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| EvilSqueegee12-29-06, 08:24 AM | Foe Slayer "Vampires? Ghouls? You'll need more than the local cleric for that. You know for every person that vampire sucks dry, there's a chance the victim comes back as one of it's little playthings? Oh, believe you me. That vampire problem you've got up there is way more than you can handle as it is now. Trust me, I know. I own the deeds to thirteen different manors, mansions, lots of property and land. I put things back in the grave for the rights to each and every one of them. "Zombies? Skeletons. Necromancy, the whole lot of it. These things ain't dead, bub. They're UNdead. Animated, they're just puppets to some greater cause, driven by some kind of unpleasent magic, you could call it. I ain't been studdyin' this stuff for 16 years to have that trip me up. But Vampires... now we're talking business. "Yeah, it's undead. It's also no peice of cake to take down. I can do it. But only because I know that if I don't, little Jenny's gonna turn into someone's dinner plate. Almost like mom did." Logeth paused for a moment, before looking up at the mayor who'd approached him about the issue with the kidnapping. "Just realise I ain't doing this for you. Or her." Throughout the world, there are many, many hunters and slayers of various types, and of various prey. The Ranger, with their wilderness as their home, are known for hunting a variety of enemies, each one specializing in eliminating several different types of prey. The paladins, enemies of all evil, are known for their formidable capability in the elimination thereof. And yet even still, nobody is out eliminating the threat the Slayer considers the most potent: The one that ruined her life. It's a common thing, especially if the hundreds of heros' stories are to be believed: Orcs lay waste to the villaige, leaving what they think to be none alive, yet one survives. A small town, completely burned to the ground by a vampire with no survivors reported - save one. A family murdered by a demon when a man's deal has gone wrong. And even rarer still, the fallen angel set out to exact revenge against the ally who framed her and had her expelled. And since nobody is out there killing fallen angels, nobody hunting those demons, nobody slaughtering those orcs, the Slayer dedicates their life to the study of, and elimination of, the thing they hate most: the thing that ruined their lives, be it orcs or angels, elves or dwarves, abberations or evil outsiders. Adventures: Most slayers become adventurers for the same reason: The threat that ruined their lives drives them to it, the desire to completely eliminate this threat from the world so it doesn't ruin others as it's ruined themselves pushes them to the next big congregation of enemies. Others may just not know what to do after avenging their family, honor, friends, name, or life, and so become lone-wolf wanderers. Still yet others take what skills they've gained and decide to make a living doing what they're good at: killing their worst enemies. Characteristics: The Slayer is specifically fearsome as a physical combatant against her chosen kind of enemy. However, in most other situations, she has little to offer (not that she minds much.) She is driven by her hatred or regret, a relenteless fighter when confronted with the object of her loathing. The source of her powers comes from her unending determination, unbreakable will to avenge - she studies her foes any way possible, and rarely passes up the opportunity to strike them down in combat. As a Slayer grows, so does her wake of oblitteration. Alignment: Foe Slayers are killers. While it is possible for a slayer to be evil, or even neutral, her desire to attack and ahnnialate her chosen enemy ovverrides the need to follow laws of any kind, usually. "Innocents" of the slayer's chosen type are a stretch of the imagination for the Slayer to consider. Religion: Slayers often have forsaken whatever religion they once perscribed to, abandoning their worship of gods. "Why would they let this happen to me, and countless others?" is their typical response when asked why they no longer worship their chosen god. If they do chose a god to follow, their choices may vary. Common choices include Nerull, the god of death. Alternatively, for