Deliverer is a sub-class in Pathfinder: Wrath of the Righteous. Skilled at tracking down targets, Deliverers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Deliverers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers.
"Also known as a divine assassin, god’s blade, or wrath-bringer, a deliverer is a weapon chosen by a god to punish those who have committed an affront to that deity. Evil deities are more likely to use assassins than deliverers, but some good deities use deliverers to deal with problems of a subtler nature than a cleric, inquisitor, paladin, or warpriest can typically handle."
- Base Class: Slayer
- High saves: Fortitude, Reflex
- Class skills: Stealth, Mobility, Perception, Athletics, Knowledge (World), Lore (Nature), Persuasion.
- A Slayer is proficient with all simple and Martial Weapons, as well as with Light Armor, Medium Armor, and Shields (except tower shields).
|1||Slayer Proficiencies, Studied Target, Deity Selection|
|6||Slayer Talents, Sneak Attack|
|7||Studied Target (Swift)|
|10||Studied Target, Advanced Talents, Divine Anathema|
|12||Slayer Talents, Sneak Attack|
|14||Slayer Talents, Quarry|
|15||Studied Target, Sneak Attack|
|18||Slayer Talents, Sneak Attack|
|20||Studied Target, Slayer Talents, Master Slayer|
All Deliverer Abilities
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
A character can study an opponent he can see as a bonus move action. The character then gains a +1 bonus on weapon attack and damage rolls against it. The save DCs of character class abilities against that opponent increase by 1.
If a character deals sneak attack damage to a target, he studies that target, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th amd 20th levels, the bonuses on weapon attack rolls, damage rolls and to character save DCs against a studed target increase by 1.
At 7th level, a character can study an opponent as a move or Swift Action.
At 2nd level, a deliverer shrugs off attempts by his moral opposite to control or kill him. On any round in which Deliverer attacks an opponent whose Alignment is at least two steps away from his own (such as a lawful good Deliverer fighting a Chaotic good or lawful evil foe, or a neutral foe with no other Alignment components), he gains a +2 bonus on Will saving throws against that opponent's abilities, as well as the benefit of the Diehard feat until the end of his next turn.
This ability replaces the Slayer talent gained at 2nd level.
At 13th level, a Slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day.
A character can, as a standard action, denote one target within his line of sight as his Quarry. He receives a +2 insight bonus on attack rolls made against his Quarry, and all critical threats are automatically confirmed. A character can have no more than one Quarry at a time.
At 10th level, if the studied target's Alignment is at least two steps away from that of the Deliverer, the Deliverer's attacks deal an additional 2d6 points of damage; this damage is directly from divine power.
This ability replaces the advanced slayer talent gained at 10th level.
After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.
If a character can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The character'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 character flanks his target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a Critical Strike.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
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.
After 2nd level, the Slayer can select a ranger combat style (such as archery or two-weapon combat) and gains a combat Feat from the first feat list of that style. He can choose Feats from his selected combat style, even if he does not have the normal prerequisites. After 6th level, he may select this talent again and add the 6th-level Ranger combat Feats from his chosen style to the list. After 10th level, he may select this talent again and add the 10th level Ranger combat Feats from his chosen style to the list.
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard