The Slayer
Posted: Wed Mar 03, 2010 3:30 am
The exploits of Rangers are well-known in local legend and Rangers are among the most universally beloved adventurers among the common folk of Terra. But while the Rangers are masterfully adapted at fighting evil within the countryside, cities found themselves lacking protectors with the unique skills needed to adapt to urban combat. It was such that in the Northern Imperial capital of Kaiserstadt, a small Order was eventually founded, dedicated to stamping out evil in the Imperial city. Over time, the exploits of these so-called Slayers became well-known and like-minded individuals in other cities began to develop similar skills.
As the original Order grew in size, it was realized that the urban fighting skills of the Slayers could be useful in dungeons or fortresses held by monsters, and eventually, agents of the Order and unaffiliated individuals who performed similar feats became well-known as an elite strike force. However valuable the Slayers are, however, they will never be the popular heroes that Rangers or Paladins are. Their offices run uncomfortably close to that of the Assassin, even if they mostly slay monsters ...
Slayer
Prime Attribute: Strength or Dexterity
Hit Dice: d8
Alignment: Any Good or Neutral
Weapons: Any
Armour: Breastplate, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
BtH: As Ranger
Experience: Tentatively as Paladin.
Slayer Training: Slayers possess an uncanny ability to battle their favored enemies and possess astonishing skills in fighting them. Those playing a slayer get to choose one class of enemies that the Slayer is particularly proficient in killing: goblinoids, giantoids, aberrations, draconic, good outsiders, evil outsiders, constructs, undead, etc. Alternatively, the Slayer can choose one demihuman race, such as elves, humans or dwarves. Slayers receive a +1 per level damage bonus against that favored type of enemy. This bonus only applies to melee damage.
Slayer Assault: The Slayer possesses an uncanny ability to, with some study, locate the weakest points of their favored foes. There have been whispers that this ability is actually due to a magical 'sixth sense', that Slayers develop in their training. If a Slayer succeeds in casing a target and making a sneak attack. that is covered under their Combat Marauder ability, they can do double damage on their first attack if successful. This ability can only be used within thirty feet, however.
Darkvision: Slayers are so adept at nighttime combat that they possess the functional equivalent of night vision, even if their race does not normally possess it.
Slayer Defences: Slayers recieve a +2 bonus to all saving throws against enemies who are covered under their Specialization.
Sneak Attack: As Assassin.
Case Target: As Assassin.
Hide: As Rogue.
Move Silently: As Ranger, but in an urban environment or buildings.
Climb: As Rogue.
Track: As Ranger, but only with enemies that are covered by the Slayer Training.
Listen: As Rogue.
Survival: As Ranger, but limited to self.
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This is the concept, but I think it needs a little help, perhaps, to get to something that is a little more balanced. Basically, I want Slayers to be killbots of the highest order, but make up for that with lacking a lot of the critical skills of the ranger/rogue/assassin (traps, poison use, opening locks, etc).
As the original Order grew in size, it was realized that the urban fighting skills of the Slayers could be useful in dungeons or fortresses held by monsters, and eventually, agents of the Order and unaffiliated individuals who performed similar feats became well-known as an elite strike force. However valuable the Slayers are, however, they will never be the popular heroes that Rangers or Paladins are. Their offices run uncomfortably close to that of the Assassin, even if they mostly slay monsters ...
Slayer
Prime Attribute: Strength or Dexterity
Hit Dice: d8
Alignment: Any Good or Neutral
Weapons: Any
Armour: Breastplate, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
BtH: As Ranger
Experience: Tentatively as Paladin.
Slayer Training: Slayers possess an uncanny ability to battle their favored enemies and possess astonishing skills in fighting them. Those playing a slayer get to choose one class of enemies that the Slayer is particularly proficient in killing: goblinoids, giantoids, aberrations, draconic, good outsiders, evil outsiders, constructs, undead, etc. Alternatively, the Slayer can choose one demihuman race, such as elves, humans or dwarves. Slayers receive a +1 per level damage bonus against that favored type of enemy. This bonus only applies to melee damage.
Slayer Assault: The Slayer possesses an uncanny ability to, with some study, locate the weakest points of their favored foes. There have been whispers that this ability is actually due to a magical 'sixth sense', that Slayers develop in their training. If a Slayer succeeds in casing a target and making a sneak attack. that is covered under their Combat Marauder ability, they can do double damage on their first attack if successful. This ability can only be used within thirty feet, however.
Darkvision: Slayers are so adept at nighttime combat that they possess the functional equivalent of night vision, even if their race does not normally possess it.
Slayer Defences: Slayers recieve a +2 bonus to all saving throws against enemies who are covered under their Specialization.
Sneak Attack: As Assassin.
Case Target: As Assassin.
Hide: As Rogue.
Move Silently: As Ranger, but in an urban environment or buildings.
Climb: As Rogue.
Track: As Ranger, but only with enemies that are covered by the Slayer Training.
Listen: As Rogue.
Survival: As Ranger, but limited to self.
---
This is the concept, but I think it needs a little help, perhaps, to get to something that is a little more balanced. Basically, I want Slayers to be killbots of the highest order, but make up for that with lacking a lot of the critical skills of the ranger/rogue/assassin (traps, poison use, opening locks, etc).