Slayer Class Features/Abilities

Slayer Features
Vanguard Features
Deliverer Features
Spawn Slayer Features
Arcane Enforcer Features
Executioner Features
Stygian Slayer Features
Imitator Rager Features

 

Bloodrager Features

Slayer Proficiencies

Slayer is proficient with all Simple and Martial Weapons, as well as with Light Armor, Medium Armor, and Shields (except tower shields).

Studied Target

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.

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.

 

Slayer's Advance

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.

Quarry

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.

Improved Quarry

At 19th level, the character's ability to hunt his Quarry improves. He can now select a Quarry as a Free Action and his insight bonus to attack his quarry increases to +4.

 

Sneak Attack

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

 

 

Vanguard Features

Slayer Proficiencies

Slayer is proficient with all Simple and Martial Weapons, as well as with Light ArmorMedium Armor, and Shields (except tower shields).

Studied Target

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.

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.

 

Slayer's Advance

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.

Quarry

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.

Improved Quarry

At 19th level, the character's ability to hunt his Quarry improves. He can now select a Quarry as a Free Action and his insight bonus to attack his quarry increases to +4.

 

Master Slayer

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

Vanguard Tactician

At 2nd level, a Vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a Standard Action, the Vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the Vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the Vanguard is able to select a new Slayer Talent, he can instead choose to gain an additional use per day of this ability.

This ability replaces the Slayer Talent gained at 2nd level.

 

Teamwork Feat (Vanguard)

At 2nd level, a Vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the Vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the Vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the Vanguard is able to select a new Slayer talent, he can instead choose to gain an additional use per day of this ability.

This ability replaces the slayer talent gained at 2nd level.

Vanguard's Bond

At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against the target to all allies. This bonus lasts for a number of rounds equal to the Slayer's Intelligence modifier (minimum 1).

This ability replaces the slayer talent gained at 4th level.

Uncanny Dodge

The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity Bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a character already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

 

 

Deliverer Features

Slayer Proficiencies

A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target

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.

Determined Zeal

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 Chatic 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.

 

Slayer's Advance

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.

Quarry

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.

Improved Quarry

At 19th level, the character's ability to hunt his Quarry improves. He can now select a Quarry as a Free Action and his insight bonus to attack his quarry increases to +4.

 

 Divine Anathema

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

Deity Selection

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.

 

Sneak Attack

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. 

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.

 

 

 

 

Spawn Slayer Features

Slayer Proficiencies

Slayer is proficient with all Simple and Martial Weapons, as well as with Light ArmorMedium Armor, and Shields (except tower shields).

Studied Target

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 and 20th levels, the bonuses on weapon attack rolls, damage rolls and to character save DCs against a studied target increase by 1.

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.

 

Slayer's Advance

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.

Quarry

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.

Improved Quarry

At 19th level, the character's ability to hunt his Quarry improves. He can now select a Quarry as a Free Action and his insight bonus to attack his quarry increases to +4.

 

Sneak Attack

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

Studied Spawn

Spawn Slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th and 20th levels, the bonuses on weapon attack rolls, and damage rolls, as do the DCs of Slayer abilities against a studied target increase by 1. At 5th level, if the target is Large or larger, these bonuses increase by an additional 1. At 10th level, if the target is Huge or larger, the bonuses increase by an additional 2. At 15th level, if the tarhet is Gargantuan or larger, the bonuses increasy by an additional 3. At 20th level, if the target is Colossal in size, the bonuses increase by an additional 4. He does not gain the ability to study an opponent as a Swift Action at 7th level.

This alters Studied Target.

 

Gain Leverage

At 7th level, a Spawn Slayer learns techniques to counteract a foe's size advantage. When performing a combat maneuver against a studied target of Large or larger size, the Spawn Slayer gains a bonus on the check equal to the creature's size modifier to CMB (Large +1, Huge +2, Gargantuan +4 and Colossal +8). The Spawn Slayer adds this same bonus to his CMD when defending against combat maneuvers from a Large or larger studied target.

 

 

 

 

 

 

Arcane Enforcer Features

Slayer Proficiencies

Slayer is proficient with all Simple and Martial Weapons, as well as with Light ArmorMedium Armor, and Shields (except tower shields).

