Hit Die: d10

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points per Level: 6 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +1 +2 +2 +0 Favored Target, Track
2 +2 +3 +3 +0 Slayer Talent
3 +3 +3 +3 +1 Sneak Attack +1d6
4 +4 +4 +4 +1 Slayer Talent
5 +5 +4 +4 +1 Second Favored Target
6 +6 +5 +5 +2 Slayer Talent, Sneak Attack +2d6
7 +7 +5 +5 +2 Stalker
8 +8 +6 +6 +2 Slayer Talent
9 +9 +6 +6 +3 Sneak Attack +3d6
10 +10 +7 +7 +3 Third Favored Target, Advanced Talents, Slayer Talent
11 +11 +7 +7 +3 Swift Tracker
12 +12 +8 +8 +4 Slayer Talent, Sneak Attack +4d6
13 +13 +8 +8 +4 Slayer's Advance 1/day
14 +14 +9 +9 +4 Quarry, Slayer Talent
15 +15 +9 +9 +5 Fourth Favored Target, Sneak Attack +5d6
16 +16 +10 +10 +5 Slayer Talent
17 +17 +10 +10 +5 Slayer's Advance 2/day
18 +18 +11 +11 +6 Slayer Talent, Sneak Attack +6d6
19 +19 +11 +11 +6 Improved Quarry
20 +20 +12 +12 +6 Fifth Favored Target, Master Slayer, Slayer Talent

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).

At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a slayer gains one slayer talent. He gains an additional slayer talent for every 2 levels thereafter. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

In addition to these talents, a slayer may select any of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, rogue crawl, slow reactions*,snap shot, sniper’s eye, surprise attack, swift poison, trap spotter, weapon training. Any talent’s effects based on rogue level use the slayer’s class level.

  • Deadly Range (Ex): A slayer with this talent increases by 10 feet the range at which he can deal sneak attack damage. A slayer can select this trick more than once; its effects stack.
  • Foil Scrutiny: A slayer with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, and on Will saves to resist detect thoughts, discern lies, and similar mind-reading magic.
  • Poison Use (Ex): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.
  • Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style style. At 6th level, he may select this talent again and adds the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
  • Slowing Strike* (Ex): An opponent damaged by the slayer’s sneak attack has its speed is halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence modifier). Against creatures with multiple types of movement, you must choose which movement type to affect. If you affect a creature’s flight movement while it’s airborne, it must succeed at a DC 10 Fly check to remain airborne; regardless, its maneuverability is reduced by one step. If you target a creature already affected by this ability, its speed and maneuverability are not further reduced; you may either extend the duration by 1d4 rounds or choose another movement type to affect.
  • Terrain Mastery (Ex): A slayer with this talent chooses a favored terrain on the ranger’s Favored Terrains table. The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). A slayer can take this ability multiple times, each time applying it to a new terrain, and increase by +2 the bonuses granted with all favored terrains previously taken. These bonuses don’t stack if the slayer is in terrain that falls into more than one category of favored terrain.
  • Trapfinding: The hunter gains Disable Device as a class skill, and adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). Just like a rogue, the hunter can use Disable Device to disarm magic traps. The slayer gains trap sense as a rogue of the same level.

Sneak Attack: At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Stalker (Ex): At 7th level, a slayer gains his favored target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Advanced Talents: At 10th level and every two levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.

In addition to these advanced talents, a slayer may select any of the following advanced ninja or rogue talents in place of an advanced slayer talent: assassinate, deadly sneak*, evasion, feat, hunter’s surprise, knockout blow, master of disguise, opportunist, stealthy sniper.

  • Slayer Camouflage (Ex): A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. A slayer must have the terrain mastery talent to select this talent.
  • Woodland Stride (Ex): A slayer with this talent may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): At 11th level, a slayer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice normal speed while tracking, he takes only a –10 penalty instead of the normal –20.

Slayer’s Advance (Ex): At 13th level, once per day, a slayer can move up to twice his base speed as a move action. He may use Stealth as part of this movement, but takes a –10 penalty to his check for doing so. At 17th level, he can do this twice per day.

Quarry (Ex): 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 receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A slayer can have no more than one quarry at a time and the creature must be selected as a favored target. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the slayer sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Improved Quarry (Ex): 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. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Slayer (Ex): A slayer of 20th level becomes a master at killing or capturing his favored targets. As a standard action, he can make a single attack against a favored target at his full attack bonus, and choose one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw (DC = 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier + the slayer’s favored target bonus) or suffer the additional effect. Whether the target succeeded, it cannot be targeted by this ability (by any slayer) for 24 hours.

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