Class: Slayer
The Slayer |
Slayer Mindset |
Clear Inspiration
Unabashedly, the Slayer has its roots in the Witch Hunter and Blood Hunter classes created by Matthew Mercer, and credit should be given where it's due. That being said, the Slayer itself takes its namesake, and many design foils, from the Slayer of Pathfinder 1st edition, and other 'slayer'-esque characters from folklore and media (such as the Abraham Van Helsing (in spirit), the Doomslayer (of Doom), Illidan Stormrage (From World of Warcraft), D the Vampire Hunter, etc), and one CHASE's creator's own characters.
Particularly, rather than being tied to one theme, the motif of the slayer comes from the saying "He who fights with monsters should look to it that he himself does not become a monster." Often, this is a dichotomy held by some of the oldest stories known to man, where the hero uses the methods of the 'monster' (by choice or not) without crossing a line. And that's pretty cool.
Playing a Slayer
Roleplay
During Social Encounters; You use your knowledge of the darkness to get your way, or to let others know the danger they may have unintentionally stepped in.
While Exploring; You seek out dark fonts of power to uproot them, or to expunge anything useful from them.
In Downtime; you work to control the darkness within yourself and others. You do this by artifical means that you create via craft, or by giving others peace of mind while you blend into the black.
You Might...
- Carry a momento from a former lifetime before you embraced the darkness.
- Enjoy, or detest, the thrill of the hunt, causing an internal struggle within..
- Use your supernatural abilities to overcome obstacles or inspire, turning the supernatural into heroism. Or villainy.
Others Probably...
- Wonder about the nature of your anger and powers, and if it will be turned against them if they let their guard down.
- Turn to you when they have no other option, of knoweldge, of encrouching evil.
- Assume you brood in dark corners to be left alone, and are surprised when you leave that dark refuge to mingle freely.
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
- Strength. Strength helps a Slayer fight in various ways, supplemented by their Rage and other abilities.
- Intelligence and Wisdom. Both help the Slayer track their targets and use their skills, while also keeping their darker side in check with Will Saves and other features.
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
- Acrobatics (Dex)
- Adventuring (Int/Wis)
- Athletics (Str)
- Concentration (Con)
- Deception (Dex/Cha)
- Insight (Wis)
- Intimidation (Str/Cha)
- Knowledge: Esoterica (Int)
- Knowledge: History (Int)
- Knowledge: Martial (Str/Cha)
- Knowledge: Nature (Int/Wis)
- Knowledge: Religion (Int/Wis)
- Perception (Int/Wis)
- Spellcraft (Int/Cha)
- Appraise (Int)
- Lore - X (Int)
- Profession - X (varies) (Any available)
- Tinker (Dex/Int)
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Slayer Class Table |
| Class Level | Class Features |
|---|---|
| 1 |
Class Features Here |
| 2 | X (Subclass), |
| 3 | Class Feature, Subclass Feature |
| 4 | +Y: Y, 1st Class Mastery Choices |
| 5 | Token Class Feature (PS, AA, etc), Class Features |
| 6 | Subclass Feature |
| 7 | +Y: Y, 2nd Class Mastery Choices |
| 8 | Class Feature |
| 9 | Subclass Feature |
| 10 | +Y:Y, 3rd Class Mastery Choices |
| 11 | Class Feature/td] |
| 12 | Subclass Feature |
| 13 | +Y: Y, 4th Class Mastery Choices |
| 14 | Build on Class Feature |
| 15 | Subclass Feature |
| 16 | +Y: Y, 5th ClassMastery Choices |
| 17 | Named Class Feature |
| 18 | Subclass Feature |
| 19 | +Y: Y, Last Class Mastery Choices |
| 20 | Class Capstone |
Slayer Basics |
Initial Character Additions
If the Slayer is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
Attribute Boosts |
Health |
Starting / Leveled Health: 8 (5 or 1d8 )
Proficiencies and Gear |
Gear Profs
Armor: All Armors (Light Armors, Medium Armors, Heavy Armors), all Shields
Weapons: All Simple Weapons and Martial Weapons
Saving Throws: Fortitude (Con/Cha) and Will (Int/Wis)
Skill Profs
Choice of 3 primary skills from the following list:
Choice of 3 secondary skill from the following list:
Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.
Starting Gear
You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Slayer Class, Channeler Group, Warrior Group, Explorer's Pack Parson's PackMulticlass Additions |
Minimum Requirements: Z stat +2/+3 or more
If you are multiclassing into the Slayer, you gain the following proficiencies:
- Proficiencies
- Armor Proficiency increased by 1 step (up to Medium)
- Weapon Proficiency increased by 1 step (up to Martial)
Other Slayer Info |
Class Hit Die: D8
Class Group(s): Channeler, Warrior
Favorite Class Bonus: WIP.