non-evil foeslayers, St. Cuthburt is common due to the Slayer's opinion that this entire kind of being violates the laws of peace and personal well-being of anyone they threaten. Background: Slayers learn their skill the hard way. They aren't taught to kill their enemies by anyone save themselves in most cases. They study documentation on their foes whenever possible to learn their enemy's mind, they study their combative preferences and learn to out-think them. Their combative prowess comes from the fact that they often do engage in combat with their enemies, killing them whenever possible. Most slayers have a slight, twitchy anger problem where their chosen foe is concerned. Races: Humans are often slayers, given their aggresiveness and adaptability. Their unusually short lifespan also might contribute to the reasoning as to why they are so obsessive over their enemies: They have much less time to exact revenge, and often shoot for higher goals than any other race in the short-term. The longer-lived races are less likely to become slayers, though it isn't unheard of - mainly because they have more time to contemplate how much of their time will be spent avenging their lives. Other Classes: A slayer works well with companions of most classes. A monk's disciplined way of life gets in her way, however, and a paladin's view of Justice and Innocents often clashes with the slayer's personal motives. Clerics they view as valuable allies, however they often think the cleric's devotion to their diety as folly. Role: A Slayer is a secondary melee combatant. Without magic, they have no real reason to sit in the back row - though when fighting enemies they are not specialized in fighting, the slayer is best left to assist the party in other ways. Fighting their enemies, however, can often make them seem more of a viable unit in physical combat than the fighter or barbarian. Game Rule Information Abilities: Strength is important, as it determines how hard the slayer hits in melee. Constitution and Dexterity are naturally important for their AC. Wisdom and Charisma are usually important if they have a decent Int score, to make the most out of their skill selection. Alignment: Any non-good Hit Die: d10 Class Skills: Bluff, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (Relevent*), Listen, Move Silently, Profession, Search, Sense Motive, Slight of Hand, Spot, Survival, Use Magic Device. *Depends on the Slayer's chosen Foe, designated by the table below. Skill Points at First Level: (4+int modifier)x4 Skill Points at Each Additional Level: 4+int modifier Table: the Foe Slayer lvl BAB wrath bonus F/ R/ W special abilities --- ---- ----------- -------- ----------------- 1 0 +1 2/ 2/ 2 Hatred +1d6 2 1 +1 3/ 3/ 3 Smite Foe 1/day 3 2 +1 3/ 3/ 3 Detect Foe 4 3 +1 4/ 4/ 4 Hatred +2d6 5 3 +2 4/ 4/ 4 Distrust +1, Paranoia 6 4 +2/1 5/ 5/ 5 Turncoat Ally 7 5 +2/2 5/ 5/ 5 Hatred +3d6 8 6/1 +2/2 6/ 6/ 6 Smite Foe 2/day 9 6/1 +3/+3 6/ 6/ 6 Know Foe 10 7/2 +3/+3 7/ 7/ 7 Distrust +2, Hatred +4d6 11 8/3 +3/+3/+1 7/ 7/ 7 Reputation 12 9/4 +3/+3/+2 8/ 8/ 8 Smite Foe 3/day 13 9/4 +4/+4/+3 8/ 8/ 8 Hatred +5d6 14 10/5 +4/+4/+4 9/ 9/ 9 Fury 1/day 15 11/6/1 +4/+4/+4 9/ 9/ 9 Distrust +3 16 12/7/2 +4/+4/+4/+1 10/10/10 Hatred +6d6 17 12/7/2 +5/+5/+5/+2 10/10/10 Greater Smite Foe 18 13/8/3 +5/+5/+5/+3 11/11/11 Fury 2/day 19 14/9/4 +5/+5/+5/+4 11/11/11 Hatred +7d6 20 15/10/5 +5/+5/+5/+5 12/12/12 Distrust +4, Fearsome Reputation Class Features Weapon and Armor proficiency: A Slayer is proficient with all simple weapons, plus one other weapon, designated at creation. This weapon may be a martial or exotic weapon, and they need not take a feat to be proficient with this weapon after they have selected it. Wrath: A Slayer's wrath is all-consuming when provoked, granting them a modifier to their Base Attack Bonus when attacking their chosen enemy. (Example: A 2nd level Slayer has a Base Attack Bonus of +1. They have a Wrath bonus of +1. When they attack their chosen enemy, they have a Base Attack Bonus of +2.) If the Wrath bonus indicates that they have an extra attack at the end of their bonus that they otherwise do not have, this attack only becomes availible when fighting their chosen enemy. Furthermore, if the wrath bonus indicates that the Slayer would have an extra attack that they otherwise