Thursday, May 31, 2012

The Slayer

"He's one of them slayers. Dangerous folk they are — wandering the wilds."
unattributed innkeeper

Prime Requisite: CON
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Lawful slayers range the borderlands, fighting the enemies of civilization and humankind. Chaotic slayers infiltrate the same borderlands, raiding the fringes of civilization and assaulting humankind. Neutral slayers defend the rural way of life from all threats.

At first level, slayers hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Slayers increase their base damage roll from their choice of either melee or missile attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. The slayer must choose which type of attack will receive the damage bonus at 1st level, and may not change the choice as he advances.

Slayers may only wear chain mail or lighter armor.

The slayer can wield weapons from any two of the following six choices: any one-handed melee weapons; any two-handed melee weapons; any axes, flails, hammers, and maces; any swords, daggers, spears, and polearms; all missile weapons; or any combination of five weapons. The slayer may not change this choice later.

Slayers must choose two of the following three fighting styles: wielding a weapon and shield, wielding a weapon two-handed or wielding a weapon in each hand. The slayer may not change this choice later.

The sum of each of these choices is referred to as a “slayer’s fighting style”. Often, both individual slayers and organizations of slayers will only instruct prospective slayers in the individual’s or organization’s chosen slayer fighting style. Judges are encouraged to create slayer organizations and fighting styles specific to their campaign setting.

Slayers hide in shadows and move silently as a thief. Note that the slayer must be in leather armor or lighter, and be free of a shield to do so. Slayers are gifted with animal reflexes that give them a +1 bonus to initiative and a +1 bonus to surprise rolls. All slayers begin with the tracking proficiency.

By 2nd level, slayers are naturally stealthy, and opponents suffer a -1 penalty to surprise rolls when encountering them.

At 4th level, lawful slayers gain the goblin-slaying proficiency, while chaotic slayers gain the kin-slaying proficiency. Neutral slayers must choose one or the other, and may not change the choice later.

A slayer is always looking for an edge against her foes, and she gains limited spell powers of both divine and arcane origin. At level 8, the slayer may cast a divine level 1 spell as a 1st level divine spell caster. See the slayer’s divine spell repertoire below. At level 9, the slayer may cast an arcane level 1 spell as a 1st level arcane spell caster. The slayer must add to and manage an arcane spell repertoire as with any other arcane spell caster. Few slayers maintain more than a small number of arcane spells, and some slayers engrave their arcane spells into their weapons and armor, or even tattoo them into their skin. Slayers can cast arcane spells while wearing armor. At level 12, the slayer gains a divine level 2 spell slot, and at level 13, the slayer gains an arcane level 2 spell slot. Finally, at level 14, the slayer gains a divine level 3 spell slot. Caster levels and spells gained are specified on the table below.

Beginning at 10th level, a slayer may use scrying items. This is similar to arcane dabbling, except limited to scrying items useable by mages, and at level 10, the slayer must make a proficiency throw of 11+ or the attempt backfires. The proficiency throw required reduces by 2 per level after 10, to a minimum of 3+ at level 14.

Slayers may use any magic item usable by fighters.

When a slayer reaches 5th level, his rugged hardiness inspires those who follow him. Any henchmen and mercenaries hired by the slayer gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the slayer’s Charisma or proficiencies.

At 9th level, a slayer can build or claim a border fort. When the slayer establishes his fort, 1d4+1x10 0th level mercenaries and 1d6 slayers of 1st-3rd level will serve him.* If hired, they must be paid standard rates for mercenaries. Border forts are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.

* At the Judge’s discretion, there may be a very small chance that a highly unusual or magical creature of the Judge’s choice will arrive to serve the slayer, in lieu of one or more of the 1d6 slayers of 1st-3rd level.

Slayer Proficiency List (28): Alertness, Ambushing, Beast Friendship, Berserkergang, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (knock down, wrestling), Command, Eavesdropping, Endurance, Fighting Style, Mountaineering, Passing Without Trace, Precise Shooting, Quiet Magic, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Survival, Swashbuckling, Unflappable Casting, Weapon Finesse, Weapon Focus



Experience
Level
Title
Hit Dice
Damage Bonus
CL
1
2
3
CL
1
2
0
1
Scout
1d6
+1







2,300
2
Hunter
2d6
+1







4,600
3
Outrider
3d6
+2







9,200
4
Tracker
4d6
+2







18,400
5
Skirmisher
5d6
+2







36,800
6
Predator
6d6
+3







75,000
7
Pathfinder
7d6
+3







150,000
8
Slayer
8d6
+3
1
1





270,000
9
Slayer knight
9d6
+4
1
1


1
1

390,000
10
Slayer knight, 10th lvl
9d6+2*
+4
2
1


1
1

510,000
11
Slayer knight, 11th lvl
9d6+4*
+4
2
1


1
1

630,000
12
Slayer knight, 12th lvl
9d6+6*
+5
3
1
1

2
1

750,000
13
Slayer knight, 13th lvl
9d6+8*
+5
3
1
1

2
1
1
870,000
14
Slayer lord (lady)
9d6+10*
+5
4
1
1
1
2
1
1
*Hit point modifiers from constitution are ignored