Core Class Features |
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
(1st) Studied Enemy |
As a Slayer, your skillset is geared to the act of killing, and doing so effectively. Rather than relying on magic, you use the powers of your enemies to get the job done, taking you down roads of heavy alchemic reliance, body modification, and/or supernatural powers. Whatever the cause, your nuances are visible early in your adventuring career.
You gain the Mark Weakness ability. Additionally, your Mark Weakness's damage increases to 2d4 . It further increases at class level 5, 10, 15, and 20 (to 2d6 , 2d8 , 2d10 , and 2d12
Additionally, you may study the target. Using an Insight, Perception, or appropriate Knowledge or Lore skill check and 2 actions / ◈◈; you can apply Mark Weakness to a creature without spending resources or needing the other creature to be within range. You must still be able to see or interact with the creature in another way (such as a fresh footprint, a dossier, a piece of clothing, etc, and the GM must say it is good enough). The DC for this skill check is 10 + 2 x that creature's TL.
For example, if you were to hunt or study a Goblin Bandit, the DC would be 11. If you were to study a Nothic, the DC would be 16.
(1st) Fighting Styles, Slayer |
A Slayer is built to fight, using their weapons in creative and dangerous ways. To this end you gain a fighting style that suits your method of slaying.
Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
Additionally, you gain the Focus Point Pool, Half common feature to use with all your fighting styles and abilities.
(2nd) Slayer's Offering (Subclass Choice) |
At class lvl 2, all Slayers prove themselves to their Orders, Clients, and/or Patrons that they have everything to give for profession. Either through ritual, test, or consumption of power, you gain supernatural abilities via this offering as a subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
(2nd) Installed Rage |
Your constant vigilance has unearthed something inside of you. A dark edge that gives you the will to see your bounty to its end, for good or ill.
You gain the Rage unique ability.
Additionally, you may draw deeper within this dark urge, using part of your vitae to enhance your attacks further.
You pay a toll to use this feature; using 1 action / ◈ and taking 1d10 shadow or spirit damage (whichever you are least resistant to, before damage reduction). This damage cannot kill you.
Once done, your attacks are infused with a power learned from your Offering. While this feature is active, your attacks deal damage ,depending on your Offering, equal to 1d4 . Alternatively, you may have this damage be Spirit damage instead.
This damage increases 1 step every 4th character level, up to d12 (e,g, 1d6 at 4th level, 1d8 at 8th, 1d10 at 12th, and 1d12 at 16th).
Installed Rage lasts until you finish a Short Rest.
(3rd) Sharp Reload |
You're always on guard, always ready to draw your weapons and throw down.
The weapons you wield gain the following benefits, depending on the weapon.
- Unarmed/Natural. Your attacks deal additional damage equal to half-proficiency.
- Melee. You may draw, load, and/or activate these weapons whenever you roll Quickness (including Combat Initiative). This includes Installed Rage's damage application.
- Thrown and Ranged. These ranges weapons are extended by an amount of ft equal to 10 x your Proficiency Bonus
- Ammo⚙️ weapons. Any time you induce theBlockstun, Bloody, or kill an enemy, your weapon automatically reloads.
(3rd) Focused Rage |
Your rage drives you to hone your craft, turning yourself into a deadly artisan.
You gain a proficiency with the Perception Primary skill, and Expertise if you already did (or a Bonus Dice (base d4) on every roll if you already had that, too). You also gain a Perform or Profession proficiency of your choice
Finally, you learn the Frenzied Rage unique ability.
(3rd) Subclass Features |
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
(4th) MF: Focused Rage, Until It's Done |
Your Focused Rage feature improves with your mastery. You don't like being told what to do, and you don't give up.
When you fail, but don't critically fail, a save against an effect that would give you the Compelled or Enthralled conditions, you can attempt a second save against the effect at the end of your turns. On a successful second save, the condition ends, though any other effects remain.
Additionally, you rise from the Dying condition with 1 HP if you roll 15 or higher (as if you had rolled a natural 20).
You also gain your choice of the following below.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
Additional Attack](article:fe80172f-16d1-4366-bafd-89169230cd05) |
As a character capable of fighting well, you're trained in pressing the attack.
You gain an instance of the Additional Attack common feature, if you don't already have it.
(5th) Unerring Detection |
Though you are skilled in tracking multiple creatures supernaturally with your Mark Weakness, you can pick out one enemy in particular to regardless of how hidden they are.
Out of all the targets marked by your Mark Weakness, pick one as ab action. Your Mark Weakness's duration becomes infinite on that creature, and you know which direction they are relative to you. When you specify another creature as an actiopn, your currently Specified Target loses the special condition, as well as the Mark.
