SlayerSource Advanced Class Guide pg. 53 Skilled at tracking down targets, slayers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Slayers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers.
Role: The slayer is elusive, and good at finding the opportune time and location to strike. Combining the deadliest talents of rangers and rogues, a slayer’s abilities are all about getting into combat, dealing with a target, and then getting back out again.
Alignment: Any. Hit Die: d10. Parent Class(es): Ranger and rogue. Starting Wealth: 5d6 x 10 gp (average 175 gp).Class SkillsThe Slayer's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.Class FeaturesLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | +1 | +2 | +2 | +0 | 1st studied target, track | 2nd | +2 | +3 | +3 | +0 | Slayer talent | 3rd | +3 | +3 | +3 | +1 | Sneak attack +1d6 | 4th | +4 | +4 | +4 | +1 | Slayer talent | 5th | +5 | +4 | +4 | +1 | 2nd studied target | 6th | +6/+1 | +5 | +5 | +2 | Slayer talent, sneak attack +2d6 | 7th | +7/+2 | +5 | +5 | +2 | Stalker | 8th | +8/+3 | +6 | +6 | +2 | Slayer talent | 9th | +9/+4 | +6 | +6 | +3 | Sneak attack +3d6 | 10th | +10/+5 | +7 | +7 | +3 | 3rd studied target, advanced talents, slayer talent | 11th | +11/+6/+1 | +7 | +7 | +3 | Swift tracker | 12th | +12/+7/+2 | +8 | +8 | +4 | Slayer talent, sneak attack +4d6 | 13th | +13/+8/+3 | +8 | +8 | +4 | Slayer's advance 1/day | 14th | +14/+9/+4 | +9 | +9 | +4 | Quarry, slayer talent | 15th | +15/+10/+5 | +9 | +9 | +5 | 4th studied target, sneak attack +5d6 | 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Slayer talent | 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Slayer's advance 2/day | 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Slayer talent, sneak attack +6d6 | 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Improved quarry | 20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th studied target, master slayer, slayer talent |
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
See the Slayer Talents section for a full list of Talents from all sources.
Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
Advanced Talents: At 10th level and every 2 levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.
See the Slayer Talents section for a full list of Talents from all sources.
Swift Tracker (Ex): At 11th level, a slayer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice his normal speed while tracking, he takes only a –10 penalty instead of the normal –20.
Slayer's Advance (Ex): At 13th level, a slayer can once per day move up to twice his base speed as a move action. He may use Stealth as part of this movement, but takes a –10 penalty to his check for doing so. At 17th level, he can do this twice per day.
Quarry (Ex): At 14th level, a slayer can as a standard action denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a slayer can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he gains a +2 insight bonus on attack rolls made against his quarry, and all critical threats against his quarry are automatically confirmed. A slayer can have no more than one quarry at a time, and the target must be selected as a studied target. He can dismiss this effect at any time as a free action, but he cannot select a new quarry target for 24 hours. If the slayer sees proof that his quarry is dead, he can select a new quarry target after 1 hour.
Improved Quarry (Ex): At 19th level, the slayer's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Slayer (Ex): At 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the slayer's level + the slayer's Intelligence modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any slayer) for 24 hours.Alternate CapstonesSource Chronicle of Legends pg. 28 When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Against the Odds (Ex)Source Chronicle of Legends pg. 30 At 20th level, the slayer is used to fighting when the numbers are not in his favor. When the slayer uses studied target, he can study up to two additional foes with the same action.
Perfect Body, Flawless Mind (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
The Boss (Ex)Source Chronicle of Legends pg. 30 At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.
The Right Spot (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character can hit an opponent’s weak spot effortlessly. Once per round, the character can apply her sneak attack damage to an attack, even if the target is not flanked or denied its Dexterity bonus to AC. This does not allow the character to sneak attack targets that are immune to sneak attacks (such as oozes). This capstone is available for any class with the sneak attack class feature.
With This Sword (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.
Won’t Stay Dead (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.
Favored Class Options Catfolk (Blood of the Beast pg. 4): Add 1/3 to the result of any sneak attack damage that the slayer deals after all sneak attack damage dice have been totaled. Dwarf (Advanced Class Guide pg. 69): Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill. Elf (Advanced Class Guide pg. 70): Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks. Fetchling (Blood of Shadows pg. 7): Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target. Gnome (Advanced Class Guide pg. 70): The slayer gains 1/6 of a new slayer talent. Grippli (Blood of the Beast pg. 8): Add 1/3 to the damage the slayer deals with bone weapons (maximum +4). Half-Elf (Advanced Class Guide pg. 70): Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information. Halfling (Advanced Class Guide pg. 70): Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target. Half-Orc (Advanced Class Guide pg. 71): Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects. Human (Advanced Class Guide pg. 71): Gain 1/6 of a new slayer talent. Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class. Locathah (Blood of the Sea pg. 11): Gain 1/6 of a new slayer talent. Nagaji (Blood of the Beast pg. 16): Gain 1/6 of a new slayer talent. Strix (Pathfinder #101: The Kintargo Contract pg. 73): Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks. Tengu (Blood of the Beast pg. 24): Gain a +1/4 bonus on Disguise, Knowledge (local), and Perception checks. Wayang (Blood of Shadows pg. 11): Add 1/4 to the studied target bonus on Bluff and Perception checks. When the slayer gains the stalker class feature, he also adds this amount to the studied target bonus on Stealth checks. Wyrwood (Heroes of Golarion pg. 6): The slayer gains 1/6 of a slayer talent.
|