| Ability | Score | Mod |
|---|---|---|
| Str | 14 | +2 |
| Dex | 21 | +5 |
| Con | 12 | +1 |
| Int | 12 | +1 |
| Wis | 13 | +1 |
| Cha | 10 | 0 |
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, damage rolls, and skill checks and 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.
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. 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.
This feature has been altered by the Invisibility feature of the Stygian Slayer archetype.
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. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add 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.
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.
This ability replaces the slayer talent gained at 4th level.
At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.
At 3rd level, if a 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 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 additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 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.
At 7th level, a stygian slayer is able to use spell completion and spell trigger items as if he were an arcane caster with these spells on his spell list: darkness, forced quiet, modify memory, nondetection, obscuring mist, phantom steed, shadow walk, and wizard spells of the illusion school of spell level 0 through 4th. The slayer’s uses his class level as his caster level for this ability.
Aarakocra are not used to living in enclosed spaces as many other races do. Because of this, aarakocra go into a panic when kept in an enclosed space for too long. Aarakocra receive a -1 penalty on all attack rolls, saves, and skill checks while underground or in an enclosed space that is 100 square feet (10 ft. x 10 ft.) in area or smaller.
You can choose to take a --1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by --1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted.
All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.
For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted.
All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.
For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow
Covering the torso, this shirt is made up of thousands of interlocking metal rings.
This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.
Benefit: Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on).
Drawback: If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.
Benefit: Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on).
Drawback: If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.
Benefit: Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on).
Drawback: If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.
Benefit: Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on).
Drawback: If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.
Benefit: Blunt Arrows deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).
The head of a barbed arrow resembles that of a harpoon.
Benefit(s) When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow’s range increment is reduced to 30 feet, but it gains the grapple special weapon quality.
Barbed bolts exist for crossbows.
Benefit: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).
Drawback: The weight of a tangleshot arrow reduces its range increment to half normal.
These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound.
Benefit: The sound is audible within 500 feet of the flight path. They are sold in quantities of 20.
A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
Benefit: Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with black, blue, green, or red marker dye (see Pathfinder Chronicles Campaign Setting 213) sufficient to coat about 1 square foot.
You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Craft (alchemy) DC: 15
Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.
A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.
This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.
A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
This rope has 4 hit points and can be burst with a DC 24 Strength check.
This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.
A platinum piece is worth 10 gold pieces.
A gold piece is the most common form of currency
A silver piece is worth 1/10 of a gold piece.
A copper piece is worth 1/10 of a silver piece, or 1/100 of a gold piece.
A character can drink this potion as a standard action to gain the effects of cure-light-wounds
A character can drink this potion as a standard action to gain the effects of cure-moderate-wounds
A character can drink this potion as a standard action to gain the effects of invisibility
A character can drink this potion as a standard action to gain the effects of bears-endurance
A metal cage behind this arrow’s point contains flammable material.
Benefit(s) You take a –1 penalty on attack rolls when firing incendiary arrows. You can light up to six incendiary arrows as a full-round action (a standard action if you use a tindertwig) that provokes attacks of opportunity. Once lit, the arrow burns for 2 rounds. A lit incendiary arrow deals an additional 1 point of fire damage.
On a critical hit, the target must succeed at a DC 15 Reflex save or catch fire.
Incendiary bolts exist for crossbows.
Benefit: When fired, the numerous bone fragments tear themselves apart, forming a 5-foot burst of razor-sharp bones that deals 1d3 points of piercing damage (Reflex DC 18 negates).
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface (a move action). Creating a flame with a tindertwig is much faster than creating a flame with tinder and a flint and steel or magnifying glass. Lighting a torch with a tindertwig is a standard action rather than a full-round action, and lighting any other fire with one is at least a standard action. A tindertwig burns for 1d2 rounds and sheds light as a candle. Tindertwigs are waterproof, but must be dried before you can strike them.
This belt has a large silver buckle, usually depicting the image of a tiger.
The belt grants the wearer an enhancement bonus to Dexterity of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
This intricate gold headband is decorated with several small blue and deep purple gemstones.
The headband grants the wearer an enhancement bonus to Intelligence of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.
This 50-foot length of silk rope is treated with alchemical reagents that give it a distinctly dusty odor. When any part of the rope is touched to an open flame, it suddenly contracts to one-fifth its original length, pulling any creature or object attached to one side to within 10 feet of the other; if multiple creatures are moved into the same square, they fall prone in randomly determined adjacent squares. Because of the sudden jerk, a creature holding a contracting rope must succeed at a DC 10 Climb check to avoid dropping it as it contracts (unless it is knotted around the creature’s waist, clamped in a locked gauntlet, or otherwise firmly attached to the creature). The rope fails to contract if it would pull more than 1,000 pounds horizontally or lift more than 250 pounds vertically. Once activated, the rope slowly unravels to its normal length over the course of 24 hours and can’t be activated again until such time has passed.
These bracers look like normal protective wear. They empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a bonus depending on the specific type of bracer (lesser, or greater). Both bracers must be worn for the magic to be effective.
Flecks of silver or steel are often sown amid the fabric of these magical cloaks.
This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
This pointed metallic piton bears a ring the size of a gold piece. A ranged piton is sized and designed so that it can be launched as easily as an arrow. When fired from a bow as a standard action at an object or empty square, the wielder makes a ranged attack against AC 5 to determine whether the piton hits the intended target. Range penalties apply as normal. On a hit, the piton attaches to the point struck, cleaving to vertical and horizontal surfaces alike. An attached ranged piton can be recovered only by speaking a command word while pulling on the piton’s ring. Light rope, such as silk rope, can be threaded through the piton’s ring before it is fired to rapidly place rope lines.
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.