Slayer Divine Spells

First Level Divine Spells

1     Cure Light Wounds*
2     Faerie Fire
3     Resist Cold

Second Level Divine Spells

1     Produce Fire
2     Resist Fire
3     Shimmer

Third Level Divine Spells

1     Cure Disease*
2     Striking
3     Water Breathing


Custom Class Build Information

Hit Dice
Fighting
Thievery
Divine
Arcane
1
2
1
0
0


Trade-Offs

Eliminate fighter damage bonus(melee or missile) for 1 custom power
Armor from Unrestricted to Broad for 1 custom power
Weapons from Unrestricted to Broad for 1 custom power
Eliminate one fighting style for 1 custom power

1 initial power for 2 powers at 7th level
1 power at 7th level for 1 power at 8th and 1 power at 14th level
1 power at 7th level for 1 power at 9th and 1 power at 13th level

1 initial power for 1 power at 2nd level and 1 power at 12th level

1 initial power for 1 power at 4th level and 1 power at 10th level

XP Calculation: 500 + 1000 + 600 + 200 = 2300 at 2nd level

New Proficiencies

Arcane spellcasting

Select a spell level two levels less than 1/3 the character's level, using whole numbers only (for example, a 1st level spell may be selected at a minimum of character level 9). The character gains a spell slot of the level selected. The character must add to and manage an arcane spell repertoire as with any other arcane spell caster. If the character does not already have an arcane caster level, the character will cast the spell slot gained with a caster level equal to the level selected (for example, a 1st level spell will be cast with a caster level of 1). This new caster level will increase by 1 for every three full levels gained after this proficiency is selected the first time, and will apply to subsequent selections of the arcane spellcasting proficiency.

Divine spellcasting

Select a spell level two levels less than 1/2 the character's level, using whole numbers only (for example, a 1st level spell may be selected at a minimum of character level 6). The character gains a spell slot of the level selected. If the character does not currently have a divine spell repertoire, the Judge will select an appropriate divine spell repertoire for the character of three spells of the level selected. If the character does not already have a divine caster level, the character will cast the spell slot gained with a caster level equal to the level selected (for example, a 1st level spell will be cast with a caster level of 1). This new caster level will increase by 1 for every two full levels gained after a given spell level is selected the first time, and will apply to subsequent selections of the divine spellcasting proficiency.
 

3 comments:

  1. I like the idea of this, but I'm not certain about the Proficiencies. It's not that they seem horrible, but I can imagine them as 'must-haves' for high level characters because they provide so much greater benefit than any other prof (esp for non-casters).

    Have you considered simply breaking the 4 build point rule and building a class that is 'better' than normal class at the cost of much higher xp cost?

    Say Ftr 2, Thief 1, HD 1, Priest 1, Mage 1?

    Lots of classes got made by TSR that did that (the 7 different paladins from Dragon magazine springs to mind). I'm working on some racial classes for my own setting that break the build rules... playing one would take a looooooonnnnngggg time to advance though.

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  2. Thanks for your comments! I’m not too worried about the new proficiencies, especially with non-casters. I came up with the proficiencies when I wanted to add a dash of spellcasting to the bard, explorer and paladin. So, worst case, a class with a fighter’s progression invests every class proficiency selection in spellcasting – with the level restrictions in the new proficiencies, that’s 3 divine spells (of 1st, 2nd or 3rd level), or 2 arcane spells (of 1st or 2nd level). It’s a flavorful choice and a flexible choice, but it’s not as strong as choosing 2 or 3 proficiencies that always provide a bonus to attack, damage or AC. The slayer class is close to the other “worst case”, a custom class which invests a number of power selections into the new proficiencies. Note that the slayer’s proficiency list does not include the new proficiencies – I want to try the class as is before I consider that. I've not considered breaking the 4(8) build point rule, but I can see that with "monstrous classes".

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  3. Ah, ok, I misread how the prof worked, which is that it only gives a single spell and each time you take it it adds a higher level slot. I just looked at the table and assumed you were getting more spells as you advanced 'just cause'. Ok, that's not so bad. About equivalent to a spell-like ability...more flexible but lower level spells are usable less often, so it's probably a wash. Fair enough, I take back my concern (that and, as a class ability, it's not really a 'Proficiency'...and even if it were, as long as its not in a classes list, it doesn't 'contaminate' the pool like introducing new feats would, since they less restrictive availability).

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