Legendary Slayer

The slayer is an adaptable combatant, using their skills, know-how and tricks to face any challenge. They are assassins, bounty hunters, mercenaries and bandits, with skills that aid them both in and out of combat.

Why do legendary slayers? What will change? The slayer has the unfortunate problem of being a hybrid of two classes that left the slayer with little identity for itself. Legendary slayer will address the lack of singular identity by making it the prepared yet adaptable combatant while retaining the feel of its two parent classes.

Role: The legendary slayer is a skilled/support character, that through its tactics and talents can be built as competent melee and ranged combatants or support characters.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The legendary slayer’s class skills are 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 Ranks per Level: 6 + Int modifier.

Table 1-1: Legendary Slayer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Combat tactics, get the job done
2nd +2 +3 +3 +0 Legendary slayer talent
3rd +3 +3 +3 +1 Advanced tactics
4th +4 +4 +4 +1 Legendary slayer talent
5th +5 +4 +4 +1 Get the job done
6th +6/+1 +5 +5 +2 Advanced tactics, legendary slayer talent
7th +7/+2 +5 +5 +2 2nd combat tactic, bonus feat, evasion
8th +8/+3 +6 +6 +2 Legendary slayer talent
9th +9/+4 +6 +6 +3 Advanced tactics
10th +10/+5 +7 +7 +3 Advanced talents, Get the job done, legendary slayer talent
11th +11/+6/+1 +7 +7 +3 Improved evasion
12th +12/+7/+2 +8 +8 +4 Advanced tactics, legendary slayer talent
13th +13/+8/+3 +8 +8 +4 3rd combat tactic
14th +14/+9/+4 +9 +9 +4 Legendary slayer talent
15th +15/+10/+5/+1 +9 +9 +5 Advanced tactics, get the job done
16th +16/+11/+6/+2 +10 +10 +5 Legendary slayer talent
17th +17/+12/+7/+3 +10 +10 +5 Bonus feat
18th +18/+13/+8/+4 +11 +11 +6 Advanced tactics, legendary slayer talent
19th +19/+14/+9/+4 +11 +11 +6 4th combat tactic
20th +20/+15/+10/+5 +12 +12 +6 Get the job done, legendary slayer talent, tactical mastery

Class Features

As a legendary slayer, you gain the following class features.

Weapon and Armor Proficiencies

A legendary slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Combat Tactics: A legendary slayer needs to be ready for the changing battlefield. Starting at 1st level, a legendary slayer can employ combat tactics as a move action. Starting when the tactic is employed, the legendary slayer gains bonus abilities based upon the type of tactic employed.

Once activated, the tactic remains in effect until the end of combat, however, as a swift action, you can change the combat tactic to another type. Each tactic has an event or trigger that allows you to trigger the combat tactic as an immediate action instead of a move action. At 7th level, the legendary slayer may employ a combat tactic as a move or swift action. Additionally at 7th level the legendary slayer may have an additional combat tactic employed, at 13th level they may employ a third simultaneously and finally at 19th, they may employ a fourth. The bonus provided by the combat tactics do not stack if multiple combat tactics apply to the same situation. For example, if a 7th-level legendary slayer is employing the defensive posture and magical disruption combat tactics, they only get one +2 bonus to AC even if they are subject to a magical attack roll while using Combat Expertise. Unless otherwise noted, only a single instance of a combat tactic can only be active at a time.

Arcane Preparations (Sp)

You gain the use of one cantrip from the sorcerer/wizard spell list, chosen when the combat tactic is activated. You gain an additional cantrip at 5th level and every 5 levels thereafter. The caster level for these cantrips is 1 or your caster level granted by the arcane preparations advanced tactic. Employing this tactic does not allow you to use spell trigger or spell completion items without a Use Magic Device check. Once you choose a cantrip with this combat tactic, you must maintain it as the ‘prepared’ cantrip for 1 day. You may activate this tactic as an immediate action when successfully saving from a spell.

Assassination (Ex)

When you hit a target, you can take a 5 foot step without it counting against your movement for the round. This does not trigger on attacks of opportunity. Additionally, you gain a +1 bonus on Bluff and Stealth skill checks. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action if you hit flanked or denied their Dexterity bonus to AC.

Battlefield Domination (Ex)

You gain the use of the feat Power Attack. If you already have Power Attack, you take one less penalty on your attacks. You gain +1 damage when using power attack or charging. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when performing a charge attack.

Capturing (Ex)

When you hit a target that is denied their Dexterity bonus to AC or is otherwise subject to sneak attack, you can perform a free dirty trick or disarm combat maneuver. You gain a +1 bonus on these combat maneuvers. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when dealing nonlethal damage to a target. You get one of these free maneuvers at 1st class level, at 5th level and every 5 levels thereafter, you gain an additional free maneuver.

