Blackswath Slayer

by Insidious

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Blackswath Slayer
FIRST EDITION

Foreword:

The Blackswath Slayer is an archetype for the Slayer class. This design features new abilities as well as maneuvers from the Path of War supplement.

This archetype should not be considered for newer players or inexperienced GMs that are unfamiliar with the Systems and Use of Path of War. Check with your GM before bringing the Blackswath Slayer to your table!

This archetype design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition.

Images provided by Pathfinder Wiki and Pinterest. None of the images are mine, but they are otherwise incredible!

Blackswath Slayers have a variety of backgrounds; from ruthless mercenaries hired by noble families that seek revenge on rivals, to tribal warriors fighting to drive off monsters that roam too close to home, These combatants also come from organizations bent on tracking criminals and bringing them to justice, assassin enclaves, and even adventurer’s guilds looking to thwart monstrous beasts and unspeakable horrors. To these ends, these huntsmen use means that require formal training with the art of the blade, along with more covert techniques that some would call underhanded.

One thing all Blackswath Slayers have in common is their favored art of stealth, referred to as the Blackswath Craft. The Craft is a mysterious force that few can find the ability to tap into. Rather than a patron or powerful being that priests may plead and bargain with, the Craft is something like a bleak reflection of its wielder. It doesn’t ask for service, but it shows the wielder how to hone herself. The way this is interpreted is varied by many. How to be a faster hunter. How to be a better killer. Regardless of the understanding, the Blackswath Craft has allowed these slayers a minor glimpse not only into the cloak-and-dagger, but also into the intricate workings of Arcane magics - and their weak points.

Class Features

The following are class features of the Blackswath Slayer.

Class Skills:

A Blackswath Slayer adds his disciplines’ associated skills as class skills., including if he gains access to a new discipline.

Maneuvers

A Blackswath Slayer begins her career with knowledge of three martial maneuvers. The disciplines available to her are Piercing Thunder, Primal Fury, Scarlet Throne, Steel Serpent, Tempest Gale, and Thrashing Dragon.

Once the Blackswath Slayer knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by Blackswath Slayers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Blackswath Slayer’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The Blackswath Slayer learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through Blackswath Slayer levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A Blackswath Slayer must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Blackswath Slayer can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the Blackswath Slayer need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A Blackswath Slayer’s initiation modifier is Intelligence, and each Blackswath Slayer level is counted as a full initiator level.

This ability replaces This ability replaces Track and Swift Tracker.

Maneuvers Readied

A Blackswath Slayer can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A Blackswath Slayer must always ready her maximum number of maneuvers readied. She readies her maneuvers by pondering the Craft for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The Blackswath Slayer does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in practice, she can change her readied maneuvers.

A Blackswath Slayer begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the Blackswath Slayer to recover maneuvers, she must blend into the shadows of the Blackswath Craft and position herself to strike. She briefly releases a black (or other dark-hued color) plume of smoke that disperses and conceals her precise whereabouts. As a full-round action (3 acts) the Blackswath Slayer gains the ability to use the Stealth skill while being observed for one round, then she can make a Stealth check to hide and move up to her speed. When she does so, she recovers a number of expended maneuvers equal to her Blackswath Slayer initiation modifier (minimum 2). The Blackswath Slayer does not take a penalty on her Stealth checks from moving while using this ability. Using this method to recover maneuvers is a supernatural ability, and considered a darkness effect equal to 1/2 of the Blackswath Slayer’s class level. Alternatively, the Blackswath Slayer may take a moment to reassess her prey, recovering a single maneuver as a standard action (2 acts).

This ability replaces Slayer's Advance.

Archetype Maneuver Progression
Class Level Maximum Maneuver Level Maneuvers Known Maneuvers Readied Stances Known
1st 1 3 3 1
2nd 1 4 3 1
3rd 1 5 3 1
4th 2 6 4 2
5th 2 6 4 2
6th 2 6 4 2
7th 3 7 4 3
8th 3 7 4 3
9th 4 8 4 3
10th 4 8 5 3
11th 5 9 5 4
12th 5 9 5 4
13th 6 10 5 5
14th 6 11 5 5
15th 6 11 6 5
16th 6 12 6 5
17th 6 13 6 5
18th 6 14 6 5
19th 6 14 6 5
20th 6 15 7 5

Stances

A Blackswath Slayer begins play with knowledge of one stance from any discipline open to Blackswath Slayers. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through Blackswath Slayer levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the Blackswath Slayer does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action (1 act). A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a Blackswath Slayer cannot learn a new stance at higher levels in place of one she already knows.

