Slayer

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.   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.   Parent Classes: Ranger and Rogue.  

Alignment

Any.

Hit Dice

1d10

Proficiencies

 

Class Features

All of the following are features of the slayer class.  

Studied Target (Ex)

A slayer can study an opponent they 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 them. 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, they can study that target as an Immediate Action, allowing them to apply their 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 them to study another target in its place.   At 7th level, a slayer can study an opponent as a Move Action or Swift Action.  

Track (Ex)

A slayer adds 1/2 their level (minimum 1) to Survival skill checks made to follow tracks.  

Slayer Talents

As a slayer gains experience, they learn a number of talents that aid them and confound their 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.   A complete listing of slayer talents can be found here: Slayer Talents  

Sneak Attack

At 3rd level, if a slayer catches an opponent unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks their 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. They 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 their studied target bonus on Disguise, Intimidate, and Stealth checks against their 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.   A complete listing of slayer advanced talents can be found here: Slayer Advanced Talents  

Swift Tracker (Ex)

At 11th level, a slayer can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice their normal speed while tracking, they take 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 their base speed as a Move Action. They may use Stealth as part of this movement, but take a –10 penalty to their check for doing so. At 17th level, they can do this twice per day.  

Quarry (Ex)

At 14th level, a slayer can as a Standard Action denote one target within their line of sight as their quarry. Whenever they are following the tracks of their quarry, a slayer can take 10 on their Survival skill checks while moving at normal speed, without penalty. In addition, they gain a +2 Insight Bonus on attack rolls made against their quarry, and all critical threats against their 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. They can dismiss this effect at any time as a Free Action, but they cannot select a new quarry target for 24 hours. If the slayer sees proof that their quarry is Dead, they can select a new quarry target after 1 hour.  

Improved Quarry (Ex)

At 19th level, the slayer’s ability to hunt their quarry improves. They can now select a quarry as a Free Action, and can now take 20 while using Survival to track their quarry, while moving at normal speed without penalty. Their Insight Bonus to attack their quarry increases to +4. If their quarry is killed or dismissed, they 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 their studied targets. As a Standard Action, they can make a single attack against a studied target at their Full Attack bonus, choosing one of the following effects: killed, knocked Unconscious for 1d4 hours, or Paralyzed for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude Save 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.  

Slayer Variants

Several variations exist that alter or replace aspects of the slayer class.  

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