A new class: The Slayer

Nebrok

First Post
Ok, here is my first new class I have ever made. I am personaly pleased with it and want to share it with others. All I would ask it that credit be given where it is due. (not that one can trust everyone out there, just let your consious be your guide. If you don't have one... the SHAME on you.) I am open to opinions and suggestions (if any). Words of encuragment if good to, so feel free to give praise if you feal this is good. There is more yet to come, so if this sounds like something you would like, then BOOKMARK this page because I will put up the history and guild rules of the slayers. So, without further adue... er.. here it is.

Slayer
Level --- BAB --- Fort --- Ref --- Will
1st --- 1 --- 2 --- 0 --- 2
2nd --- 2 --- 3 --- 0 --- 3
3rd --- 3 --- 3 --- 1 --- 3
4th --- 4 --- 4 --- 1 --- 4
5th --- 5 --- 4 --- 1 --- 4
6th --- 6/1 --- 5 --- 2 --- 5
7th --- 7/2 --- 5 --- 2 --- 5
8th --- 8/3 --- 6 --- 2 --- 6
9th --- 9/4 --- 6 --- 3 --- 6
10th --- 10/5 --- 7 --- 3 --- 7
11th --- 11/6/1 --- 7 --- 3 --- 7
12th --- 12/7/2 --- 8 --- 4 --- 8
13th --- 13/8/3 --- 8 --- 4 --- 8
14th --- 14/9/4 --- 9 --- 4 --- 9
15th --- 15/10/5 --- 9 --- 5 --- 9
16th --- 16/11/6/1 --- 10 --- 5 --- 10
17th --- 17/12/7/2 --- 10 --- 5 --- 10
18th --- 18/13/8/3 --- 11 --- 6 --- 11
19th --- 19/14/9/4 --- 11 --- 6 --- 11
20th --- 20/15/10/5 --- 12 --- 6 --- 12

Level --- Special
1st --- 1st two favored enemies, Bonus feat
2nd
3rd --- Bonus feat
4th
5th --- 2nd two favored enemies, Bonus feat
6th
7th --- Bonus feat
8th
9th --- Bonus feat
10th --- 3rd two favored enemies
11th --- Bonus feat
12th
13th --- Bonus feat
14th
15th --- 4th two favored enemies, Bonus feat
16th
17th --- Bonus feat
18th
19th --- Bonus feat
20th --- 5th two favored enemies



