Disclaimer--I do not own Diablo II or any concepts related to it.

SLAYER

As long as the forces of good and evil have fought against one another, countless innocents have suffered and died at the hands of evil, both mortal and demon. It has always been the practice of these evil beings to persecute those weaker than themselves rather than risk being defeated by a stronger opponent. The victims were almost always helpless, as they are unable to fight back against their persecutors. However, in the past few centuries, there have been tales of mysterious warriors that aid the innocent and wreak swift justice upon their victimizers. They function as both bodyguards and avengers. Village leaders all over Sanctuary covet these men as defenders, and they are highly sought as mercenaries as well, though they will only fight in the name of justice. Countless Zakarum Inquisitors, tyrannical mages, and overzealous Assassins have fallen at the hands these mythical fighters; they are so effective and determined, they are commonly referred to as Slayers. Though most of their opponents have been mortals, they have become appalled at the atrocities committed by the three Prime Evils and their minions, and many have declared personal wars against the evil.

Slayers are experts with daggers and have the unusual ability to inflict severe damage with them. They depend heavily upon their ability to land blows precisely and swiftly, while avoiding wounds themselves and not being impeded when they are hit. In addition to their superb combat skills, they have incredibly strong minds that can manipulate spiritual energy, electricity, and time and space themselves.

SKILLS {req. level--prerequisites}

==Physical Skills==

-Dagger Mastery {1}
While most warriors consider the dagger to be of little use in severe combat, Slayers have perfected the use of it as a primary weapon.
Passive--increases damage and attack rating

-Hurl {1}
Sometimes a warrior becomes so attached to his/her weapon, the weapon can appear to act on its own.
Hurl a dagger at opponent; inflicts same damage as a melee attack and returns. If dual-wielding, which daggers is thrown depends on whether the skill is used on the left or right mouse button

-Swiftness {6--Hurl}
A Slayer's success depends upon his ability to attack successfully and quickly.
Passive--increases attack speed

-Gash {6--Dagger Mastery, Hurl}
An exceptionally deep wound can bleed uncontrollably.
Successful attack causes opponent to lose life over a duration

-Spirit Kick {12--Hurl, Swiftness}
If a Slayer learns how to channel his spiritual energy properly, he can gather up a large amount discharge it on an opponent in a single blow.
Kick that adds magic damage and knockback

-Concentrated Strike {12--Dagger Mastery, Hurl, Swiftness, Gash}
An exceptionally damaging wound can leave one unable to attack or even move.
Stunning attack, adds physical damage and increases attack rating

-Dash {18--Hurl, Swiftness}
Well-trained Slayers can run past opponents so fast, any attacks on their part would be futile.
Resembles Teleport, but can only be done across open ground, unless Traverse is used as well

-Will {18--Dagger Mastery, Hurl, Gash, Swiftness, Concentrated Strike}
A strong will can enable one to avoid attacks much more easily.
Passive--increases defense rating

-Assault {24--Dagger Mastery, Hurl, Swiftness, Gash, Concentrated Strike, Dash, Will}
Some of the best opponents fall before landing a single blow.
Devastating six-blow attack--two dagger slashes, three kicks, and a stab; doubles dagger damage

-Determination {24--Hurl, Swiftness, Concentrated Strike, Will}
In his passion to defend the innocent, very few things can hold the Slayer back.
Passive--Increases hit recovery

-Guerilla {30--Dagger Mastery, Hurl, Swiftness, Gash, Concentrated Strike, Dash, Will, Assault, Determination}
One Slayer versus fifteen experienced warriors; those odds are unfair...for the warriors.
Dashes to several opponents, hitting each with a double dagger attack; adds magic damage equal to physical damage

==Mind Skills==

-Psychic Current {1}
The human body is filled with latent electrical impulses that can be manipulated by an exceptional mind.
Grab an opponent with both hands and send an electric current through its body. Deals lightning damage per second.

