So hey... if I were to release four classes that were broadly themed for a horror game alongside a small one-shot adventure murder mystery, and get it all out before Halloween...
Inquisitor: There are always dangers in the darkness. And it is the inquisitor's duty to end those dangers before the dawn. Typically with overwhelming violence and blessed weaponry, but often as not through magical spells and power from on high. The more zealous inquisitors question the loyalty of anyone who isn't quite so devoted as they are... but even they may be excised from the church if they go too far.
What if Paladin but Rogue and More Casty? The Inquisitor is designed to be a new type of spellcaster, the 3/4 caster. With up to 7th level spells, they'll have a lot of tools at their disposal, but their healing functionality will be offloaded into the class, itself, rather than spending a big chunk of spell slots on healing magic, leaving your slots free for Utility, Buffing, and Area Denial. If ever, oh ever, there was a class that used Magic Circle for fun an profit, it's the Inquisitor!
With a long list of skills and a focus on opposing the "Enemies of the Church" through guile, knowledge, and devastating righteous power, the Inquisitor will exorcise demons and ghosts, assassinate cult leaders, and generally be an incredibly useful teammate to have in dark times and horror campaigns.
Keeper: Secret orders and solo practitioners whose goals are to defeat evil where possible and contain it where not. Whether you're more of a Hellboy or a John Constantine, you gather obscure relics and tools to give yourself an edge against terrible darkness, and gather the works of evil to ensure cultists don't have access to the tools they need to engage their dark designs.
Trinket-Based Spellcaster. Think when Hellboy uses animate dead in the cemetery using a relic. You choose your trinket loadout before you leave town, and then activate individual trinkets as part of the action to cast a spell. But. You can only have so many trinkets active... So what do you do other than that? LOTS of knowledge skill use, some social options, and Banes. Banes allow you to pick creature types you want to hit harder.
The class is also designed on Van Helsing (the Hugh Jackman movie) and James Bond. After all, both of them have a Q or a Karl who gives them special tools to use in the field for various situations. You change your loadouts of Trinkets and Banes while you're in town, but also gain the ability to use your spell points to use magic items even if they run out of charges.
Slayer: Warriors in darkness, slayers spend their lives hunting down monsters, and monsters in the guise of men, on behalf of others and their own profit. Single minded in many ways, they set their sights on a goal and pursue it to its conclusion, or their end. Devastating in combat, they are rarely simple brutes. Indeed, many of them possess a surprising intellect behind the violence they are broadly known for.
Somewhere between the Berserker and the Ranger you'll find the Slayer. Rather than enter a rage, you'll select a single target to gain significant offensive and defensive benefits against, including messing up the Legendary Actions and Saves of some monsters. You'll also choose a weapon style to help define your character's silhouette and increase the damage they deal with any weapon they might like to wield. Slightly further along, the Slayer unlocks the ability to use additional reactions between their turns at a cost.
You'll also get two unarmored options (Str+Con or Dex+Int) for those of you who might want a more erudite Slayer who makes good use of their available Knowledge skills to better hunt down their prey.
Spiritualist: Mediums and fortune tellers have a long history in most worlds, and horror games and settings, and that's no different, here. Whether calling up spirits of the dead to engage in conversation, or using the power of the spirit world to mend injuries and trade life for death, the spiritualist will provide any party with a unique full caster class.
Straddling the narrow line between psionics and magics, the spiritualist will get access to all the goodies you'd imagine a prognosticator might. From card-readings to object-readings, crystal balls to crystal healing, seances and summoning up the dead all fall under the spiritualist's purview. What's more, you'll get to choose which mystical trappings your spiritualist possesses from a list of available options. And with a performance check, perhaps feign to also possess abilities you don't.
Very much designed to be your Vanessa Ives, Madame Eva, or even Oda Mae Brown if you'd prefer to play the con artist with some actual talent mixed in. Their spell list is meant to lean more Bard and Druid than Sorcerer, with lots of control effects and buffs rather than straigt up damage... but there will be some in there. If there was any class that should get Spirit Guardians it's -definitely- this one.
Basically a quartet of classes designed for Halloween One-Shots and Horror Campaigns.