Creature Hunting (Ex)

When employing this combat tactic, you choose a creature type from the ranger favored enemy table. You get a +1 bonus to attack rolls, Sense Motive and Perception checks against creatures of the selected type. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when succeeding on a Knowledge check to identify a creature of the type chosen by this ability. You may have multiple instances of this combat tactic active simultaneously. However, each instance must be for a separate creature type.

Defensive Posture (Ex)

You gain the use of the feat Combat Expertise. If you already have Combat Expertise, you take one less penalty on your attacks. You gain +1 AC when fighting defensively, taking total defense or using Combat Expertise. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when fighting defensively or taking a total defense action.

Dueling Stance (Ex)

You gain a +1 bonus on Bluff, combat maneuvers, attack and damage against one target, chosen when the tactic is employed. You can switch targets as a swift action. The duel requires immense focus upon the target, so, you take a -2 penalty to AC against enemies other than the target of your duel. The bonus provided by this combat tactic increases by one at 5th level and every 5 levels thereafter. You can activate this tactic as an immediate action if there is only one enemy within 30 feet of you and you declare the challenge loudly.

Frantic Fighting (Ex)

When employing a combat maneuver against a target, you can employ one additional combat maneuver or attack against another target within range at the same bonus -2. This extra attack or maneuver is only usable once per round. You gain a +1 bonus on combat maneuvers and enemies do not gain attack bonuses from flanking, though they still get the opportunity for sneak attacks or other abilities that trigger on flanking. The bonus to combat maneuvers increases by one at 5th level and every 5 levels thereafter. You can activate this tactic as an immediate action when flanked by two or more enemies.

Magical Disruption (Su)

You gain a +1 bonus on saving throws and AC against spells and spell-like abilities. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when affected by a hostile spell.

Maneuverability (Ex)

When moving at full speed, you only take a -5 penalty on your Acrobatics checks, if you double move, you take no penalty. Additionally, you gain a +5 feet bonus to your movement speeds during the round. The bonus to speed increases by 5 feet at 5th level and every 5 levels thereafter. You can activate this tactic as an immediate action if you double move.

Sidebar: “In Combat”

For the purposes of combat tactics, ‘in combat’ means you are in a violent situation with a creature or trap in which you could be injured, killed, maimed, or affected by offensive spells or effects. Once such a threat is no longer present, the combat ends. You cannot initiate or maintain combat by slapping your ally or picking a fight with inanimate objects that can present no threat to yourself. You also cannot be considered in combat with creatures that present no threat to you. For this circumstance, helpless creatures, held or restrained creatures, or rabid rats you keep in a bag to power your bloodthirsty power do not count. As a general rule, the encounter’s CR should be at least equal to 1/2 your character level, however see below about GM discretion.

In all cases, the GM is the ultimate arbiter of what is considered combat.

If a combat ostensibly ends but is initiated within 1 minute by the same creatures/traps/haunts or their allies, the combat tactics are treated as being active.

Mounted Maneuvers (Ex)

You gain the benefit of the Mounted Combat feat. If you already have the Mounted Combat feat, you gain a bonus on the Ride check to protect your mount equal to your class level. You gain +1 damage when your mount moves 10 feet or more. This bonus increases by one at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when mounted or as part of the action to mount (fast or otherwise).

Natural Connection (Sp)

You gain the use of one orison/cantrip from the druid, shaman or witch spell list, chosen when the combat tactic is activated. You gain an additional orison/cantrip at 5th level and every 5 levels thereafter. The caster level for these orisons/cantrips is 1 or your caster level granted by the natural connection advanced tactic. Employing this tactic does not allow you to use spell trigger or spell completion items without a Use Magic Device check. Once you choose an orison/cantrip with this combat tactic, you must maintain it as the ‘prepared’ orison/cantrip for 1 day. You may activate this tactic as an immediate action when outdoors or in a natural environment.

Non-Conventional Weaponry (Ex)

When using this tactic you gain Throw Anything as the feat. Whenever you use a thrown splash or alchemical weapon you may add your Intelligence modifier to any hit point damage it would deal. If you already possess the Throw Anything feat you increase the DC of any save for a splash or alchemical weapon you throw by 2. This bonus increases by 1 at 5th level and every five class levels thereafter.

Psychic Attenuation (Sp)

You gain the use of one knack from the psychic spell list, chosen when the combat tactic is activated. You gain an additional knack at 5th level and every 5 levels thereafter. The caster level for these knacks is 1 or your caster level granted by the psychic attenuation advanced tactic. Employing this tactic does not allow you to use spell trigger or spell completion items without a Use Magic Device check. Once you choose a knack with this combat tactic, you must maintain it as the ‘prepared’ knack for 1 day. You may activate this tactic as an immediate action when subject to a mind-affecting effect.