Additionally, you gain advantage on skill checks made with Intelligence or Wisdom to detect negative effects, harmful conditions, or deception (including Illusions or lies).
(7th) MF: Studied Enemy, Imitate the Enemy |
Your Studied Enemy feature improves with your mastery. You've learned to take down your enemies using their tools against them. You gain advantage on Strength and Dexterity based skill checks against your Marked Enemies, or enemies that are Bloodied while you are raging.
If you already have advantage, you gain a bonus dice (base d4) instead.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(8th) Darkness Within |
Your calling has not only given you a glimpse of the the power within yourself, it's allowed you to see it in others, and even objects. Glimpses of the past, imprints of dark forces and whatnot. It is another tool within your arsenal to fight those that lurk in the dark.
You gain a bonus dice (base d4) to all saves.
Furthermore, you gain the ability to touch an object and look into its past psionically. You learn the Identify spell, and can use it Ritual without the Magical trait.
Additionally, you may use this spell on a creature or in a small location you are in (about 5-30 ft gaining visions of involving the creature, object, or location's past. A creature touching you may also experience these visions, if you allow them to.
(10th) MF: Unerring Detection, Inescapable Doom |
Your Unerring Detection feature improves with your mastery. Enemies marked by you have trouble leaving you behind. The specifically Marked creature is now considered permanently Frightened by you, and if they try to move away from you (or the plane you are on) via Blinking or using other forms of teleportation, they take 1d6 Force damage times your level in this class before blinking away.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[(11th) They Who Fought Monsters |
You've been walking a fine line between you and quarry, and at some point, you've begun to see the edge.
You no longer need to pay the toll to activate your Installed Rage feature, and your Unerring Detection feature now affects a number of targets equal to Half-Proficiency.
(13th) MF: Sharp Reload, Y |
Your X feature improves with your mastery.
Builds on something, etc.
- A:.
- B: :.
- C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(14th) Facing Fear |
By 14th level, you've taken in so much darkness you've learned to mitigate the rigors of life. Either by dealing with it or embracing it, your troubles have given you a near supernatural resolve.
hen you reach 14th level, you can no longer become Frightened.
Additionally, if an effect that applies the Frightened condition originates from a creature, you may choose to attempt the save anyway (you are still immune to the condition). If you critically succeed, you reverse the effect, applying the condition to the original creature.
(14th) Indomitable Will |
You are no longer held by the confines of regular combat. Fighting you, now, is like fighting you a legendary creature of myth due your willpower alone.
A harmful Condition on you that lasts for 1 minute or less is cured by you using ◈◈, or by other means due to relevant traits (such as Enrage with Rage). You may activate this even while Enthralled or Compelled.
(16th) MF: They Who Fight Monsters, ... |
Your 'They Who Fight Monsters' feature improves with your mastery. By now, you've reached a point in your adventuring career to answer the question presented. Depending on your answer, you gain the following feature (i.e. Pick one).
- Become Monsters Themselves.
- You've embraced the dark path set out early in your adventuring career, and have come to appreciate it's advantages. Your form has become permanently altered, gaining include four natural weapons (Bite, Claw, Tail, and Spit; dealing Piercing, Slashing, Bludgeoning, and Acid, Cold, Fire, or Lightning (your choice respectively). Additionally, all your attacks (from weapon damage or not) deals additional damage equal to 2d6 + Half Proficiency. Finally, you gain the Visage, Humanoid ancestry talent to hide your true form.
- Challenges the Abyss.
- You've come to defy the darkness within entirely, instead using what you've gained to surmount any challenge. You gain the Improved Critical Range and the Improved Critical Damage common features. Additionally, you gain a Bonus Dice (base 1d4) to hit with all your attacks.
- Accepts their new Fate, to Forge Anew.
.
- You realize you cannot undo the damage done to and done by you, but you can use what you've gained to forge your own fate. You gain the Focus Point Pool, Full and the Bonus Action common features.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(17th) Named Feature |
- The Big feature, that's often like a movie quote or a book quote.
(19th) MF: Y, Last Class Enhancement |
Your X feature improves with your mastery.
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(20th) Class Capstones |
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
Capstone 1
X
Capstone 2 / Class Group
X
ClassName Mastery Array |
| Class Level | Feature Enhanced | Choice A | Choice B | Choice C |
|---|---|---|---|---|
| 4th | +4: 4 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
| 7th | +4:4 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
| 10th | +10: 10 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
| 13th | +13: 13 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
| 16th | +16: 16 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
| 19th | +19: 19 | A: | B: | Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclasses
Archetypes
Sample Builds |
To come.