• No results found

Table 1–11: Slayer

In document Pathfinder - Advanced Class Guide (Page 41-44)

Base

Attack Fort Ref Will

Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Favored target, track

2nd +2 +3 +3 +0 Slayer talent

3rd +3 +3 +3 +1 Sneak attack +1d6

4th +4 +4 +4 +1 Slayer talent

5th +5 +4 +4 +1 2nd favored target

6th +6/+1 +5 +5 +2 Slayer talent, sneak attack +2d6

7th +7/+2 +5 +5 +2 Stalker

8th +8/+3 +6 +6 +2 Slayer talent

9th +9/+4 +6 +6 +3 Sneak attack +3d6

10th +10/+5 +7 +7 +3 3rd favored target, advanced talents, slayer talent

11th +11/+6/+1 +7 +7 +3 Swift tracker

12th +12/+7/+2 +8 +8 +4 Slayer talent, sneak attack +4d6

13th +13/+8/+3 +8 +8 +4 Slayer’s advance 1/day

14th +14/+9/+4 +9 +9 +4 Quarry, slayer talent

15th +15/+10/+5 +9 +9 +5 4th favored target, sneak attack +5d6

16th +16/+11/+6/+1 +10 +10 +5 Slayer talent

17th +17/+12/+7/+2 +10 +10 +5 Slayer’s advance 2/day

18th +18/+13/+8/+3 +11 +11 +6 Slayer talent, sneak attack +6d6

19th +19/+14/+9/+4 +11 +11 +6 Improved quarry

20th +20/+15/+10/+5 +12 +12 +6 5th favored target, master slayer, slayer talent

Advanced Class Guide Advanced Class Guide

Playtest

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984770 3984770

3984770 824858

824858 824858

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984771 3984771

3984771 824859

824859 824859

42

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*, camouf lageAPG, combat trick, fast stealth, finesse rogue, firearm trainingUC, gritUC, hard to foolAPG, lasting poisonAPG, rogue crawl, slow reactions*, snap shotAPG, sniper’s eyeAPG, surprise attack, swift poisonAPG, 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 f light 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 (Pathfinder RPG Core Rulebook 65). 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 f lanks 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: assassinateUC, deadly sneakAPG,*, evasionUC, feat, hunter’s surpriseUC, knock-out blowAPG, master of disguiseAPG, opportunist, stealthy sniperAPG,

Slayer Camouf lage (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.

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984771 3984771

3984771 824859

824859 824859

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984772 3984772

3984772 824860

824860 824860

43

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.

Advanced Class Guide Advanced Class Guide

Playtest

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984772 3984772

3984772 824860

824860 824860

paizo.com, David Rose <[email protected]>, Apr 5, 2014 paizo.com, David Rose <[email protected]>, Apr 5, 2014

3984773 3984773

3984773 824861

824861 824861

44

SWASHBUCKLER

Whereas many warriors brave battle encased in a suit of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache.

Swashbucklers dart in and out of the fray, wearing down their opponents with annoying lunges and feints, and foiling the powerful attacks with a f lick of the wrist and a f lash of the blade before delivering a fatal riposte that is carnage made an art form. Some may be arrogant, self-involved, and very devil-may-care, but behind this veneer are people deeply dedicated to her craft. Swashbucklers spend much of their time practicing footwork, stances, and precise strikes. Those of smaller races are particularly out to prove that the right mix of discipline and daring is the perfect counter to size and strength. They enjoy nothing more than to take down lumbering brutes and bullies.

Role: Using fancy footwork alongside quick and precise lunges, the swashbuckler darts in and out of battle, harassing and thwarting her opponents. The fast and agile warrior serves as protectors for spellcasters and f lank mates for rogues and slayers, while waiting for the opportunity to show her panache and score the final killing blow on some lumbering hulk. The swashbuckler often faces death with wry humor, and mocks it with jabbing wit.

Alignment: Any.

Hit Die: d10.

Alternate Classes: Fighter and gunslinger.

Starting Wealth: 5d6 × 10 gp (average 175 gp).

Class Skills

The swashbucklers class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are class features of the swashbuckler.

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons. They are proficient in light armors and bucklers.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a f luctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1).

Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

In document Pathfinder - Advanced Class Guide (Page 41-44)

Related documents