Protective Prayers (Sp)

You gain the use of one orison from the cleric/oracle spell list, chosen when the combat tactic is activated. You gain an additional orison at 5th level and every 5 levels thereafter. The caster level for these orisons is 1 or your caster level granted by the protective prayers advanced tactic. Employing this tactic does not allow you to use spell trigger or spell completion items without a Use Magic Device check. Once you choose an orison with this combat tactic, you must maintain it as the ‘prepared’ orison for 1 day. You may activate this tactic as an immediate action when facing an enemy that draws their abilities from their faith, like clerics, paladins, warpriests, etc.

Sniping (Ex)

You gain use of the Precise Shot feat. If you already have Precise Shot, you ignore range penalties from your second range increment. If you make a single ranged attack during a round you gain a +1 bonus to attack and damage on that attack. The bonus to attack and damage increases by +1 at 5th level and every 5 levels thereafter. You can activate this tactic as an immediate action when making an attack with a ranged weapon.

Spirit Slaying (Su)

You gain the use of the Blind Fight feat. If you already have the Blind Fight feat, you ignore the +20 bonus to the DC to pinpoint a target you cannot see. You gain a +1 attack roll against possessed creatures, and possessed creatures gain an immediate Will save, once per turn with a +1 bonus after you deal damage to them. This bonus to your attack and the target’s Will save increases by +1 at 5th level and every 5 levels thereafter. You may activate this tactic as an immediate action when an enemy becomes invisible, incorporeal or ethereal or you become aware of the presence of an invisible, incorporeal or ethereal enemy.

Team Maneuvers (Ex)

When an ally attacks a target, you can make a 5-foot step toward or to any square adjacent to the target. This movement does not count against your movement next round but it provokes attacks of opportunity from any creature besides the target. You can perform this special movement up to half your unmodified base speed. Additionally, you gain +1 attack and damage against a creature your allies have attacked in the same round. You may activate this tactic as an immediate action when flanking an enemy with an ally.

Volley Fire (Ex)

You gain use of the Rapid Shot feat. If you already have the Rapid Shot feat, the penalty is reduced to -1. You gain a +1 bonus to attack and damage rolls when shooting at two or more targets with your full attack. The bonus to attack and damage increases by +1 at 5th level and every 5 levels thereafter. You can activate this tactic as an immediate action when making an attack with a ranged weapon. When doing so you may make the Rapid Shot attack you would have gotten if you so choose, but the penalty for both shots is applied to the secondary shot taken.

Getting the Job Done (Ex)

A legendary slayer needs skills to get their jobs done both in and out of combat. At 1st level, the legendary slayer chooses one of the skill areas below. They gain an additional choice area at 5th level and every 5 levels thereafter.

Bypass: Combat is not the only hazard between a legendary slayer and their goal. There can be all manner of mechanisms, locks and traps barring their way. You gain Disable Device and Knowledge (engineering) as class skills. You also gain a bonus on Perception checks to spot traps equal to 1/2 your class level (minimum +1) and can use Disable Device to disarm magical traps as a rogue. Additionally, you may roll Knowledge (engineering) on any non-magical trap and if the Knowledge check exceeds the trap, lock or device’s Disable Device DC, you gain a bonus equal to your class level on the Disable Device attempt instead of 1/2 your class level.

Cleanup: The legendary slayer’s work is not always something to advertise, especially to their adversaries. You gain the ability to use Disguise to alter evidence and Stealth to hide evidence. This could be cleaning up bloodstains, obscuring footprints, hiding a body, returning an area back to its original state, etc. In all cases, you need to describe to the GM how you’re doing it. Performing this task takes 1d3 x 10 minutes of work for 1 10-foot square area. Anyone attempting to surmise what happened in the area must succeed at an opposed Perception check against your Disguise or Stealth result. Additionally, you gain Sleight of Hand as a class skill and gain a bonus equal to 1/2 your class level on Sleight of Hand checks (minimum +1) to hide evidence on your person. The Disguise and Stealth checks to alter the evidence last as long as the area remains unaltered (except by you).

Day Job: Not all legendary slayers are simply explorers, some have jobs or crafts they ply when not on the road adventuring. Choose one profession like carpenter, barrister, smithy, jeweler, etc. You gain a bonus equal to 1/2 your class level on Appraise, Craft, Knowledge, Lore, and Profession checks (minimum +1) related to that line of work. For example, if you chose barrister, you would get the bonus to any Profession checks and Knowledge checks pertaining to law and legal proceedings, whereas if you chose jeweler you would gain the bonus to Appraise, Craft and Profession checks around making or selling jewelry and Knowledge checks to identify jewels and precious metals. Additionally, starting at 5th level, you gain the benefits of Master Craftsman for craft checks related to the profession. For example, if you chose carpenter as your profession, you would gain the benefit of Master Craftsman when making wondrous items, weapons or shields made of wood. Explorer: Some legendary slayers work on the seas while others need to traverse dangerous aquatic areas underground. You gain a bonus equal to 1/2 your class level on Climb checks, Knowledge (dungeoneering) checks on underground navigation or identifying underground hazards, and Swim checks (minimum +1). Also, you may hold your breath for an additional number of rounds equal to twice your class level, before needing to make Constitution checks.

