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A hero tracking down a monster terrorizing a village. An assassin tasked with killing a powerful nobleman. An elite soldier dispatched across a battlefield to slay the enemy’s general. All of these warriors need to quickly locate and eliminate their targets. Enter the slayer, elite trackers that hone their skills to bring down their prey.

The slayer is an archetype of the beastmaster class.

Archetype Main Ability Scores:
The slayer mainly focuses on STR/DEX for martial combat and INT for his class features, and INT or CHA for optional class features.

Archetype Feature Replacements:
1st – Skill Ranks, Class Skills, Limit Breaks, Animal Companion, Animal Focus, Wild Empathy. 2nd – Empathic Link, Flanking Companion, Beastmaster Tricks. 3rd – Beastmaster Tactics, Teamwork Feat. 4th – Beastmaster Tricks. 5th – Natural Savagery. 6th – Speak With Animals, Beastmaster Tricks, Teamwork Feat. 7th – Second Animal Focus, Bonus Trick. 8th – Beastmaster Tricks.  9th – Improved Empathic Link, Teamwork Feat. 10th – Beast Shape, Beastmaster Tricks, Raise Animal Companion. 12th – Beastmaster Tricks, Teamwork Feat. 13th – Third Animal Focus. 14th – Greater Empathic Link, Beastmaster Tricks. 15th – Teamwork Feat. 16th – One with the Wild, Beastmaster Tricks. 17th – Master of the Pack. 18th – Beastmaster Tricks, Teamwork Feat. 19th – Beast of Legend. 20th – Master of Beasts, Beastmaster Tricks.

Skill Ranks

The slayer gains skill ranks per level equal to 6 + Int modifier.

This modifies the beastmaster’s normal skill ranks per level.

Class Skills

The slayer gains Knowledge (Dungeoneering) and Knowledge (Local) as class skills, but loses Handle Animal and Heal as class skills.

Limit Breaks (Su)

At 1st level, the slayer receives the Limit Breaks (Cunning Expertise and Do or Die).

Cunning Expertise (Su): This Limit Break turns the slayer’s weapons into instruments of defense as he parries incoming attacks. Any melee or ranged attack roll automatically misses unless a natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. This ability only parries a number of attacks equal to the slayer’s Intelligence modifier per round. This lasts for a duration of 1 round + 1 round per four beastmaster levels after 1st. This limit break requires only a swift action.

Do or Die (Su): This Limit Break pushes the slayer to become an instrument of death. All enemies the slayer attacks are considered flat-footed and Studied Targets for his attacks for a duration of 1 round + 1 round per four beastmaster levels after 1st. The slayer also receives a +1d6 sneak attack bonus + an additional 1d6 per four beastmaster levels after 1st while under this Limit Break. This limit break requires only a swift action.

These abilities replace the beastmaster’s standard limit breaks.

Studied 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 attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, 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, skill checks, and bonus to slayer DCs 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 discard this connection to a studied target as a free action, allowing him to study another target in its place.

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

This ability replaces animal companion and natural savagery.

Sneak Attack (Ex)

At 1st level, if a slayer can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage.

The slayer’s attack deals extra precision 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 slayer flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 3 beastmaster levels thereafter. If he gains the sneak attack ability from another source, the bonuses stack. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 sneak attack while striking a creature with total concealment.

This ability replaces animal focus, empathic link, second animal focus, improved empathic link, third animal focus, and one with the wild.

Slayer Training (Ex)

At 1st level, a slayer counts his total beastmaster levels as slayer levels for the purpose of qualifying for feats.

This ability replaces wild empathy.

Preparation (Ex)

At 2nd level, a slayer chooses either Combat Expertise or Power Attack as a bonus feat. He must meet the prerequisites for this feat. If he does not meet the prerequisites for either feat, he must wait until he meets the prerequisites for at least one feat before choosing his bonus feat.

This ability replaces flanking companion.

Thief Training (Ex or Su)

Starting at 2nd level, the slayer gains a thief talent instead of a beastmaster trick. He gains an additional talent for every two beastmaster levels attained after 2nd level. At 12th level, he may take advanced thief talents. Unless specified otherwise, a slayer cannot select an individual talent more than once. The slayer treats his beastmaster levels as thief levels for the purposes of qualifying for talents. Talents that would require or affect Mark instead can use Studied Target.

This ability replaces beastmaster tricks.

Street Sense (Ex)

At 3rd level, a slayer gains a +2 bonus on Knowledge (dungeoneering) and Knowledge (local) checks.

This ability replaces beastmaster tactics.

Combat Maneuver Feat

At 3rd level and every three beastmaster levels thereafter, the slayer gains a bonus “improved” feat for a combat maneuver, Improved Feint, or a feat that lists one of those feats as a prerequisite. The slayer must meet the prerequisites of the selected bonus combat maneuver feat.

As a standard action, the slayer can choose to learn a new bonus combat maneuver feat in place of the most recent bonus combat maneuver feat he has already learned. In effect, the slayer loses the bonus feat in exchange for the new one. He can change only the most recent combat maneuver feat gained, and must meet the prerequisites for the newly selected feat. A slayer can change his most recent combat maneuver feat a number of times per day equal to his Intelligence modifier (minimum 1). Whenever he gains a new combat maneuver feat, his previous combat maneuver feats become permanent.

This ability replaces teamwork feat.

Jaguar’s Grace (Ex)

At 6th level, a slayer no longer takes the normal -4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage.

This ability replaces speak with animals.

Stalker (Ex)

At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

This ability replaces bonus trick.

Heightened Perception (Ex)

At 10th level, a slayer hones his senses to stay one step ahead of his foes. The slayer adds half of his beastmaster levels as a bonus to Perception checks.

This ability replaces beast shape.

Maneuver Blitz (Ex)

At 10th level, when the slayer attacks his studied target, he may perform a combat maneuver as a free action against the enemy struck. This ability can only be used once per round. The slayer must have the “improved” feat for the combat maneuver he performs. If he has Improved Feint, he may feint in place of a combat maneuver when using this ability. A slayer may use this ability a number of times per day equal to 3 + his Intelligence modifier.

This ability replaces raise animal companion.

Slayer’s Advance (Ex)

At 14th level, a slayer can once per day 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 18th level, he can do this twice per day.

This ability replaces greater empathic link.

Apex Predator (Ex)

At 17th level, the slayer is certain to bring down his prey. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved.

This ability replaces master of the pack.

Against the Odds (Ex)

At 19th level, the slayer is used to fighting when the numbers are not in his favor. When the slayer uses studied target, he can study up to two additional foes with the same action.

This ability replaces beast of legend.

Master Slayer (Ex)

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 20 + 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.

This ability replaces mastery of beasts.