Studied Target

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.

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.

 

Arcanist Exploits

By bending and sometimes even breaking the rules of magic, the Arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow him to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from his arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + half the arcanist's level + the arcanist's Charisma modifier.

Sneak Attack

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.

Greater Exploits

At 11th level and every 2 levels thereafter, an arcanist can choose one of the greater exploits in place of an arcanist exploit.

 

Arcane Reservoir

An Arcanist has an innate pool of magical energy that he can draw upon to fuel his arcanist exploits and enhance his Spells. The arcanist's Arcane Reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing Spells, the Arcanist's Arcane Reservoir fills with raw magical energy, gaining a number of points equal to 3 + half his arcanist level. Any points he had from the previous day are lost. He can also regain these points through the consume Spells class feature and some Arcanist Exploits. The Arcane Reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the Arcanist Reservoir are used to fuel many of the Arcanist's powers. In addition, the arcanist can expend 1 point from his arcane reservoir as a Free Action whenever he casts an arcanist spell. If he does, he can choose to increase the Caster Level by 1 or increase the spell's DC by 1. He can expend no more than 1 point from her reservoir on a given spell in this way.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

 

 

 

 

Executioner Features

Slayer Proficiencies

A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target

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 studied target increase by 1.

At 7th level, a character can study an opponent as a move or Swift Action.

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.

 

Focused Killer

At 1st level, an Executioner's studied target bonuses and the DCs of the saving throws against his slayer abilities increase by 1 against humanoid opponents, but decrease by 1 against non-humanoid targets.

Painful Strike

At 4th level, an Executioner automatically gains this talent. A creature that takes sneak attack damage from an Executioner must make a successful Fortitude save (DC = 10 + half the Executioner's class level + his Intelligence modifier) or become sickened for 1d4 rounds. 

Assassinate

At 10th level, an Executioner can target studied opponents in attempt to instantly kill them. This ability can only be used out of combat and the target must not see the Executioner, apart from that its effects are similar to the coup de grace ability.

At 14th level, whenever an Executioner kills an enemy with Assassinate, all other Enemies in a 30 feet radius become demoralized.

At 19th level, whenever an enemy survives an Assassinate attempt by an Executioner, it suffers 2d6 bleed damage. 

 

Sneak Attack

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

Slayer's Advance

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. 

 

 

Stygian Slayer Features

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.

Studied Target

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.

Slayer's Advance

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.

 

Sneak Attack

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.

Stygian Slayer Proficiencies

A Stygian Slayer is proficient with all simple and Martial Weapons, as well as with Light Armor, but not with Medium Armor, Heavy Armor, or any kind of Shields (Including Tower Shields).

Invisibility (Stygian Slayer)

At 4th level, a Stygian Slayer can cast Invisibility once per day, using his Slayer level as his Caster Level. The Slayer uses his Intelligence modifier for Concentration Checks when using this ability. The Slayer can use this an additional time per day at 8th level and every 4 levels thereafter.

 

Shadowy Mist Form

At 10th level, a Stygian Slayer can transform into an inky black cloud of mist. This functions as incorporeal form, in which slayer can not attack. The Slayer can use this ability for a number of minutes per day equal to his level. These minutes need not be consecutive, but must be used in 1-minute increments.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent. 

Quarry

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.

 

Improved Quarry

At 19th level, the character's ability to hunt his Quarry improves. He can now select a Quarry as a Free Action and his insight bonus to attack his quarry increases to +4.

 

 

 

 

Imitator Features

Slayer Proficiencies

Slayer is proficient with all Simple and Martial Weapons, as well as with Light ArmorMedium Armor, and Shields (except tower shields).

Imitation

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.

Monk Stance

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.

 

Rogue Stance

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.

 

Fighter Stance

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.

 

Barbarian Stance

An Imitator gains temporary hit points equal to his level. He also gains Uncanny Dodge on 4th level and DR 1/- on 7th level.

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.

 

Sneak Attack

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.

Quarry

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,

Improved Quarry

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.

 

Master Slayer

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.

Advanced Talents

After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.

 

 

 

 

 




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