This ability replaces Quarry and Improved Quarry.

Studied Target (Ex)

A Blackswath Slayer can study an opponent she can see as a move action (1 act). 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 maneuvers and 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, she can study that target as an immediate action (reaction), allowing her to apply her 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 DCs of maneuvers 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 her to study another target in its place.

At 7th level, a slayer can study an opponent as a move action (1 act) or a swift action bonus act.

This ability alters Studied Target.

Lethal Recovery (Ex)

At 7th level, when the Blackswath Slayer reduces a Studied Target to 0 or fewer hit points using a Strike maneuver, she recovers one maneuver. Maneuvers initiated during the Slayer’s current turn cannot be recovered in this way. (In the case of Diehard or Ferocity, the Slayer must kill her target.)

This ability replaces Stalker.

Blackswath Slayer Talents

Add the following Slayer Talents to the list a Blackswath Slayer can select. 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.

Blackswath Shroud (Su): The Slayer can extend the Craft to shroud her allies. As a move action (1 act), the Slayer expends a readied Boost or Strike maneuver and chooses a number of allies equal to her initiation modifier within 30 feet. The allies gain concealment for 1 round. This concealment cannot be used to make a Stealth check. This is a 3rd-level darkness effect.

Blackswath Terror (Su): The Slayer is able to tune the Craft to get under her opponent’s skin. When the Slayer recovers her maneuvers as a full-round action (3 acts), the next Studied Target she attacks with a Strike maneuver is shaken for a number of rounds equal to her initiation modifier. This is a fear-effect.

Dead Man Tells His Tale (Sp): The Slayer is able to force cooperation from beyond the mortal realm. Once per day after a Studied Target is slain, the Slayer may use speak with dead as a spell-like ability on the victim. The Slayer must use this ability no longer than 1 minute after the victim has passed on. The DC to resist this effect is 13 + the Slayer’s initiation modifier. She can use this ability twice per day at 8th level, and 3 times per day at 16th level.

Hallowed Slayer (Su): The Slayer has practiced certain rites that allow her to vanquish the undead. As a standard action (2 acts), the Slayer expends a readied Boost or Strike maneuver and applies two flasks of holy water to a held bludgeoning melee weapon. The weapon gains the disruption special ability for 1 minute. The DC to resist destruction is equal to 10 + the Slayer’s initiation modifier. This ability only functions while the Slayer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the Slayer before the duration expires. In addition, the Slayer can utilize the Master Slayer ability to destroy an undead creature (Will Save negates). The Slayer must be at least 4th level to select this talent.

Hunt the Bounty (Ex): The Slayer can gather information on outstanding local bounties. Once per week, the Slayer can attempt a Diplomacy or Knowledge (local) check to locate a client in a nearby establishment issuing a plausible bounty. Using this ability and succeeding the skill check establishes contact and mutual agreement between the client and the Slayer. The Slayer can accept a single contract, including any lower result. The client determines if the bounty needs to be slain, captured, or defeated. The GM may roll in secret for a random encounter appropriate for local terrain, hostile threats within a given urban setting, or possibly a nearby dungeon. (See Table: Hunt the Bounty)

Table: Hunt the Bounty

Check Result CR of Bounty Reward
20 APL1 250 x CR in gp
25 APL +1 500 x CR in gp
30 APL +2 750 x CR in gp
35 APL +3 1,000 x CR in gp

1. Average Party Level


The Slayer must show proof that the bounty has been slain, captured, or defeated. Once given, the Slayer is rewarded from the client with coins and gems with value based on the given chart. The client can also reward the Slayer with a magic item of equal value. If the Slayer does not complete the bounty hunt within one week of accepting the task, the contract is void or another party has claimed it already. Any means of attempting to foil or dupe the client is a Chaotic act. The Slayer must have the Track talent to select this ability.






















Mage Disruption (Ex): The DC to cast Arcane spells defensively increases by +4 for all enemies that are within the Slayer’s threatened area. This increase to casting Arcane spells defensively only applies if the Slayer is aware of the enemy’s location and is capable of taking an attack of opportunity. If she can only take one attack of opportunity per round and has already used that attack, this increase does not apply.

Mage Hunter (Sp): Once per day, the Slayer can study an area to determine if contact with the Astral Plane has been made recently. This ability functions as trace teleport, detecting the lingering traces of any teleportation effect that occurred up to 1 hour per class level previously. The Slayer’s initiator level is treated as her caster level. She can use this ability twice per day at 13th level, and three times per day at 18th level. The Slayer must be at least 8th level to select this talent.