Magical Study: In a world full of magic, it is common for legendary slayers to come across spellcasters and items infused with magic. You gain Knowledge (arcana) and Spellcraft as class skills. You also gain a bonus equal to 1/2 your class level (minimum +1) on checks to identify the properties of magic items and decipher scrolls with the Spellcraft skill. Additionally, you may identify the properties of a magic item as if you were constantly using the spell detect magic though you gain no other benefit of the spell.

Naturecraft: A legendary slayer may spend quite a bit of time in the wilds tracking and hunting. You gain Knowledge (nature) as a class skill. You also gain a bonus equal to 1/2 your class level on Survival checks (minimum +1) and you take no penalty from following tracks at normal speed and only a -10 penalty when moving at double their normal speed. Additionally, you can roll a Survival check using the DC of the terrain + 5 to survey your surroundings and determine what creatures are generally within one mile of your position. You do not gain the bonus to following tracks on this Survival check. You can then pick out tracks you wish to follow from there if the initial check succeeds. For example, you could roll a Survival check in the hard ground of the highlands (DC 20 + 5 for 25) and find out amongst the tracks of mountain goats and large cats prowling the area you find the trail of a rock troll. You could then roll your Survival to follow the rock troll’s tracks back to their den. Negotiations: Any adventurer, mercenary, assassin or bounty hunter worth their salt knows how to negotiate a contract. Some are better at it than others though. You gain Diplomacy as a class skill. You also gain a bonus equal to 1/2 your class level (minimum +1) on Diplomacy checks made to negotiate a contract or payment or to gather information, and Sense Motive checks made during contract or payment negotiations. Additionally, you are used to speaking to creatures of all kinds and can make a Sense Motive check to get the gist of what is being said in a language you don’t understand. The DC for this check is equal to 15 for common humanoid languages, 20 for elemental and planar languages and 25 for rare or ancient languages. You may then roll a Diplomacy check to get your point across with the same DC to the creature if they cannot understand the language you speak. If either check fails, you must roll a DC 5 Wisdom check or you or the creature you are using Diplomacy on draws an incorrect conclusion of what is being communicated.

Quartermastering: Having the right supplies for the right job is important for any adventurer. You gain Appraise as a class skill. You also gain a bonus equal to 1/2 your class level on Appraise and Craft checks (minimum +1). Additionally, when you or an ally are faced with a skill check or non-combat situation, you can pull out a tool or piece of adventuring gear that was not previously in your inventory to help with the situation. You may pull out tool kits or pieces of adventuring gear with a gold piece value up to your class level x 10 and weighing no more than 5lbs. Once this gold piece and/or weight pool is exhausted, you must resupply by visiting a place that would sell general goods. This does not cost you any money, though you must always have 5 extra lbs. of equipment added to your total if tracking weight. Reconnaissance: Knowing what to expect is one of the most powerful tools a soldier or adventurer can have. You gain a bonus equal to 1/2 your class level (minimum +1) on Perception checks to notice traps and to spot hidden creatures. In addition, you can move at full speed while using the Stealth skill without penalty when outside of combat and you apply 1/2 your class level to Initiative checks if you are aware of the combat before it starts.

Skill Mastery: Dedication to the craft can mean life or death. You gain Signature Skill as a bonus feat. You need not meet the prerequisites of the skill but the skill chosen must be one for which you are proficient.

Spycraft: A legendary slayer can be called upon to act as a spy and infiltrator. You gain a bonus on Sense Motive checks equal to 1/2 your class level (minimum +1). Additionally, you may use a Bluff check in place of a Diplomacy check to improve attitudes. However, the target gets an opposed Sense Motive check. If the opposed Sense Motive check exceeds your Bluff attempt by more than 5, the target realizes the duplicity in your words and may have their disposition worsened. The target gets a bonus to their Sense Motive check equal to their improve attitude DC -10. Streetwise: The urban legendary slayer learns the bits of knowledge that let them survive in the darker and harder parts of town. You gain a bonus equal to 1/2 your class level (minimum +1) on Knowledge (local) checks to recall information regarding a person or locale, Knowledge (geography) to navigate an urban environment and Diplomacy checks to gather information. To gain this benefit, you must have spent at least one day in the urban environment in question. Additionally, if you succeed at a DC 20 Knowledge (geography) check after spending a day exploring, you gain a bonus equal to your class level on Acrobatics, Climb and Swim checks to navigate the streets, buildings, alleys and waterways of the city. The Acrobatics bonus does not apply to moving through threatened squares.