To be clear: The Keeper is mostly done for straight class abilities but needs Knacks, Archetypes, and Trinkets (the last of which is gonna be a big list). And the Slayer's core class is finished though I'm currently working on Archetypes.
The Inquisitor and Spiritualist are still in the planning stages and the above post is the most I've typed about them, so far. But. Y'know...
Inquisitor: There are always dangers in the darkness. And it is the inquisitor's duty to end those dangers before the dawn. Typically with overwhelming violence and blessed weaponry, but often as not through magical spells and power from on high. The more zealous inquisitors question the loyalty of anyone who isn't quite so devoted as they are... but even they may be excised from the church if they go too far.
What if Paladin but Rogue and More Casty? The Inquisitor is designed to be a new type of spellcaster, the 3/4 caster. With up to 7th level spells, they'll have a lot of tools at their disposal, but their healing functionality will be offloaded into the class, itself, rather than spending a big chunk of spell slots on healing magic, leaving your slots free for Utility, Buffing, and Area Denial. If ever, oh ever, there was a class that used Magic Circle for fun an profit, it's the Inquisitor!
With a long list of skills and a focus on opposing the "Enemies of the Church" through guile, knowledge, and devastating righteous power, the Inquisitor will exorcise demons and ghosts, assassinate cult leaders, and generally be an incredibly useful teammate to have in dark times and horror campaigns.
Keeper: Secret orders and solo practitioners whose goals are to defeat evil where possible and contain it where not. Whether you're more of a Hellboy or a John Constantine, you gather obscure relics and tools to give yourself an edge against terrible darkness, and gather the works of evil to ensure cultists don't have access to the tools they need to engage their dark designs.
Trinket-Based Spellcaster. Think when Hellboy uses animate dead in the cemetery using a relic. You choose your trinket loadout before you leave town, and then activate individual trinkets as part of the action to cast a spell. But. You can only have so many trinkets active... So what do you do other than that? LOTS of knowledge skill use, some social options, and Banes. Banes allow you to pick creature types you want to hit harder.
The class is also designed on Van Helsing (the Hugh Jackman movie) and James Bond. After all, both of them have a Q or a Karl who gives them special tools to use in the field for various situations. You change your loadouts of Trinkets and Banes while you're in town, but also gain the ability to use your spell points to use magic items even if they run out of charges.
Slayer: Warriors in darkness, slayers spend their lives hunting down monsters, and monsters in the guise of men, on behalf of others and their own profit. Single minded in many ways, they set their sights on a goal and pursue it to its conclusion, or their end. Devastating in combat, they are rarely simple brutes. Indeed, many of them possess a surprising intellect behind the violence they are broadly known for.
Somewhere between the Berserker and the Ranger you'll find the Slayer. Rather than enter a rage, you'll select a single target to gain significant offensive and defensive benefits against, including messing up the Legendary Actions and Saves of some monsters. You'll also choose a weapon style to help define your character's silhouette and increase the damage they deal with any weapon they might like to wield. Slightly further along, the Slayer unlocks the ability to use additional reactions between their turns at a cost.
You'll also get two unarmored options (Str+Con or Dex+Int) for those of you who might want a more erudite Slayer who makes good use of their available Knowledge skills to better hunt down their prey.
Spiritualist: Mediums and fortune tellers have a long history in most worlds, and horror games and settings, and that's no different, here. Whether calling up spirits of the dead to engage in conversation, or using the power of the spirit world to mend injuries and trade life for death, the spiritualist will provide any party with a unique full caster class.
Straddling the narrow line between psionics and magics, the spiritualist will get access to all the goodies you'd imagine a prognosticator might. From card-readings to object-readings, crystal balls to crystal healing, seances and summoning up the dead all fall under the spiritualist's purview. What's more, you'll get to choose which mystical trappings your spiritualist possesses from a list of available options. And with a performance check, perhaps feign to also possess abilities you don't.
