While most Rangers wield bows and end life from afar; some must learn to deal with terrain that makes archery ill-advised; whether in forest and cities; or caves and ships. These few rangers have made the decision to follow the path of swordsmanship… specializing in fast; erratic movement. Consummate athletes and adrenaline junkies- they are often called upon to serve as both explorers and agents.

Slayer is an archetype of Ranger , contributed by AwakenInfinity

Endurance Training

Slayer improves Ranger's hit die from D8 to D10

Class Skills

Slayer lose Handle Animal; Intimidate; and Ride and gain Acrobatics; Bluff; Sense Motive as class skills.

This modifies Class Skills

Weapon and Armor Proficiencies

Slayers lose proficiency with Bucklers and Martial Ranged Weapons and gain proficiency with medium armor; and martial melee weapons.

This modifies Weapon and Armor Proficiencies

Slayer Style

Slayers may gain Dodge or Furious Focus as a bonus feat without meeting the prerequisites.

This replaces Ranger Style.

Skirmish Stunts

A slayer learns a variety of tactics to fight while moving; they can use these abilities as a standard action.The DC to resist a Stunt is 10+½ your ranger level+ your Focus modifier. They gain one stunt that they meet the prerequisites of at 1st level and another at fourth and every three levels thereafter. Most Stunts allow movement after an attack; but some can be used while suffering forced movement (Such as during sliding or falling); while a few can aid in swift movement in a general sense. If a Skirmish stunt lists a standard action attack; they may use any instance of Vital Strike; Improved Vital Strike; and Greater Vital Strike that they may have with that standard action.

Sliding Strike: The slayer can attack while moving about on slopes and walls; they may make one attack at any point during movement with a one handed or light weapon; if they succeed- they are not treated as flat-footed to that enemy while climbing; and the enemy must make a reflex save if on a slope or be treated as failing a climb check by five or more. The slayer must still spend a standard action to attack during movement to use this stunt.

Bold Sting: When subjected to forced movement(such as reposition and bull rush attempts but not prone); a slayer may make an attack against one opponent they pass by as an attack of opportunity; however- that enemy may make an attack of opportunity against him in retaliation. Any bonuses that apply to attacks of opportunity from movement apply to this attack as well. A slayer can use this stunt once per round.

Denying Cut: As a Standard action; a Slayer may move up to an enemy and slice at their arm or weapon; depriving them of it. The ranger may make an attack; and if successful; the enemy must make a reflex save or be unable to use a manufactured or natural weapon of the slayer’s choice for a number of rounds equal to 1d4+ the slayer’s Focus modifier. Once a given enemy has attempted a save against this effect by a given Slayer; they are immune to the effect for twenty-four hours.

Zealous Strike: Slayers know that a caster can change the battlefield in the blink of an eye; many seek to eliminate them as a variable. As a Standard action; a slayer may attack a creature within reach that he has seen cast a spell; if he successfully deals damage the caster is unable to cast defensively for one round. In addition any movement the caster makes (including movement that normally doesn't provokes attacks of provokes) provokes an attack of opportunity from the ranger- which if successful does no damage but stops the caster from moving.

Recovering strike: A slayer often learns that most enemies will press an advantage when they see it; often leaving themselves vulnerable. A slayer that finds their self prone may make an attack of opportunity against their opponent who sent them prone, with a bonus on their attack equal to their Focus modifier; if their attack hits they may stand up as an immediate action that does not provokes an attack of opportunity

Reflexive Assault: A slayer may make an attack of opportunity against an enemy that has attacked an ally; so long as the enemy is within reach of the Slayer.

This replaces all iterations of called shot.

Slippery Strike

As a Full-Round Action; the Ranger may make an attack against an opponent; if successful the ranger may immediately withdraw from their opponent; moving their speed but treating themselves as withdrawing for any effect that boosts movement speed.

This replaces Disengage.

Ki Pool

At second level; a slayer gains a mystical pool of supernatural energy that they use to expand their mobility and awareness to supernatural levels; they gain a pool with a number of ki points equal to half their ranger level plus their Focus modifier per day; they may spend one ki point to achieve one of the following effects:

They may spend a ki point to treat a jump as if they had a running start; Add a +4 bonus to Perception for one round; Add your Focus Modifier to AC as a dodge bonus for one round. •Gain a +20 Enhancement bonus to your land speed; or a +10 Enhancement bonus to another Movement type you possess for one round.

A Slayer gains more abilities as they gain experience; see below.

Using Ki points to activate Ki Powers is a swift action unless specified otherwise.

This replaces the Specialty Ammo gained at 2nd level.

Ki Powers

Starting at 5th Level; a Slayer learns a technique for channeling ki in a way that grants them further enhancements to the basic ki abilities they have been using. They may choose one of the following Ki Powers; each ability grants a capability designed to help them reach targets and explore in relative safety in a hostile world. They Gain an additional Ki Power at eighth level and every three levels thereafter.

Eagle Eyes: A Slayer may spend a Ki point plus an additional Ki point per three ranger levels past second level to add ten feet of distance per ki point spent, in between range increments for penalties for Perception and Spellcraft checks. If an object they are viewing is close enough that they don’t take penalties; they may study the object they perceive as if they were adjacent to it. This ability lasts for one hour for every two Ranger Levels they possess.

Acclimation: A Slayer may spend a Ki point to increase the amount of time they can hold their breath by a number of minutes equal to their Ranger level. Alternatively; they may spend two Ki points to acclimate themself to high altitudes and temperature extremes (As per Endure Elements); this lasts for 24 hours.

Cat’s Sense: A slayer may spend a Ki point to gain low-light Vision for a number of hours equal to their Ranger level. Alternatively; they may spend two Ki points to gain See Invisibility for a number of minutes equal to their Ranger Level. When the Slayer reaches level twelve; they may spend 5 ki points to gain True Seeing for one minute per Ranger Level instead.

Camouflage Skein: A Slayer may spend a Ki pool point to +2 to Stealth checks while not moving; they may spend an additional Ki Point at level five; and every three levels thereafter to increase this bonus by an additional +2 for every ki point spent. This lasts for a number of hours equal to one-half the Slayer’s Ranger Level.

Hunter’s Gift: A slayer may spend a Ki pool point to grant themself the scent ability for a number of hours equal to one-half their Ranger level; Alternatively at 11th level a Slayer may spend four ki points to give themself Blindsense for a like period of time.

This replaces all other instances of Specialty Ammo.

Adrenaline Soaked Ki

at twentieth level; a Slayer adds double his Focus modifier to his ki pool. In addition; he may regain a spent point in his ki pool whenever he kills or scores a critical hit against an opponent that is at least within 2 CR of him.

This replaces Grand Hunter.