Imitator is a class in Pathfinder: Wrath of the Righteous. Skilled at tracking down targets, Imitators are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Imitators spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers.
"The human race is renowned for its quick learning curve and love of taking the best from others. Imitators are geniuses with the ability to memorize and copy fighting styles. While others spend their lives perfecting one technique, imitators are already using a few successfully. In combat, they instantly adapt to the flow of battle, choosing the most appropriate martial style and often improvise, confusing their enemies.
- Base Class: Slayer
- Race: Human
- 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||1||2||2||0||Slayer Proficiencies, Studied Target, Imitation|
|6||6/1||5||5||2||Slayer Talents, Sneak Attack|
|12||12/7/2||8||8||4||Slayer Talents, Sneak Attack|
|14||14/9/4||9||9||4||Slayer Talents, Quarry|
|18||18/13/8/3||11||11||6||Slayer Talents, Sneak Attack|
|20||20/15/10/5||12||12||6||Slayer Talents, Master Slayer|
An Imitator can imitate the martial class style which allows him to take Fighter, Barbarian, Rogue or Monk stance for 1 minute a number of times per day equal to Intelligence modifier + half of the Slayer level.
An Imitator gains Improved Unarmed Strike feat. At level 2, while the Imitator is unarmored, he gains AC bonus equal to half his Intelligence modifier. He also gains Evasion on 4th level. At 8th Level Imitator’s unarmed attacks count as magic and cold iron for the purpose of overcoming damage reduction. At 11th level while the Imitator is unarmored gains an extra unarmed attack and additional extra unarmed attack at 20th level.
An Imitator gains 1d6 sneak attack. This bonus increases by an additional 1d6 for every 3 slayer levels. He also gains Evasion on 4th level and Uncanny Dodge on 8th level.
An Imitator gains +1 to attack and damage rolls. This bonus increases by an additional +1 ever 5 Slayer levels (up to +5). He also gains Armor Training on 6th and 14th levels.
An Imitator gains temporary hit points equal to his level. He also gains Uncanny Dodge on 4th level and DR 1/- on 7th level.
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.
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.
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,
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.
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.
After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.
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