Very much designed to be your Vanessa Ives, Madame Eva, or even Oda Mae Brown if you'd prefer to play the con artist with some actual talent mixed in. Their spell list is meant to lean more Bard and Druid than Sorcerer, with lots of control effects and buffs rather than straigt up damage... but there will be some in there. If there was any class that should get Spirit Guardians it's -definitely- this one.
Inquisitor: There are always dangers in the darkness. And it is the inquisitor's duty to end those dangers before the dawn. Typically with overwhelming violence and blessed weaponry, but often as not through magical spells and power from on high. The more zealous inquisitors question the loyalty of anyone who isn't quite so devoted as they are... but even they may be excised from the church if they go too far.
What if Paladin but Rogue and More Casty? The Inquisitor is designed to be a new type of spellcaster, the 3/4 caster. With up to 7th level spells, they'll have a lot of tools at their disposal, but their healing functionality will be offloaded into the class, itself, rather than spending a big chunk of spell slots on healing magic, leaving your slots free for Utility, Buffing, and Area Denial. If ever, oh ever, there was a class that used Magic Circle for fun an profit, it's the Inquisitor!
With a long list of skills and a focus on opposing the "Enemies of the Church" through guile, knowledge, and devastating righteous power, the Inquisitor will exorcise demons and ghosts, assassinate cult leaders, and generally be an incredibly useful teammate to have in dark times and horror campaigns.
Keeper: Secret orders and solo practitioners whose goals are to defeat evil where possible and contain it where not. Whether you're more of a Hellboy or a John Constantine, you gather obscure relics and tools to give yourself an edge against terrible darkness, and gather the works of evil to ensure cultists don't have access to the tools they need to engage their dark designs.
Trinket-Based Spellcaster. Think when Hellboy uses animate dead in the cemetery using a relic. You choose your trinket loadout before you leave town, and then activate individual trinkets as part of the action to cast a spell. But. You can only have so many trinkets active... So what do you do other than that? LOTS of knowledge skill use, some social options, and Banes. Banes allow you to pick creature types you want to hit harder.
The class is also designed on Van Helsing (the Hugh Jackman movie) and James Bond. After all, both of them have a Q or a Karl who gives them special tools to use in the field for various situations. You change your loadouts of Trinkets and Banes while you're in town, but also gain the ability to use your spell points to use magic items even if they run out of charges.
Slayer: Warriors in darkness, slayers spend their lives hunting down monsters, and monsters in the guise of men, on behalf of others and their own profit. Single minded in many ways, they set their sights on a goal and pursue it to its conclusion, or their end. Devastating in combat, they are rarely simple brutes. Indeed, many of them possess a surprising intellect behind the violence they are broadly known for.
Somewhere between the Berserker and the Ranger you'll find the Slayer. Rather than enter a rage, you'll select a single target to gain significant offensive and defensive benefits against, including messing up the Legendary Actions and Saves of some monsters. You'll also choose a weapon style to help define your character's silhouette and increase the damage they deal with any weapon they might like to wield. Slightly further along, the Slayer unlocks the ability to use additional reactions between their turns at a cost.
You'll also get two unarmored options (Str+Con or Dex+Int) for those of you who might want a more erudite Slayer who makes good use of their available Knowledge skills to better hunt down their prey.
Spiritualist: Mediums and fortune tellers have a long history in most worlds, and horror games and settings, and that's no different, here. Whether calling up spirits of the dead to engage in conversation, or using the power of the spirit world to mend injuries and trade life for death, the spiritualist will provide any party with a unique full caster class.
Straddling the narrow line between psionics and magics, the spiritualist will get access to all the goodies you'd imagine a prognosticator might. From card-readings to object-readings, crystal balls to crystal healing, seances and summoning up the dead all fall under the spiritualist's purview. What's more, you'll get to choose which mystical trappings your spiritualist possesses from a list of available options. And with a performance check, perhaps feign to also possess abilities you don't.
Very much designed to be your Vanessa Ives, Madame Eva, or even Oda Mae Brown if you'd prefer to play the con artist with some actual talent mixed in. Their spell list is meant to lean more Bard and Druid than Sorcerer, with lots of control effects and buffs rather than straigt up damage... but there will be some in there. If there was any class that should get Spirit Guardians it's -definitely- this one.