do not have, they are not granted that attack unless the attack that would otherwise be considered their final attack for that round is executed against a chosen foe. That is to say, a 12th level slayer has a Base Attack Bonus of +9/+4. They also have a wrath bonus of +3/+3/+2, meaning that their base attack bonus when fighting their chosen enemy becomes +12/+7+/+2, giving them three attacks: The first at +12, the second at +7, and the third at +2. However, if the Slayer attacks a creature that is not their chosen foe, they must attack at a Base Attack Bonus of +9/+4. If the slayer does not attack their chosen foe with one of these two attacks, or attacks they would otherwise be allowed at the +9/+4 base attack bonus (Such as a cleave attack, off-hand attack, or extra attacks generated from other, external sources) they may not make use of their third attack at +2 BAB, because their Wrath bonus is not invoked. Hatred: At first level and every third level thereafter, a Slayer adds +1d6 to their physical damage rolls against their chosen enemy any time their enemy is denied either their dexterity to their Armor Class, or their armor bonus to their Armor Class. This damage stacks with any Sneak Attack or Skirmish bonus damage the character may have from other classes, however they only get their Hatred dice against creatures denied their Armor to their Armor Class. (Example: A Slayer 7/rogue 7 has +3d6 Hatred and +4d6 Sneak Attack. Against normal enemies denied their dexterity bonus, they get +4d6 damage. Against their chosen foe denied their dexterity bonus, they get +7d6. Against a chosen foe denied their Armor to Armor Class, they get +3d6 Hatred Dice, and against a normal foe denied their Armor to AC, they get no extra dice.) Distrust: at 5th level, a Slayer's past experiences and researching have deepened their awareness of the true nature of the creature they have chosen to hunt. They are not as suprised when their enemy casts fireballs, they are more apt to steel themselves against any tricks or "Mind-games", and can drive themselves beyond their normal limitations physically. They gain a +1 bonus to all saving throws made against their chosen enemies' poisons, spells, spell-like abililties, supernatural abilites, extraordinary abilities, and so on. This bonus increaces to +2 at 10th level, +3 at 15th level, and +4 at 20th level. Paranoia: At 5th level, a Slayer's complete obsession with his chosen foe grants him Uncanny Dodge against creatures of his chosen foe's type. If the slayer already has Uncanny Dodge, this ability improves to Improved Uncanny Dodge. (However, in this case, Uncanny Dodge is always functioning, but Improved Uncanny Dodge will only function against creatures of the chosen type.) Turncoat Ally: At 6th level, a Slayer meets a foe of the chosen type, but discovers that this creature has a taste for it's own kind that is quite similar to the slayer's. See tunrcoat Ally, below. Smite Foe: at 2nd level, a Slayer may focus their hatred for their chosen enemy into one devistating attack per day. They must state they are Smiting before the attack, and thus a missed attack wastes the attempt. If attacking with an offhand, they may add their full strength to the attack roll, not just half. If attacking with a one-handed weapon, calculate the attack's Attack Bonus as if the character was attacking two-handedly (that is to say, add 150% of their strength rather than just 100%.) If they are attacking with a two-handed weapon, double their strength for the attack roll. If the smite is successful, the Slayer adds their class level to the damage. When smiting, the character's weapon ignores any damage reduction it's target might have. Greater Smite: at 17th level or higher, a slayer who smites may double their critical hit ratio as per the Improved Critical feat for the attack with which they smite. This ability does NOT stack with the Improved Critical feat, the Keen Edge spell, or similar effects. Detect Foe: This functions as Detect Evil, though it will detect the slayer's chosen enemy instead of an aligment. Know Foe: At 9th level, the Slayer may add their Character Level to any knowledge checks made in relevence to their chosen foe. See the tables below to see which knowledge skills qualify. Reputation: at 11th level, a Slayer's reputation amongst his chosen foes has grown to great hights. Any time his identity is revealed, all chosen foes within 30 feet must make a Will save, DC 10+ 1/2 the Slayer's level (round down) or be Frightened. If the Slayer has 5 or more ranks in Intimidate, they gain +1 to this ability's DC. Any creature with HD lower than the Slayer's level +3 who passes the save is Shaken if they fail. Fearsome Reputation: At 20th level, a Slayer's reputation exeeds any and all bounderies, tales of his exploits have reached entirely new hights: Be they exaggurated or not, it is definitely well-known amongst creatures he has spent his life killing. Creatures who fail their save against the Slayer's Reputation are panicked. Fury: A slayer of 14th level, confronted with their chosen enemy, may enter a frantic bloodthirst if they wish. They may only use this ability once per encounter and only if there is a Chosen Foe present that the Slayer is aware of. The slayer who uses this ability gains a +4 temporary Wrath bonus to their Strength and Constitution scores, and suffers -2 to Armor Class due to their recklessness. These bonuses last for a number of rounds equal to 5 + the Slayer's newly modified constitution modifier. The round directly following the last round that Fury was in effect, the Slayer is fatigued untill the end of the encounter. Chosen Foe Table Chosen Foe Knowledge Skils Associated ------------ --------------------------- Abberation Dungeoneering Animal Nature Construct Architecture and Engineering Dragon Arcana Elemental Nature Fey Nature Giant History Humanoid (Aquatic) History or Nature Humanoid (Dwarf) History Humanoid (Elf) History Humanoid (goblinoid) History Humanoid (gnoll) History Humanoid (gnome) History and Engineering Humanoid (halfling) History Humanoid (human) History Humanoid (orc) History Humanoid (reptillian) History Magical Beast Arcana Monstrous humanoid Nature Ooze Dungeoneering Outsider (air) The Planes or Nature Outsider (chaotic) The Planes Outsider (earth) The Planes or Nature Outsider (evil) The Planes or Religion Outsider (fire) The Planes or Nature Outsider (good) The Planes or Religion Outsider (lawful) The Planes Outsider (native) The Planes or Nature Outsider (water) The Planes or Nature Plant Nature Undead Arcana and Religion Vermin Nature Turncoat Ally Rules At 6th level, a Foe Slayer gains the partnership of a creature of the foeslayer's chosen type - one who shares that same loating for their own kind with the slayer themselves. Based on the slayer's class level, the Turncoat Ally gains the following bonuses. Slayer's Level Bonus HD Natural Armor Adjustment Int Special 6-7 +2 +4 +1 6 empathic link, improved evasion share saving throws 8-10 +4 +6 +2 7 Improved Speed 11-14 +6 +8 +3 8 Reputation 15-20 +8 +10 +4 9 Spell Resistance Turncoat Ally Selection: A Foe Slayer has more options availible to them for their Ally than a druid, ranger, or paladin, based on their choice of Chosen Foe. There is a particular formula to determine which creatures become availible at which level, however, I'm currently unaware of how this is determined and so I'm not sure how this ability should function at this point. In case you hadn't noticed, this feature is modled closely to the paladin's mount class feature. Bonus HD: (Writeup coming soon) Natural Armor Adjustment: (Writeup coming soon) Int: The slayer's Turncoat Ally may use it's oiginal Intelligence score, or the one provided here, whichever is higher. Empathic Link: (Writeup coming soon) Improved Evasion: (Writeup coming soon) Share Saving Throws: (WRiteup coming soon) Improved Speed: (Writeup coming soon) Reputation: (Writeup coming soon) Spell Resistance: (Writeup coming soon) |
| Qube12-30-06, 05:10 AM | nice; (1) i'dd add uncanny dodge vs foe (2) what do you do (BAB and number of attacks) when you attack a 'foe' and an not-'foe' enemy in the same round. (the extra attack, ... i would only give if you execute a full attack option agains 1 enemy, and if that enemy still stands at the end of the ation, and your last attack was at BAB >5, you get an extra attack agains that foe) (3) why chaotic: genocide is lawfull evil. i would rather see them as any non-good (seeing that you also slay 'inocent' foes). |