Siege Engineer: The more pragmatic amongst the legendary slayers know that their skills transfer incredibly well to other military work. You gain a bonus equal to 1/2 your class level on Profession (Siege Engineer) and Craft (Siege Weapons). You can also add your intelligence modifier to attack rolls made with siege weapons crewed by more than one person.

Slayer Talents: As a legendary 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 legendary slayer gains one slayer talent. Unless otherwise noted, they cannot select an individual talent more than once.

Advanced Tactics: At 3rd level and every 3rd level thereafter, you can choose to gain additional benefits from your tactics and be able to use some of the skills even when not employing the combat tactic itself. Each advanced tactic can be taken multiple times. If multiple advanced combat tactic bonuses would apply to the same roll, the bonuses/bonus die stack.

All extra damage dice provided by this ability are considered precision damage. If the target is immune to precision damage or the precision damage is negated by an ability such as the protection provided by fortification armor, the legendary slayer instead deals 1 damage per dice that would have been rolled.

Arcane Preparations (Sp)

Each time you choose this advanced tactic, you gain spellcasting as notated on Table 1-2 Legendary Slayer Spellcasting. You may cast spells from the sorcerer/wizard or magus spell list, using the lower of the two spell levels. To prepare a spell, you must spend 8 hours resting and preparing your spells and have a spellbook or scroll with the spell(s) you wish to prepare. Your caster level for these spells is equal to 3 times the number of times this advanced tactic is chosen. You maintain the same caster level for prerequisite purposes. If you choose advanced tactics providing other spellcasting capacity, you gain separate spell slots and have separate caster levels for each advanced tactic. However, you do not need to have separate 8-hour resting periods for each spellcasting advanced tactic.

Your spellcasting ability score for DCs and for bonus spells is your Intelligence modifier. You only gain bonus spells per day, your spells prepared do not change from the number on the table. Table 1-1: Legendary Slayer Spellcasting

# of Adv. Tactics
Spells per Day Spells Known/Prepared
1st 2nd 3rd 4th 1st 2nd 3rd 4th
1 1 2
2 2 1 4 2
3 2 2 1 5 4 2
4 3 2 1 1 6 5 4 2
5 3 3 2 1 6 6 5 4
6 4 4 3 2 6 6 6 5

When employing the arcane preparations combat tactic, you may deliver any spell-like ability gained through this advanced tactic or cantrip gained from the arcane preparations combat tactic as a swift action when you strike a target with a melee attack or a ranged attack made against a target within 30 feet.

Assassination (Ex)

Each time you choose this advanced tactic, you gain +1d6 sneak attack dice as a rogue to a maximum of +6d6 on the 6th time choosing this advanced tactic. This ability is considered sneak attack for feat and slayer talent purposes.

When employing the assassination combat tactic, whenever confirm a critical hit against a target, you may apply your sneak attack damage to them even if you would normally be unable to deal them sneak attack damage. This does not bypass a creature’s immunity to precision damage however. If you are already able to apply your sneak attack damage, that damage is maximized.

Battlefield Domination (Ex)

Each time you choose this advanced tactic, you deal +1d4 damage when charging a target, using power attack or using the bull rush, trip or overrun combat maneuvers. This is to a maximum of +6d4 on the 6th time choosing this advanced tactic.

When employing the battlefield domination combat tactic, you gain the ability to make a free bull rush, trip or overrun combat maneuver after dealing damage with a charge or power attack. You may only successfully use one of these combat maneuvers once per round.

Capturing (Ex)

Each time you choose this tactic you deal +1d6 extra nonlethal damage when dealing grapple damage to a target. This is to a maximum of +6d6 on the 6th time choosing this advanced tactic.

When employing the capturing combat tactic, you gain the benefits of Improved Grapple and may make a disarm combat maneuver as part of maintaining a grapple. If you already have Improved Grapple, you can attempt to render a target unconscious instead of dealing damage during a round in which you have maintained a grapple on a target. The target must be the same size category or smaller than you. They must make a Fortitude save (DC 10 + 1/2 your slayer level + your Intelligence modifier) or be rendered unconscious.

Creature Hunting (Ex)

Each time you choose this advanced tactic, you gain a +2 bonus on Knowledge checks to identify creatures and are considered trained in the skill for that purpose. This bonus is to a maximum of +12 on the 6th time choosing this tactic. If you have successfully identified a creature you deal an extra +1d4 damage, per time this advanced tactic is chosen, to them once per turn, to a maximum of +6d4 upon the 6th time this ability is chosen.

When employing the creature hunting combat tactic, you roll twice and take the higher roll to confirm critical hits against the selected creature types. If the creature is immune to critical hits you instead deal an additional amount of damage equal to the number of times this advanced tactic has been chosen.