Slayer
The world is full of evil and vile creatures, monsters and abominations. Some roam in disguise or are other wise difficult to detect, while other are an obvious threat. And as long as there are such creatures around, there will the a slayer stalking them. Slayers are a secretive society of monster hunters that have sword to track and destroy evil in all its forms. A slayer can likely the most tensions hunter around and many who have had encounters with them will swear it is so.
Adventures: A slayer may wander far and wide or commit to being a silent and unseen defender of a particular area. Many wander about often or at regular intervals in order to find monsters to hunt and slay, this offers experience and a chance to improve their skill and combat prowess.
Characteristics: A slayer can use a variety of weapons and can hold his own along side the best of them. His skills focus around enhancing his combat skill and effectiveness against the evil foe hi finds himself facing. He is also capable of the art of non-detection, as their primary strategy is to be inconspicuous and observe potential opponents from the shadows. A slayer receive special training against certain foes which enables him to be mort effective against them than he would normally be.
Alignment: Slayers are usually good, as they have devoted themselves to the cause of destroying evil, But neutral slayers can exist though rare. Neutral slayers hunt down evil with the same zeal and good slayers but more out of an internal need to 'keep the balance'. Neutral slayers also tend to focused their attention and efforts to hunting down particularly aggressive evil. The usual philosophy of neutral slayers is that there is far more evil in the world than good, so they must destroy as much as they can to maintain the balance of good and evil. Slayers are never lawful, because their training teaches them to deceive and hide the truth as part of their strategy. Slayers can be neutral good or true neutral, but most end up chaotic in the end. Evil slayers are never accepted into the guild unless the recruiter somehow fails to detect their true alignment. Evil slayers would seek slayer training for many reasons, but one example is to use the secrets against the guild usually for an evil creature such as a vampire of fiend of some sort.
Religion: It is not a requirement to revere any one deity to be in the slayer guild, but many do so of their own accord.The variety is quite wide and some bear faith in more than one, the philosophy being that more is better. The usual choices are Heironeous, Kord, and Pelor. But some spare some attention to Fharlanghn as they tend to travel often and desire fair passage on the long roads they treed. Slayers who cross-class from druids and rangers often follow Ehlonna or even Obad-Hai, for the guardians despise atrocities to nature such as undead fiends, or other unnatural monsters. Elves, dwarfs, gnomes, and Halfling remain faithful to their respective gods
Background: A slayers skill are the result of long and intense training held in secret guild houses, learning that in not faithful to anything else they are at lease faithful to the guild, their felloe slayers, and the slayer cause. This tends to
turns out slayers that are grim and reclusive, as there are also taught that the guild must retain it’s secrets as to keep their enemies unaware for the most part. Slayers are rarely ambitious, unless their are aspiring to become true destroyers of evil. The cause of defending the innocent masses from evil forces and their training leaves little room for ambition.
Races: Almost any race can be found among the ranks of the slayers. Humans are the most common, as it was humans that founded the original guild. Elves make good slayers because of their higher dexterity and resistance to enchantment magic, which protects them from many mind effecting spells of the foes they face. Elves also tend to excel in the art of stealth which is important for a slayer to master. A further bonus is their low-light vision, as many encounters with evil creatures occur at night. Halflings can make surprisingly effective slayers and they are even more adept to the art of stealth than elves. Plus few expect a Halfling to be any real threat, including the enemy. Gnomes, although rare, can make decent slayers as well and tend to be obscure hunters, even more so than Halflings. Half-orcs and dwarves make for powerful combatants and likewise make for powerful slayers. Though they stick out a bit more than other races. Half-elves can be found as good slayers for the some of the same reasons as full elves.
Classes: Slayers tend to get along well with almost any other class, as long as they are in tune with the slayer cause, or at least just as prejudice toward evil as themselves. Fighters are welcome when some real force is needed for a
particular foe of mission. There are many sorcerers and wizards, some times cross-clased as slayers, that are apart of the guild. Due to the nature of their chosen enemies they find they often need magical equipment to accomplish their goals, particularly magic weapons and armor. Clerics are almost a must have, bless weapons (such as blessed stakes for
vampires and holy water for various others) come in quite handy. Having a cleric with them is useful in turning the many undead that they face. Barbarian tent to be to boisterous to be of any use, often drawing attention to the slayer. But a clever slayer knows that such an individual and offer a great advantage in a fight, and can also be use to draw attention
away from the slayer if the proper plan in put into motion. Bards are often considered of little use to a slayer, but they can have their part to play in a slayers mission. A bard can act as a public 'face' that helps in gathering information and investigating rumors of evil beings. This can help the slayer remain completely anonymous and discreet, while the bard
draws all the attention and does all the talking the slayer can focus more on observation. Rouges can be welcome as well because they master stealth and often the art of subterfuge and infiltration. In many ways a charismatic rouge can play the same part as a bard but be far more useful when it comes time for action. However the lawful nature of paladins and monks make them unappealing to slayers, and likewise for the slayers for the paladins and monks themselves. Paladins, however, can be tolerated as strong allies that despises evil with just as dedication as a slayer. But usually such arrangements are temporary because neither can hardly tolerate each other. Slayers for the most part work with other slayer if they work with anyone at all. Slayers tend to me solitary when out hunting for evil, but will not hesitate to gather allies and reinforcements when a particularly powerful foe is discovered.
Role: A slayers best role is as and opportunistic or ranged combatant, they are proficient on medium light and medium armor but then toward light for purpose of stealth. For this reason they should focused of tuning their skill toward avoiding and distant combat. But can hold their own in melee as well for they often fight alone, so they learn to do so.

GAME RULE INFORMATION
Slayers have the following game statistics.
Abilities: Dexterity is important for a slayer both because they tend toward light armor and many of their skills are based on the ability. Strength is important so a slayer can inflict more damage in melee. Wisdom is important for many other skills a slayer has, and it helps against compulsion magic. Constitution can be important for that helps against disease, particularly lycanthropy.
Alignment: Any non-evil and non lawful.
Hit dice: d8

Class skills
The slayer's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (planar) (Int), Knowledge (arcane) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the players handbook for skill descriptions.
Skill Points At 1st Level: (6 + Int modifier) X 4.
Skill points at Each Additional Level: 6 + Int Modifier

Class FeaturesAll of the following are class features of the slayer.
Favored Enemy (Ex): At 1st level, a slayer begins with Undead and shapeshifters as his favored enemies, these are the primary targets of the slayers guild. Due to extensive study of these foes and training in the proper techniques for combating such creatures, the slayer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of these types. Likewise he gets a +2 on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the slayer may select an additional two favored enemies from those on the following table. In addition, at each such interval, the bonus against all previous favored enemies increase by two. (Also note that this is as EXACTLY as it states, this is diferant from a ragers fevored enemy class feature)


Slayer Favored Enemies
Type (Subtype) --- Examples
(Starting two)

Undead --- vampires
Shapeshifters --- lycanthrope

(Further selections)
Aberration --- beholder
Dragon --- black dragon
Elemental --- invisible stalker
Magical Beast --- displacer beast
Monstrous Humanoid --- Medusa
Outsider (evil) --- devil, demon
Ooze --- grey ooze
Vermin --- monstrous spider

Bonus Feats: At 1st level and at every odd numbered level after that a slayer gets a bonuses feat from the following list.
Blind Fight, Dodge, Mobility, Spring Attack, Endurance, Diehard, Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Shot on the Run, Improved Precise Shot, Quick Draw, Rapid Reload, Track, Two-weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting, Weapon Finesse.
In the case of epic slayers these bonus feats can be any epic or non-epic combat orientated feat.
 