| EvilSqueegee12-30-06, 02:58 PM | nice; (1) i'dd add uncanny dodge vs foe Good idea... I'll see where I can work that in. (2) what do you do (BAB and number of attacks) when you attack a 'foe' and an not-'foe' enemy in the same round. (the extra attack, ... i would only give if you execute a full attack option agains 1 enemy, and if that enemy still stands at the end of the ation, and your last attack was at BAB >5, you get an extra attack agains that foe) When you make any given attack against a chosen foe (let's say your chosen foe is Evil Outsiders), you add your Wrath bonus to the attack you're making. So, say you make your full attack against an evil outsider at level 2 (+1 base attack bonus, +1 wrath bonus.) You would add 2, plus strength, plus any other modifiers, to the attack roll. IF you then make an attack of opportunity against a non-evil outsider in that same round, you would add 1+str+modifiers because your Wrath bonus only applies to your chosen foe - much akin to the ranger's Favored Enemy Bonus, if I recall correctly. Say you're level 12. There's an Evil Outsider, and a Good Outsider, both of which you are fighting. You attack the Good Outsider with your base attack bonus of +9/+4. Let's say you drop him, and have Cleave - leaving you availible to attack the Evil Outsider with your cleave. Your Wrath bonus is +3/+3/+2. Since you have an attack left from your non-wrath-bonus routine (the second one, with which you are cleaving) you would roll your cleave attempt at +7 (the +4 from the second attack, plus the wrath bonus of +3). Since you are now attacking an Evil Outsider, you would get a last attack of +2. However, the Wrath bonus is considered to be sheer emotional drive and knowledge of an Evil Outsider's anatomy, fighting style, equipment, psychology, ect that makes you a more skilled combatant against Evil Outsiders. You wouldn't get your Wrath Bonus for attacking a Good Outsider, so I'd say you have to be attacking the evil outsider before your nonwrath routine runs dry to be able to reap the benefites of the extra attacks granted by the Wrath Bonus. (3) why chaotic: genocide is lawfull evil. i would rather see them as any non-good (seeing that you also slay 'inocent' foes). I didn't think to convert them from my setting's different alignment system - by the rules I'm running now, rather than killing innocents or not killing innocents being the alignment issue, it's "Evil is selfish - self before others" and "Good is selfless - others before self" and "Neutral is situational: For the better of everyone, self and others aside" But you're right, by standard core-rules, this should be non-good :) Changing it now. |
| EvilSqueegee01-01-07, 05:11 AM | :bump: Made some minor changes. I'm still not entirely sure this is balanced, but I've no real idea on where to start looking for imbalances. If someone could go over the class and point out the pros and cons of the class, specifically, with the idea mainly being comparing it to the other core classes availible - taking into consideration the fact that this class's power varies greatly between "against chosen foe" or "Against anything else", I would greatly appreciate it. The artist who draws the picture is rarely the one to notice it's most blatent problems, after all. |
| megageek1201-01-07, 01:13 PM | Please bold the abilities and code the chart. |
| EvilSqueegee01-02-07, 03:18 AM | Please bold the abilities and code the chart. I noticed that was how everyone else was presenting the information in their post, but when I hit up the sticky of important threads on the board for the thread on formatting classes... it's a dead link. And I've been digging for a while in the board FAQ's and whatnot to find instructions on how to code the chart - but I can't find it :( I'll get to bolding the abilities pronto, but untill I can find out where the instructions for using the Code box are, I'm afraid I've no idea how. |