Defensive Posture (Ex)

Each time you choose this advanced tactic, you gain an additional attack of opportunity and deal +1d4 damage when dealing damage with attacks of opportunity, to a maximum of +6d4 on the 6th time choosing this advanced tactic.

When employing the defensive posture combat tactic, you gain the ability to make an attack of opportunity against any creature that attacks you or uses an offensive ability targeting you within your threatened area.

Dueling Stance (Ex)

Each time you choose this advanced tactic, you get a +1 bonus to your AC and CMD against a target if you are the only creature threatening them. When employing the dueling stance combat tactic, the damage bonus applied by the combat tactic increases by 1d4 per time this advanced tactic is chosen.

Frantic Fighting (Ex)

Each time you choose this advanced tactic, you deal an additional +1d4 damage with your attacks when adjacent to multiple enemies as long as you are damaging one of the adjacent enemies. This damage bonus is to a maximum of +6d4 on the 6th time choosing this advanced tactic.

When employing the frantic fighting combat tactic, you gain uncanny dodge and improved uncanny dodge as a barbarian.

Magical Disruption (Su)

Each time you choose this advanced tactic, you deal +1d4 damage against a target that can cast spells or use spell-like abilities and such a target takes a -2 penalty on Concentration checks to cast defensively while you are adjacent to them. This damage bonus is to a maximum of +6d4 and the penalty a maximum of -12 on the 6th time choosing this advanced tactic.

When employing the magical disruption combat tactic, if an adjacent enemy fails their Concentration check to cast defensively, they provoke an attack of opportunity from you.

Maneuverability (Ex)

Each time you choose this advanced tactic, you deal +1d6 damage if you move at least half of your movement speed during the round. This damage bonus is to a maximum of +6d6 on the 6th time choosing this advanced tactic.

When employing the maneuverability combat tactic, you may make a full attack action if you move at least half your movement, though your damage bonus from this ability is only applied once during the round.

Mounted Maneuvers (Ex)

Each time you choose this advanced tactic, you deal an extra +1d4 damage on a mounted charge or an attack made during a turn in which you use your mount’s full movement. This damage bonus is to a maximum of +6d4 on the 6th time choosing this advanced tactic.

When employing the mounted maneuvers combat tactic, you gain the benefits of the Mounted Archery feat. If you already possess the Mounted Archery feat, you do not suffer a penalty while using a ranged weapon while mounted.

Natural Connection (Sp)

Each time you choose this advanced tactic, you gain spellcasting as notated on Table: Legendary Slayer Spellcasting. You may cast spells from the druid, shaman, ranger or witch spell lists, using the lower of the spell levels. To prepare a spell, you must spend 8 hours resting and meditating upon your spells. Your caster level for these spells is equal to 3 times the number of times this advanced tactic is chosen. You maintain the same caster level for prerequisite purposes. If you choose advanced tactics providing other spellcasting capacity, you gain separate spell slots and have separate caster levels for each advanced tactic. However, you do not need to have separate 8-hour resting periods for each spellcasting advanced tactic.

Your spellcasting ability score for DCs and for bonus spells is your Wisdom modifier. You only gain bonus spells per day, your spells prepared do not change from the number on the table.

When employing the natural connections combat tactic, you may sacrifice a spell slot to cast a summon nature’s ally, beast shape, elemental body, or plant shape spell of equal spell level of the slot used. This also allows you to cast summon minor ally as a cantrip, you do not lose a use of your cantrip by employing this ability, nor does it count as one of your 5 cantrips. When casting summon minor ally in this way, you only summon a single creature.

Non-Conventional Weaponry (Ex)

When you choose this advanced tactic you gain the ability to create a number of bombs per day equal to the number of times you have chosen this advanced tactic plus your Intelligence modifier. Your bombs deal a number of d6 damage dice equal to the number of times you’ve chosen this advanced tactic. This ability is considered the bombs alchemist ability for the purposes of prerequisites and a legendary slayer with this tactic may take the Extra Discovery feat to gain alchemist discoveries which effect bombs, using their legendary slayer level as their alchemist level to determine what discoveries they may qualify for.

When employing the non-conventional weaponry combat tactic, you may expend the use of 1 bomb to instead combine a bomb with a different alchemical splash weapon, creating a single weapon which has both effects.

Psychic Attenuation (Sp)

Each time you choose this advanced tactic, you gain spellcasting as notated on Table 1-2 Legendary Slayer Spellcasting. You may cast spells from the psychic or medium spell lists, using the lower of the two spell levels. You do not need to prepare your spells ahead of time, the numbers on the second half of the table notate the number of spells you know. Each time you take this advanced tactic, you may swap out one spell known for another of the same level as a psychic does. Your caster level for these spells is equal to 3 times the number of times this advanced tactic is chosen. You maintain the same caster level for prerequisite purposes. If you choose advanced tactics providing other spellcasting capacity, you gain separate spell slots and have separate caster levels for each advanced tactic. However, you do not need to have separate 8-hour resting periods for each spellcasting advanced tactic.

