Sanctified Slayer

Inquisitor Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+4
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Max level of Spells
6
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Caster ability
Wisdom
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Sanctified Slayer is an Inquisitor archetype in Pathfinder: Wrath of the Righteous.

While all inquisitors root out enemies of the faith, in many orders and churches there’s a select group of these religious hunters devoted to one goal, and one goal alone—to terminate the enemies of the faith wherever they can be found. Sometimes these sanctified slayers are given special dispensation to commit ruthless murders for the faith’s greater good. Other times, they’re simply willing to take the initiative to revel in the zeal of such grisly work.

 

Sanctified Slayer Information

 

Sanctified Slayer Progression

Level

Base Attack Bonus

Fort

Ref

Will

Abilities

1  0 +2 0 +2 Domain SelectionDeity SelectionInquisitor ProficienciesOrisonsStern GazeDetect Magic, Studied Target
2  +1 +3 0 +3 Cunning Initiative
3  +2 +3 +1 +3 Solo TacticsTeamwork Feat
4  +3 +4 +1 +4 Sneak Attack
5  +3 +4 +1 +4 Bane
6  +4 +5 +2 +5 Teamwork Feat
7  +5 +5 +2 +5 Sneak Attack
8  +6/+1 +6 +2 +6 Talented Slayer, Slayer Talents
9  +6/+1 +6 +3 +6 Teamwork Feat
10  +7/+2 +7 +3 +7 Sneak Attack
11  +8/+3 +7 +3 +7 Stalwart
12  +9/+4 +8 +4 +8 Teamwork Feat
13  +9/+4 +8 +4 +9 Sneak Attack
14  +10/+5 +9 +4 +9 Exploit Weakness
15  +11/+6/+1 +9 +5 +9 Teamwork Feat
16  +12/+7/+2 +10 +5 +10 Sneak Attack, Talented Slayer, Slayer Talents
17  +12/+7/+2 +10 +5 +10 Talented Slayer, Slayer Talents
18  +13/+8/+3 +11 +6 +11 Teamwork Feat
19  +14/+9/+4 +11 +6 +11 Sneak Attack
20  +15/+10/+5 +12 +6 +12 Talented Slayer, Slayer Talents

 

Sanctified Slayer Abilities

Inquisitor Proficiencies

An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Talented Slayer

At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.

This ability replaces second judgment, third judgment, slayer, and true judgment.

Studied Target

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

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Exploit Weakness

At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.

 

Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her 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 hit.
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.

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Orisons

Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Stern Gaze

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

 

Solo Tactics

At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

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Bane

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. 
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Stalwart

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.

Greater Bane

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

 

Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

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.
Slayer can take Rogue Talents as Slayer Talents, counting his Slayer level as a Rogue level.
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.

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

 

 

 

 

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    • Anonymous

      Is this going to be an all-star all rounder? Take Erastil, Animal Domain for the domain, and get an animal companion. Take Seize the Moment and get AoOs of your companion and party members. Gain +5(eventual?) attack bonus off studied target to offset your 3/4 BAB. Take greater invisibility as your main L4 spell and get your 5d6 sneak attack on most or all of your attacks, which you can stack with your bane weapon for +2d6 (4d6 if they get greater bane?), not much behind a rogue, and on top of that add the sneak attack debuffs from a rogue via the slayer talents, like -2 strength to opponents from each sneak attack hit. Not unreasonable to expect +8 initiative from your wisdom by late game. Losing judgements is hardly a loss at all as they are not that great :/

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