| Qube01-02-07, 03:24 AM | I'll get to bolding the abilities pronto, but untill I can find out where the instructions for using the Code box are, I'm afraid I've no idea how. lvl BAB wrath bonus F/ R/ W special abilities --- ---- ----------- -------- ----------------- 1 0 +1 2/ 2/ 2 Hatred +1d6 2 1 +1 3/ 3/ 3 Smite Foe 1/day 3 2 +1 3/ 3/ 3 Detect Foe 4 3 +1 4/ 4/ 4 Hatred +2d6 5 3 +2 4/ 4/ 4 {1} Paranoia 6 4 +2/1 5/ 5/ 5 Slayer's Familiar 7 5 +2/2 5/ 5/ 5 Hatred +3d6 8 6/1 +2/2 6/ 6/ 6 Smite Foe 2/day 9 6/1 +3/+3 6/ 6/ 6 Know Foe 10 7/2 +3/+3 7/ 7/ 7 {2}, Hatred +4d6 11 8/3 +3/+3/+1 7/ 7/ 7 Reputation 12 9/4 +3/+3/+2 8/ 8/ 8 Smite Foe 3/day 13 9/4 +4/+4/+3 8/ 8/ 8 Hatred +5d6 14 10/5 +4/+4/+4 9/ 9/ 9 Fury 1/day 15 11/6/1 +4/+4/+4 9/ 9/ 9 {3} 16 12/7/2 +4/+4/+4/+1 10/10/10 Hatred +6d6 17 12/7/2 +5/+5/+5/+2 10/10/10 Greater Smite Foe 18 13/8/3 +5/+5/+5/+3 11/11/11 Fury 2/day 19 14/9/4 +5/+5/+5/+4 11/11/11 Hatred +7d6 20 15/10/5 +5/+5/+5/+5 12/12/12 {4}, Fearsome Reputation (press the quote button to see the code, then copy paste it in the original post) |
| EvilSqueegee01-02-07, 03:37 AM | (press the quote button to see the code, then copy paste it in the original post) You're a lifesaver, thanks a bunch :) |
| Qube01-02-07, 03:39 AM | You're a lifesaver, thanks a bunch :) not to dificult: - take a text editor, and use a font where each character is equally long (like courrier) - make the tabel (use only spaces, not tabs) - copy what you made in between CODE and /CODE. |
| EvilSqueegee01-02-07, 03:52 AM | not to dificult: - take a text editor, and use a font where each character is equally long (like courrier) - make the tabel (use only spaces, not tabs) - copy what you made in between CODE and /CODE. Cool, I was under the impression it was an HTML table codeset or something to that effect. Thanks again :) |
| Lt_Murgen01-02-07, 02:37 PM | Class Skills[/u]: Bluff, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (Relevent*), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Slight of Hand, Spot, Survival, Use Magic Device. *Depends on the Slayer's chosen Foe, designated by the table below. Why did you select these skills? They do not seem to match your archetype of a person seeking revenge: bluff- why would a slayer seek to disguise their true motives? Is not overwhelming hatred for the enemy a key feature? If you gave it to them for the 'feint' combat ability, then I might believe it. But there is so much more it can be used for that doesn't appear to match the concept. Decipher script- again, why would reading acient texts or decoding secret messages be something EVERY slayer would have. I would prefer to see them get bonus languages based on foe. That way, it is specific knowledge gained to defeat the enemy, not a general ability. Disguise- why would every slayer need a disguise? If they sought dragons, would this make sense? Why hide and move silently? There seems so very little stealth and guile in this character type. Unless you grant them because they are sneaky when fighting. Again, that doesn't seem to match the concept. Why ride without Handle animal? Seems very limiting. Why slight of hand? The ability to steal keys and hide coins isn't something someone bent on wide-scale vengence would seem to need. |
| EvilSqueegee01-02-07, 08:47 PM | Why did you select these skills? They do not seem to match your archetype of a person seeking revenge: bluff- why would a slayer seek to disguise their true motives? Is not overwhelming hatred for the enemy a key feature? If you gave it to them for the 'feint' combat ability, then I might believe it. But there is so much more it can be used for that doesn't appear to match the concept. For one, yes. The Fient ability. Also, what say your chosen foe is almost any of the Humanoids? "Uh, officer, I killed him because I hate halflings" doesn't really fly in the face of local law enforcement. And if the slayer evades law and concequence, they live longer and have more freedom to operate and destroy that which they hate. So most of them are decent liars. Hiding background information, bluffing vampires, keeping any number of secrets might be pivitol in being able to track, hunt, kill, and get away with murdering, your chosen foe. Decipher script- again, why would reading acient texts or decoding secret messages be something EVERY slayer would have. I would prefer to see them get bonus languages based on foe. That way, it is specific knowledge gained to defeat the enemy, not a general ability. If, say, their chosen foe was Dragons? Then I would definitely say that the mad amount of research Slayers do to learn their foes inside and out would entail deciphering some ancient, cryptic tomes or hyroglyphics on old temple walls. Disguise- why would every slayer need a disguise? If they sought dragons, would this make sense? Keep your friends close. Keep your enemies closer. Why hide and move silently? There seems so very little stealth and guile in this character type. Unless you grant them because they are sneaky when fighting. Again, that doesn't seem to match the concept. Keep in mind that all-consuming hatred doesn't have to be frothing at the mouth. In fact, if I was so loathing of Elementals that it became my life's mission to commit genocide upon them? I'd better be REALLY good at sneaking around - ambushes, for one. Also, if I lived, I could come back later. With more firepower to wipe them out, if things went bad in the initial ambush. Also, the Sneak Attack mechanics, if I'm not mistaken, were named Sneak Attack mostly because that was the usual initial source of Sneak Attack damage: A foe who had no clue you were there. They've been rennamed to Hatred to symbolize the fact that a dishonorable blow is not beyond the Slayer when it comes to their chosen foes, not just to represent a keen understanding of their foe's anatomy. Why ride without Handle animal? Seems very limiting. ...very good point. I had given them Ride initially, when the Turncoat Ally ability was pretty much just a Special Mount feature. But when I changed that, I must have forgotten to take Ride out. And Handle Animal was -supposed- to be up there, but I guess I missed it :P Why slight of hand? The ability to steal keys and hide coins isn't something someone bent on wide-scale vengence would seem to need. Why slight of hand? The ability to steal keys and hide coins isn't something someone bent on wide-scale vengence would seem to need. Stealing keys and hiding coins is not the only purpose Slight of Hand could have. For instance, there's a feat in the Complete Adventurer that has Slight of Hand and Quickdraw as a requirement. Flick of the Wrist, or somesuch, I believe it's called. To my knowledge, Slight of Hand also applies to any kind of trickery such as 'card magic,' coin tricks, or making anything dissapear up (or appear out of) your sleeve. I had envisioned the Slayer as not only an enfuriated killer of their chosen foe, but also as someone who has dedicated their lives to the study and hunt of their chosen foe because of that hatred. But you can't be the Hulk -all- of the time, otherwise I might as well have just given a barbarian the Favored Enemy feature and dropped Uncanny Dodge or something for it. A Slayer, in my original visions of it, was someone who hated one creature type so much that they were willing to do anything to kill it. And some creatures are just too smart for a full-on headrush into combat. They require other tricks. |
| Lt_Murgen01-03-07, 08:45 AM | I can live with those explanantions for most of the stuff. I still recommend removing decipher script and making it a bonus based on enemy, not a general ability. |
| EvilSqueegee01-03-07, 03:12 PM | I can live with those explanantions for most of the stuff. I still recommend removing decipher script and making it a bonus based on enemy, not a general ability. Add a clause where Decipher Script can only be used when the chosen foe is mentioned in the script they're deciphering? |
| Lt_Murgen01-03-07, 03:26 PM | Better yet, do not give them decipher script at all. Copy the Bard's "bardic knowledge" ability, but make it in reference only to their chosen foe. Call it a 'chosen foe knowledge'. Then give them a free bonus language that is equivalent to one of the languages their foe would speak (draconic, sylvan, inferal, etc) |
| Ryu Katsuragi01-03-07, 04:00 PM | Wait, I'm a little confused... ... So, this class basically gives -another- kind of bonus things can stack with (Wrath bonuse), you get seven attacks against your chosen foe... and +7d6 on all attacks? ... Wow... |
| EvilSqueegee01-03-07, 04:59 PM | Wait, I'm a little confused... ... So, this class basically gives -another- kind of bonus things can stack with (Wrath bonuse), you get seven attacks against your chosen foe... and +7d6 on all attacks? ... Wow... Not exactly. 20 15/10/5 +5/+5/+5/+5 Against anyone else but the chosen foe, a Slayer has a Base Attack Bonus of 15/10/5. Against any chosen foe, the Slayer has a Base Attack Bonus of 20/15/10/5. That is to say... level 20. normal BAB +Wrath 15 10 5 - +5 5 5 5 ----------- 20 15 10 5 |