Mage Slayer (Sp): The Slayer is able to attempt to counterspell an Arcane spell being cast by a Studied Target. The Slayer must be within 60 feet of the opponent. She can expend a readied Counter maneuver as an immediate action (reaction), and attempt a dispel magic check using her initiator level as her caster level. If she is successful, the Arcane spell is countered with no effect, as it is smothered by a dark-hued plume of magic-eating smoke. This ability does not grant knowledge of the spell being cast. The Slayer must have the Mage Disruption talent in order to select this ability.

Mage's Bane (Su): The Slayer is able to hamstring an opponent, interfering with delicate gestures Arcane spells require. An opponent damaged by the slayer’s sneak attack suffers an increase in Arcane Spell Failure of 10% + 5% per die of sneak attack the Slayer possesses, for a number of rounds equal to her initiation modifier. The Slayer must have the Mage Disruption talent in order to select this ability.

Monster Hunter (Ex): The Slayer is able to hinder certain body parts of beastly creatures. When the Slayer successfully attacks a Studied Target that is an Aberration, Animal, Dragon, Magical Beast, Monstrous Humanoid, Plant, or Vermin, it loses the ability to use a single natural attack of the Slayer’s choice. The Slayer must declare she is using this talent before making an attack roll, and expend a readied Boost or Strike maneuver to do so. The target can resist this debilitation with a successful Fortitude Save (DC 10 + the Slayer’s initiation modifier + the level of the expended maneuver). Failing this save disables the Slayer’s choice of one natural attack the creature has for 1d4+1 rounds.

Spellthief (Su): The Slayer is able to siphon protective Arcane magic from a target and transfer it to herself. Once per round when the Slayer successfully Sneak Attacks an opponent, she can forgo the bonus damage and instead automatically learn which (if any) Arcane spells or magical effects are active upon the target. The Slayer may then make an initiator level check to steal her choice of one of those effects, against a DC of 11 + the caster level of the effect. If the target is a Studied Target, the Slayer adds her Studied Target bonus to the initiator level check. If the check succeeds, the target immediately loses the benefits of that effect and the Slayer gains the effect for 1 minute (or until the effect expires, whichever comes first). The Slayer must have the Mage Disruption talent in order to select this ability.

Stalker (Ex): The slayer gains her Studied Target bonus on Disguise, Intimidate, and Stealth checks against her studied opponent.

Track (Ex): A slayer who selects this talent adds 1/2 her level (minimum 1) to Survival skill checks made to follow tracks.

Advanced Blackswath Slayer Talents

Add the following Advanced Slayer Talents to the list a Blackswath Slayer can select:

Blackswath Dread (Su): The Slayer’s Craft leaves her opponents with an overwhelming feeling of trepidation and anxiety. When using her Blackswath Terror talent, her opponent must succeed at a Will Save or be frightened for a number of rounds equal to her initiation modifier. If the Will save succeeds, her opponent is shaken for the duration instead. The DC to resist destruction is equal to 10 + the Slayer’s initiation modifier. The Slayer must have the Blackswath Terror talent to select this ability.

Blackswath Veil (Su): The Slayer’s Craft used to shroud her allies deepens. When she uses her Blackswath Shroud talent, her chosen allies gain total concealment for 1 round. This is a 4th-level darkness effect. The Slayer must have the Blackswath Shroud talent to select this ability.

Dragon Slayer (Ex): The Slayer can draw upon ancient techniques to fell the greatest monsters of all. Once per day as a swift action (1 act), the Slayer chooses one opponent within line of sight. If this target has the dragon type, the Slayer adds her initiation modifier (if positive) as an insight bonus to her AC against attacks made by the target, and adds her Slayer level to all damage rolls made against the target. Dragon Slayer remains in effect until the target is dead, or the next time the Slayer rests and regains this ability.

Quarry (Ex): The slayer can as a standard action (2 acts) denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a slayer can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she gains a +2 insight bonus on attack rolls made against her quarry, and all critical threats against her quarry are automatically confirmed. A slayer can have no more than one quarry at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry target for 24 hours. If the slayer sees proof that her quarry is dead, she can select a new quarry target after 1 hour.

Improved Quarry (Ex): The Slayer’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack his quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed. The Slayer must have the Quarry talent to select this ability.

Swift Tracker (Ex): The slayer can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice her normal speed while tracking, she takes only a –10 penalty instead of the normal –20.

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

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Part 2 | Your Introduction