[Concept] Slayer Quasi-Class

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GrimlinJoe
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[Concept] Slayer Quasi-Class

Post by GrimlinJoe »

Hello Everyone,

I have been toying around with fleshing out a specialist class to represent what a Slayer would be. I have barrowed a few things from both the ranger and the hunter to do so along with what Dirimag provided. I have it typed up into a word document for now but would like some input as to what people think of it. Still very much a work in progress and definitely missing the proper formatting for what is expected of the official supplements.
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SmootRK
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Re: [Concept] Slayer Quasi-Class

Post by SmootRK »

I like the concept... essentially like the Hunter (ie Ranger) Quasi-Class, but tweaked a bit more for that Supernatural creature focus.

Great example of taking something and making it work for a particular setting/campaign in question.
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teaman
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Re: [Concept] Slayer Quasi-Class

Post by teaman »

One thing that you might consider adding is a regular attack bonus column and an attack bonus column for against undead. I'm guessing they follow the fighter progression normally, but with the extra bonus only against undead? Sorry if I missed it in the writeup.

I had a fellow who played a witch hunter a few years ago, and this class would have been perfect. As it was I cobbled something together that sorta/kinda worked.
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GrimlinJoe
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Re: [Concept] Slayer Quasi-Class

Post by GrimlinJoe »

teaman wrote: Tue Dec 29, 2020 7:19 pm One thing that you might consider adding is a regular attack bonus column and an attack bonus column for against undead. I'm guessing they follow the fighter progression normally, but with the extra bonus only against undead? Sorry if I missed it in the writeup.

I had a fellow who played a witch hunter a few years ago, and this class would have been perfect. As it was I cobbled something together that sorta/kinda worked.
I definitely see your point about the regular attack bonus though I wasn't intending for this to be a stand alone class but an overlay like the other quasi-classes. So you can be a base class with this layered over and the added XP requirements to level up. Though I suppose one could make a standard table for this to be a stand alone class.

Something that was brought up in my play group would be adding the ability to hit monsters of lower HD that would usually require a magic weapon to hit. Making it possible to hit these rare monsters with normal weapons upon a successful Lore Check during combat.
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Dimirag
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Re: [Concept] Slayer Quasi-Class

Post by Dimirag »

If I'm not missing anything else this QC its like my Slayer QC but with some hunter/ranger special abilities (hide, move silently and outdoor skills)
In that case I would increase the starting XP cost to 600 or 750.

In case you are now asking yourself "how do I get the XP for each level?"

Level 1 = 0XP, wow, that was easy
Level 2 = Base XP, another easy one.
Level 3 thru 9 = Double the previous XP [(Level -1)*2]
Level 10 thru 20 = Previous Level + Level 9

Depending on the base XP you may need to round down the XP cost at some levels.
Sorry for any misspelling or writing error, I am not a native English speaker
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GrimlinJoe
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Re: [Concept] Slayer Quasi-Class

Post by GrimlinJoe »

Dimirag wrote: Tue Dec 29, 2020 9:48 pm If I'm not missing anything else this QC its like my Slayer QC but with some hunter/ranger special abilities (hide, move silently and outdoor skills)
In that case I would increase the starting XP cost to 600 or 750.

In case you are now asking yourself "how do I get the XP for each level?"

Level 1 = 0XP, wow, that was easy
Level 2 = Base XP, another easy one.
Level 3 thru 9 = Double the previous XP [(Level -1)*2]
Level 10 thru 20 = Previous Level + Level 9

Depending on the base XP you may need to round down the XP cost at some levels.
Yes I did definitely steal a lot from what we talked about previously
GrimlinJoe
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Re: [Concept] Slayer Quasi-Class

Post by GrimlinJoe »

So I have been doing a bit more brainstorming on this and have landed on some loose ideas. There is a way to turn the Slayer class on its head to make it fit more of what a witcher would be. What if we approach it as being the representative of the Fighter/Magic-User combo class. Make the prerequisites a bit more steep in order to be able to pick and play. This would essentially turn it into an "Everything plus the kitchen sink" kind of class. Limit the kinds of spells that are available to it (spells that would aid in combat or with tracking/investigation aids). None that would be considered big bombs. So the equivalent of field magic. So we would take from some of the cleric spells and maybe even some of the necromancer spells also possibly some of the druid spells. All ones that are strictly aids and not direct attack spells. Like the slayer wouldn't get access to spells like fireball but would have access to some healing spells and warding spells. Thoughts?
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