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You will probably get more responses if you post this in the House Rules forum.

That being said, here's a quick comment: This reads a lot more like a prestige class than a regular class. From a balance perspective, it is significantly stronger than the fighter, IMO, with better saves, much more skill pts, only one less feat (albeit of a restricted list), and the list of favored enemies.

Also, it's "conscience", not "conscious", and "rogue", not "rouge".
 

A good rule of thumb for evaluating class balance is to find the nearest class, and ask yourself if anyone would want to play that class now that the new class is available, and why. If the answer is "no", or "yes, but only in certain limited contexts", or "yes, but only or mostly for roleplaying reasons", then the new class is overpowered.

So - would anyone want to play a straight Fighter, given that the Slayer is available? Why?

My answer: no, because in exchange for 1 less HP per level and 1 feat I get a good Will save and lots of skill points. This is a very good trade already (Will and skills are a Fighter's major weaknesses, while HP and feats are abundant). On top of that, I get multiple favored enemies and a very good skill selection including Spot and Listen and many other useful skills.

Flavorwise, it sounds like a prestige class (long training, secret guild houses).
 

First, I think this belongs in House rules

Second, it is way more powerful than the fighter, as already mentioned above.

Third, as mentioned above, it's more prestige like than base class IMO.

Fourth, I can't seem to see any information on weapon and armor proficiencies.

:)
 

I have to mirror the words of my distinguished fellow posters and say this class is going to make the Fighter irrelevant. I wouldn't allow it as a base class.
 


shilsen said:
That being said, here's a quick comment: This reads a lot more like a prestige class than a regular class.

Good point, and indeed as I have made a few changes even after I made this post I was thinking "prestige class". I shall have to work on turning this into a prestige class, should be easy. Less levels perhaps, pretty much all prestige classes are 10 levels or less. I also need to come up with requirements... I'll have to decide how strog I want a character to be before they take this class. I don't want that to be too incredablt high. The idea is that slayers can be spellcasters as well as warriors, since the guild needs both. But as stated before it is a powerful class, meaning that there has to be at least some desent requirements. Not including that one requirment is actually findign a slayer and getting 'in' to the guild.

I could tone down the power but there is a reason it is the way it is. Vampires and werewolves are the main targets of the slayers. So fort and will is very important. I could tone down the favored enemy bonus with would make a big differance. perhaps each startign at +2 and increasing only by +1.

As for the weapon proficencies, I don't know how that didn't get in there. (I remember typing it out) So here it is
All simple and martial proficencies and light and med armor (no shilds), plus proficency in heavy and light repeating crossbows and a special "stake shooter" for vampires.
Works like a heavy crossbow for a large sized character (2d8) with a range increment of 40 ft., critical 20/x3, cost 250 gp, weight 10 lb. And the repeater version is the same but costs 500 gp, weight 16 lb. holds 3 steaks with no clip, stake loaded individualy. take 1 round each stake for a full 3 rounds to compleatly reload.
 

If you are focused on Werewolves and Vampires, why not just make the class around it? Instead of Giving +2 to favored enemy, Give +2 to vampires and werewolves.

And instead of bonus feats, give abilities that will help in killing these things, like:

*Garlic Breath- once per day/3 lvl, the slayer may breath an abhorrently pungent garlic breath- cone 15 ft. To most people, it will only ruin their social life, but to Vampires, it deals 1d4/lvl- max (slayer lvl)

*Silver projectile- Any projectile that touches the hands of the Slayer is counted as silver for one round after it leaves her hand.

*Sacred Symbol- Slayer may turn or rebuke vampires as clerics do undead.

*Smite- same as paladin- but for vamps and werewolves

And you might even considering giving her something like- transformation- Due to long exposure to Wolves and Vampires, the Slayer has been able to change forms to better deal with these denisons of the dark. Once per day, she can transform into the form of the monster she is fighting, but keeps all the benefits of her class abilities- but with minor changes that make her better at killing.

Abilities give it more of a campaign exclusive feel- where you specialize in one thing. And no matter how powerful you get at your specialization, who cares! Cause as soon as you are dealing with something outside that area, you are a gimpified fighter.

Cool idea tho-
 

Hmm- a better ranger than a ranger, and almost as good of a fighter as a fighter to boot?

Overpowered, imho.

I'd recommend reworking it into a vampire- and shapechanger-specific prestige class. Narrow its focus down significantly and you can make it more powerful. As it stands this is way too powerful.
 

makes a great one level dip :)

see if you can work it into a prestige class for rangers requiring undead and shapechanger as favored enemies as requirements

err.. apparently shapechanger is not a possible favored enemy for rangers, i thought it was
 

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