-Cripple {6}
Just as a strong body can overpower a weak one, so can a strong mind a weak mind and hinder its functions.
Reduces attack speed and attack rating of all opponents on screen

-Ranged Current {12--Psychic Current}
It takes some skill to conduct electricity through a body but a lot to conduct it through air.
Deals lightning damage per second to an opponent from any distance

-Chi Blast {12--Psychic Current, Cripple, Ranged Current}
Slayers learn how to charge up their spiritual energy and direct it at an opponent's very being.
Charge up over time to deal magic damage and stun

-Inner Strength {18}
A Slayer trains not only his body, but also his mind.
Passive--increases mana

-Influx {18--Psychic Current, Cripple, Ranged Current, Chi Blast}
Life force can be drained from other beings and corrupted into pure deadly energy.
Drains a percentage of life from all opponents on screen and deals damage equal to the sum of all life drained to a chosen target

-Chain Current {24--Psychic Current, Cripple, Ranged Current, Chi Blast, Influx}
Many a powerful lightning sorceress has been shamed by a well-trained Slayer's ability to shock multiple opponents for an extended duration.
Deals lightning damage per second to several opponents; resembles Chain Lightning

-Awakening {24--Inner Strength, Influx}
If one can reach into the mind of oneself and one's allies, s/he can awaken abilities previously unknown.
Raises a party's skill levels for a duration of time

-Convert {30}
While a Slayer seeks to deliver justice to evil, he also believes fervently in redemption for even the most evil of creatures and that a spark of decency exists in everyone. He can, at a great sacrifice to himself, touch the mind of an opponent with full awareness of evil itself and drive the opponent to renounce it in the name of goodness.
Can convert a monster permanently. A converted monster functions just like a mercenary (levels up, can be resurrected, can be equipped, is available even after a game is exited, etc.); can have regular mercenary in addition to this one. Costs -10 to all attributes. Extra levels add passive bonuses to life and defense, which will be applied to current converts as well as future ones

-Heal {30--Psychic Current, Cripple, Ranged Current, Chi Blast, Influx, Inner Strength, Awakening}
The best Slayers are able to replenish the life, stamina, and spiritual energy of their allies and themselves, exhausting themselves mentally in the process.
Restores full life, stamina, and mana to all party members (except doesn't restore your own mana). Costs seventy-five percent of total mana

==Distortion Skills==

-Tatter {1}
Mind is ultimately more powerful than matter, and it can weaken the very forces that hold particles of matter together. This proves very useful when an opponent is wearing armor.
Reduces defense of opponents for a duration

-Ranged Strike {6--Tatter}
Slayers have been known to bend space itself, and the space between a Slayer and his opponent can seem to not even exist.
A melee attack dealt from afar; adds magic damage as a percentage of physical damage

-Light Bending{6}
Sorceresses can move objects telekinetically, but what if one could do the same with light?
Surrounds all opponents in a radius with a cloak of darkness, rendering them unable to see a character and his/her allies

-Hold {12--Light Bending}
A determined Slayer can keep his equipment intact when it would have otherwise broken long ago.
Passive--equipment doesn't take as much damage over time

-Traverse {18--Light Bending, Hold}
Even gravity and matter can be made to defer to one's will.
For a duration, all party members may pass through walls, over streams, etc.

-Deficiency{18--Tatter}
An opponent is in dire straits indeed if s/he cannot heal.
Renders all opponents within a radius unable to heal for a duration

-Vulnerability {24--Tatter, Deficiency}
A Slayer's domination over matter can affect flesh to drastically increase its conductivity, make it more volatile, raise its freezing temperature, or speed its metabolism.
Decreases opponents' Elemental and Poison Resistances for a duration

-Retribution {24--Tatter, Ranged Strike, Deficiency}
A Slayer's zeal for justice pervades his own being, as well as those of all nearby.
Passive--twenty-five percent chance to return any type of damage; applies to all party members

-Harden {30--Tatter, Ranged Strike, Deficiency, Vulnerability, Retribution}
Just as the body can be made more vulnerable, it can also be made more resistant.
Increases party members' resistances for a duration

-Duplication {30--Light Bending, Hold, Traverse}
The mental prowess of a Slayer is such that he can endow light with the ability to act as if possessed of free will.
Creates duplicates of all party members, indicated by a glow beneath their feet. Cannot deal or receive damage, but only last temporarily