avoid rushing off to find it at the first opportunity.
- Unearthly: A relic seeker suffers a -2 penalty to Initiative in the first round of combat, and is always surprised by combat unless in a ruin or while on a relic hunt.
- Forbidden Skillset: Remember; literacy is illegal in many places of the Tablelands, and the relic seeker often carries ancient relics of writing. They had best be careful not to give themselves away when in Urik or Nibenay.
Slayers are defilers who take the obvious use of their powers and become arcane assassins. Typically favoring the more subtle magics of necromancy, illusion and summoning magic - for obvious reasons, in a world that hates and fears magic, showy displays of killing magic demand higher price tags for self preservation - slayers are hated but valuable, much like the Athasian bards.
- Base Class: Defiler
- Multiclassing: Yes
- Available Races: Human, Elf, Half-Elf
- Alignment Restrictions: Any Non-Good
- Weapon Proficiencies: As per Wizard
- Nonweapon Proficiencies: Somantic Concealment Bonus, Spellcraft Required, Recommended Bribery, Etiquette, Herbalism, Intimidation, Mental Armor, Reading/Writing, Spellweaving
- Special Benefits: A slayer invariably has a powerful patron, typically a noble or a merchant lord, which grants them access to help, a ready supply of resources, and a useful contact.
- Special Hindrances: Firstly, a slayer's patron will typically expect the slayer to perform 3-4 assassinations each year, and won't look kindly to being ignored or refused. Secondly, slayers are the most hated wizards on Athas, so a slayer has to go extra-far to cover up what they do, even beyond the standards of hiding their status as a wizard.