Once you've tasted the blood of a kin- it compels you to do more. Some are moral crusaders while others are nothing shy of serial killers. Whatever their reason- the crime of “kinslaying”, or killing one of your one blood is a crime most heinous. In some lands it is simply punishable by death but in others, where the offense carries a social taboo, death is to good for you. Torture and solitary confinement are a Kinslayer's only companions and in time even they fade into the dull gray background of prison life. Hatred grows and old malices festers in incarceration until freedom is either taken by force or opportunity.
Alignment: Though the path to becoming a Kinslayer is varied as there are reasons for murder all grow a deep-seated hate for those who simply act as agents of the Law. Incarceration pits “them” against “us”, “guards” against “prisoners”. This hatred generally compels one towards an evil alignment, but some are able to resist. Man's will alone is not strong enough to stop the change- but some cling to religion or philosophy to stay strong. Nothing is strong enough to resist the dislike of the law however and all Kinslayers are considered to be of Chaotic alignment.
Hit Dice: d8
To qualify to become a Kinslayer, a character must fulfill all the following criteria.
Skills: Escape Artist 5 Ranks, Survival 5 Ranks
Special: The character must have been detained for a period of time no less than one year for the crime of Kinslaying.
The Kinslayer's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
The following are class features of the Kinslayer.
Weapon and Armor Proficiency: Kinslayers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Favored Enemy (Kin) (Ex): At 1st level, a Kinslayer becomes adept at tracking his own kind. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his same type and subtype. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Kinslayer may make Knowledge skill checks untrained when attempting to identify these creatures. At 1st level and every four levels thereafter (5th and 9th) the bonus against creatures of his same type and subtype increases by +2.
Escape Artist (Ex): You can apply your Kinslayer level to your escape artist checks.
Kinslayer: A Kinslayer knows where to hit to make it hurt. Having felled many of his own kind, a Kinslayer has become adept at the art of murder. Anytime he is dealing damage to his own kind (same type and subtype) he gains an extra 1d6 damage at 2nd level, and increases by 1d6 every two Kinslayer levels thereafter. Should the Kinslayer score a critical hit with a Kinslaying attack, this extra damage is not multiplied. Ranged attacks can count as Kinslaying attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Kinslayer can not apply this extra damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a Kinslaying attack, not even with the usual –4 penalty. The Kinslayer must be able to see the target well enough to pick their favorite target area and must be able to reach such a spot. A Kinslayer cannot apply this extra damage while striking a creature with concealment.
Shank (Ex): Incarceration has taught you a valuable lesson when it comes to survival. The man with the weapon wins. If you are without a weapon you may take 1 hour to fashion yourself a “Shank” which counts as a Dagger or a Sap but are treated as improvised weapons. You may only fashion a shank once per day for every Kinslayer level you posses. Additionally you may ignore all penalties associated with fighting with improvised weapons.
Track (Kin) (Ex): A Kinslayer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks if they are of his own kin.
Smite Lawful (Su): Once per day, a Kinslayer can summon up his great hatred for all things lawful to aid him in his struggle against the oppressors. As a swift action, the Kinslayer chooses one target within sight to smite. If this target is lawful, the Kinslayer adds his Charisma bonus (if any) to his attack rolls and adds his Kinslayer level to all damage rolls made against the target of his smite. If the target of smite lawful is an outsider with the lawful subtype, or a lawful-aligned dragon the bonus to damage increases to 2 points of damage per level the Kinslayer possesses. Regardless of the target, smite lawful attacks automatically bypass any DR the creature might possess. In addition, while smite lawful is in effect, the Kinslayer gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the Kinslayer targets a creature that is of chaotic or neutral alignment, the smite is wasted with no effect. The smite lawful effect remains until the target of the smite is dead or the next time the Kinslayer rests and regains his uses of this ability. At 5th level, and at every three levels thereafter, the Kinslayer may smite lawful one additional time per day to a maximum of three times per day at 10th level.