Your spellcasting ability score for DCs and for bonus spells is your Charisma or Intelligence modifier, chosen when the ability is first selected. You only gain bonus spells per day, your spells known do not change from the number on the table.

Additionally, each time you select this advanced tactic, you gain a phrenic amplification available to a psychic to use with your phrenic pool gained when employing the psychic attenuation combat tactic. As with a psychic, once a phrenic amplification has been chosen, it cannot be chosen again, nor can it be changed.

When employing the psychic attenuation combat tactic, you gain a phrenic pool equal to the number of times this advanced tactic is chosen plus your Wisdom modifier.

Protective Prayers (Sp)

Each time you choose this advanced tactic, you gain spellcasting as notated on Table: Legendary Slayer Spellcasting. You may cast spells from the cleric/oracle, paladin or antipaladin spell lists, using the lower of the spell levels. To prepare a spell, you must spend 8 hours resting and praying for your spells. Your caster level for these spells is equal to 3 times the number of times this advanced tactic is chosen. You maintain the same caster level for prerequisite purposes. If you choose advanced tactics providing other spellcasting capacity, you gain separate spell slots and have separate caster levels for each advanced tactic. However, you do not need to have separate 8-hour resting periods for each spellcasting advanced tactic.

Your spellcasting ability score for DCs and for bonus spells is your Charisma or Wisdom modifier, chosen when the ability is first selected. You only gain bonus spells per day, your spells prepared do not change from the number on the table.

When employing the protective prayers combat tactic, you may sacrifice a spell slot to deliver deific power. If you are good-aligned you heal damage to the living and deal positive energy to undead. If you are evil-aligned, you heal undead and deal negative energy damage to living creatures. The amount of damage dealt/healed is a number of d6 equal to the spell level +1 to a single target via a touch, like lay on hands, or equal to the spell level on all targets within 30 feet like a cleric’s channel energy. For example, you could sacrifice a 2nd level spell to heal 3d6 on a touch or 2d6 to all within 30 feet. For cantrips, you may heal 1d6 with a touch but do not lose the cantrip. Usage of this ability is a standard action that does not provoke an attack of opportunity. This ability is equivalent to lay on hands and channel energy for prerequisite purposes or for other feats/abilities that affect such abilities.

Sniping (Ex)

Each time you choose this advanced tactic, you deal +1d8 damage on the first ranged attack made during the round. This damage bonus is to a maximum of +6d8 on the 6th time choosing this advanced tactic. This damage bonus stacks with Vital Strike and similar feats, if applicable. When employing the sniping combat tactic, you gain the benefit of the Improved Precise Shot feat. If you already have the Improved Precise Shot feat, you may make an arcing or penetrating shot against a creature with total cover. You may attack such a target provided the cover they are hiding behind is less than 2 inches thick or there is open space above them that you can arc a shot down into. The target gains a +4 bonus to their AC against this attack, and you are unable to apply precision damage to them.

Spirit Slaying (Su)

Each time you choose this advanced tactic, you deal an additional +1d6 damage to a spirit creature or to the possessing creature when dealing damage to a possessed creature. This damage bonus is to a maximum of +6d6 on the 6th time choosing this advanced tactic. For this purpose, a spirit creature is any outsider or undead with the incorporeal subtype or an outsider or undead that becomes invisible, incorporeal or ethereal through use of magic or ability.

When employing the spirit slaying combat tactic, your attacks deal full damage to incorporeal creatures and you ignore DR possessed by creatures affected by this advanced combat tactic.

Team Maneuvers (Ex)

Each time you choose this advanced tactic, you gain a teamwork feat. You must meet the prerequisites of the feat chosen. Additionally, when attacking a creature flanked by an ally, you deal an additional +1d4 damage equal to the number of times this advanced tactic is chosen, to a maximum of +6d4 on the 6th time choosing this advanced tactic.

When employing the team maneuvers combat tactic, your allies are treated as possessing all of your teamwork feats, giving them and you the benefits of those feats.

Volley Fire (Ex)

Each time you choose this advanced tactic, you deal 1 damage when you miss with a ranged attack, as long as you do not miss by more than 10. This is to a maximum of 6 damage on the 6th time choosing this advanced tactic. You may apply the bonus from the volley fire combat tactic if applicable to this miss damage.

When employing the volley fire combat tactic you may, as a full-round action, launch several arrows into an area. You may target a number of creatures equal to your normal number of iterative attacks, plus the number of times this advanced tactic has been taken. No creature can be more than 30 feet from the others, and all targets must be within your first range increment. No creature can be targeted more than once. Each creature must make a Reflex save (DC 10 + 1/2 your legendary slayer class level + your Dexterity modifier). On a failure, they are hit by your normal ranged weapon attack damage, including the bonus from the volley fire combat tactic. If they succeed, they instead take the damage listed for the miss in this advanced tactic. Bonus Feat: At 7th level and 17th levels, the legendary slayer gains a bonus feat. The legendary slayer must meet the prerequisites for the feat chosen.

