Sanctified Slayer is a sub-class in Pathfinder: Wrath of the Righteous. Sanctified Slayers can use magic to buff themselves to fight specific enemies. They can also acquire teamwork feats that buffs companions.
"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
- Base Class: Inquisitor
High saves: Fortitude and Will.
Class skills: All.
Sanctified Slayer Progression
Base Attack Bonus
|1||0||+2||0||+2||Domain Selection, Deity Selection, Inquisitor Proficiencies, Orisons, Stern Gaze, Detect Magic, Studied Target|
|3||+2||+3||+1||+3||Solo Tactics, Teamwork Feat,|
|8||+6/+1||+6||+2||+6||Talented Slayer, Slayer Talents|
|16||+12/+7/+2||+10||+5||+10||Sneak Attack, Talented Slayer, Slayer Talents|
|17||+12/+7/+2||+10||+5||+10||Talented Slayer, Slayer Talents|
|20||+15/+10/+5||+12||+6||+12||Talented Slayer, Slayer Talents|
Sanctified Slayer Abilities
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).
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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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