Evasion (Ex)

At 7th level, a legendary slayer can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the legendary slayer is wearing light armor, medium armor, or no armor. A helpless legendary slayer does not gain the benefit of evasion.

Advanced Talents: At 10th level and every 2 levels thereafter, a legendary slayer can select advanced slayer talents in place of a standard slayer talent.

Improved Evasion (Ex)

At 11th level, a legendary slayer’s evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless legendary slayer does not gain the benefit of improved evasion.

Tactical Mastery: At 20th level, the legendary slayer can employ multiple tactics to ensure victory. When they use combat tactics, they may employ 1 tactic per round as a free action, the remaining tactics take their normal swift or move actions.

Legendary Slayer Talents

Alchemical Weaponeer

It never hurts to give yourself a little extra edge against supernatural forces,

Benefit(s): You can draw holy water (or a similarly infused water like unholy water), or alchemical weapon as if it were a weapon (thus allowing you to use Quick Draw if applicable).

As a swift action you can apply the alchemical weapon onto a held or adjacent melee weapon. This alchemical tool will not damage the weapon it is applied to. If the weapon successfully hits a target before the end of your next turn, the target takes the effect of the alchemical weapon as if it took a direct hit in addition to the normal weapon damage. This does make the alchemical weapon not a splash weapon, thus, no longer effective against swarms.You cannot apply explosive alchemical weapons or timed alchemical weapons to your weapon in this way.

Alchemical Warrior

Taking the science of weapons and alchemy to its logical conclusion.

Prerequisite(s): alchemical weaponeer slayer talent

Benefit(s): Alchemical weapons or items applied via alchemical weaponeer now last a number of turns equal to 1/2 your class level and can cause their damage a number of times equal to your intelligence modifier. In addition, you can expend all uses of such an item to spread it in a cone, reaching 5 feet per use expended. Creatures within the first half of the arc count as if struck by a direct hit, and creatures in the second further half of the arc count as if struck with the splash damage. This cone counts as splash damage, thus, can hit swarms.

Fleet Mount

You can push your mount to their limit to become the ultimate hit-and-run skirmisher.

Benefit(s): You gain a bonus to Ride checks equal to half your class level and any mount you ride gains a +10-foot enhancement bonus to their speed. At your 11th class level, the mount can also ignore non-magical difficult terrain. In addition, you count half your legendary slayer levels towards mount progression granted by another class.

Graceful Strength

You blend speed and power into your attacks, making them more deadly.

Benefit(s): You gain Weapon Finesse as a bonus feat. If you already have Weapon Finesse as a bonus feat you gain a different combat feat of your choice for which you meet the prerequisites. When using Weapon Finesse with a weapon to use Dexterity for your attack rolls but still using Strength for your damage, you gain a bonus to damage equal to 1/2 your class level to a maximum of the difference between your Strength and Dexterity. This only works if your Strength modifier is lower than your Dexterity modifier. This bonus does not increase in situations where you would apply 1-1/2 times your Strength nor does it work in situations where you apply your Dexterity in place of your Strength for damage.

Hidden Sniper

You are adept at making shots at targets and keeping them guessing as to where the shots are coming.

Benefit(s): You reduce the penalty for using Stealth immediately after a ranged attack by your class level so long as you are at least 10 feet from any enemy and make the original attack from hiding.

Opportune Tactics

You can employ your tactics easily at the right times.

Benefit(s): You can employ a combat tactic or study a target as a free action once during a surprise round in which you can act. Additionally, you automatically gain a Perception check to attempt to act during any surprise round.

Primal Stalker

You can employ more primal abilities to aid you.

Benefit(s): You can select a rage power in place of a slayer talent using your slayer level as half your barbarian level. For rage powers that can be used once per rage, you instead get 1 use per day per 5 class levels. Otherwise the rage powers are usable for 1 minute per day, each, the powers activated as a free action and used in 1 round increments. You need not be in a rage to use the powers selected as slayer talents. If you later gain levels in a class with rage powers, these are considered rage powers for that class, though, rage powers gained from that class are not usable outside of rage. You may select this talent multiple times to gain new rage powers.

Sudden Betrayal

You can take advantage of the rapport you have developed with your target.

Benefit(s): If you surprise attack a target whose disposition toward you is at least indifferent. That first attack is considered a critical threat regardless of the die roll. If the target’s disposition is friendly or better, it is automatically a confirmed critical hit. You may use this talent once per day.

Section 15: Copyright Notice

Legendary Slayers © 2023, Connor Bates, Kieran “Kazu” Easter, and Norman Mitchell

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