TEXT: undeFEATable
  26: SLAYER 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9340
  Written By Robert J. Grady
  NEW FEATS
  AMBUSH MASTER
  In the moments before your prey can react, you 
  bring death.
  Prerequisites: sneak attack +1d6, surprise attack 
  talent
  Benefit: Against flat-footed opponents, your 
  sneak attack damage is increased by +2d6, but to 
  no more than a total number of sneak attack dice 
  equal to one-half your level. 
  ANGEL OF DEATH
  Death itself has annointed your hands, and you 
  destroy utterly. 
  Prerequisites: True Death, 15th-level slayer
  Benefit: Once per day, when you successfully 
  kill a target with your assassinate talent, you can 
  cause the target’s body to crumble to dust. This 
  prevents raise dead and resurrection (although true 
  resurrection works as normal). You must declare 
  the use of this ability before the attack is made. 
  If the attack misses or the target successfully 
  saves against the assassinate attempt, this ability 
  is wasted with no effect. This is a supernatural 
  ability. 
  APT PUPIL
  You have learned well that the essence of strategy 
  is formlessness. 
  Prerequisite: 3rd-level slayer, Int 13, at least one 
  talent
  Benefit: Once per day, you can spend 10 minutes 
  re-formulating your methods. You must be rela-
  tively uninterrupted, like a spellcaster preparing 
  spells. At the end of this time, exchange one slayer 
  talent for another. If the talent you lost is a prereq-
  uisite to other talents or abilities, those abilities 
  became non-functional until you regain the prereq-
  uisite talent. 
  DANGEROUS GAME
  You can stalk two opponents at once.
  Prerequisite: quarry class feature
  Benefit: You can designate a second quarry. This 
  additional quarry is not affected if your first quarry 
  is dismissed or killed; each is tracked separately. 
  If your quarry is dismissed, you only have to wait 
  the amount of time you would if they were killed 
  before you can choose a new quarry. 
  DEATH-DEALER (COMBAT)
  A false move is practically an invitation.
  Prerequisites: Vital Strike, 6th-level slayer, sneak 
  attack +2d6, studied target class feature
  Benefit: When you make the attack action (a 
  standard action) and hit a studied target, you can 
  deal sneak attack damage to the target equal to 
  half your sneak attack dice. If you would normally 
  deal sneak attack damage, you gain no additional 
  benefits. 
  Normal: Your target must lose their Dex bonus to 
  AC to suffer sneak attack damage. 
  ELEMENTAL SLAYER
  Your chosen element is a powerful ally, empow-
  ering your strikes. 
  Prerequisite: Int 13 or Cha 13, 5th-level slayer
  Benefit: When you gain this feat, select one of 
  the following energy types: acid, cold, electricity, 
  or fire. On your turn, you can forego the ability to 
  sneak attack. Instead, until your next turn, all your 
  attacks deal additional damage of your chosen 
  energy type equal to your sneak attack damage. 
  You may do this once per day for every four levels 
  of slayer you posses. This is a supernatural ability. 
  
  undeFEATable
  2
  EXTRA SLAYER’S ADVANCE
  You can close the distance to your prey like a true predator. 
  Prerequisite: slayer’s advance class feature
  Benefit: You may use slayer’s adance two additional times 
  each day. 
  FLUID TARGETING
  You shift your attention easily, maintaining your advantage 
  against multiple foes. 
  Prerequisite: 2nd studied target class feature
  Benefit: When you choose a new studied target as a move 
  or swift action, you can study up to your maximum number 
  of targets at the same time as a free action. 
  GREATER ELEMENTAL SLAYER
  Your weapons roar with elemental fury. 
  Prerequisites: Int 13 or Cha 13, Elemental Slayer
  Benefit: When you use Elemental Slayer, you can choose 
  any of the four energy types. You may also use Elemental 
  Slayer one additional time per day. 
  IMPROVED ASSASSINATE
  Your sudden attacks are deadly.
  Prerequisite: 10th-level slayer, assassinate advanced talent
  Benefit: When you use assassinate, the DC is increased by 
  +2. 
  IMPROVED INCAPACITATE
  You bring down an enemy with greater skill than most. 
  Prerequisites: 10th-level slayer, incapacitate class feature
  Benefit: When you use incapacitate, the DC is increased 
  by +2. 
  INESCAPABLE HATRED
  When you mark a foe, you allow them no escape. 
  Prerequisite: Perception or Sense Motive 1 rank, studied 
  target class feature
  Benefit: You may make an additional attack of opportunity 
  per round against a studied target. You gain a +2 bonus 
  on your attack roll or maneuver check when you make an 
  attack of opportunity against a studied target. 
  Additionally, when a studied target tries to make an 
  Acrobatics checks to move past you without drawing an 
  attack of opportunity, the DC is increased by the bonus you 
  gain on attack rolls against a studied target. 
  Special: This additional attack of opportunity is in addition 
  to those granted by Combat Reflexes, if you have that feat, 
  and works in the same way. 
  MASTER OF MY ENEMY
  You prove yourself superior to any foe, acting with focus 
  and flexibility. 
  Prerequisite: studied target class feature
  Benefit: At the start of the day, you gain a pool of superi-
  ority points equal to your Intelligence modifier (minimum 
  1 point). You may spend superiority points as a free action 
  as follows:
   
  • 
   You may spend 1 point to gain a +1 insight bonus 
  to the DC of a slayer talent, or 2 points to gain a 
  +2.
   
  • 
   You may spend 1 point to use a talent again that 
  has a number of uses per day, or that can only be 
  used on a target once every 24 hours.
   
  • 
   You may spend 1 point to gain your studied target 
  bonus on a single check or attack roll against a 
  creature that is not a studied target.
  Any superiority points unused by the next day are wasted. 
  MERCILESS SLAYER
  You take pride in surprising your opponents with a little 
  twist at the end. 
  Prerequisites: studied target class feature, two or more 
  talents that modify sneak attack 
  Benefit: When you deal sneak attack damage against a 
  studied target, you can apply two talents that specifically 
  modify sneak attack. 
  Normal: You can apply only one sneak attack talent to an 
  attack. 
  Special: Talents that modify sneak attack are marked with 
  a * in the core rulebook.
  POWERFUL SLAYER
  You strike hard without sacrificing accuracy.
  Prerequisites: 1st-level slayer, powerful sneak talent
  Benefit: Your attack roll penalty when using powerful 
  sneak is only -1.
  Normal: Characters take a -2 penalty on the attack roll 
  when they use powerful sneak. 
  QUICK STUDY
  Sometimes, ambushes walk into you.
  
  undeFEATable
  3
  Prerequisites: 7th-level slayer, studied target class feature
  Benefit: When you roll initiative, you may instantly study 
  one target as a free action.
  REACTIVE STRATEGY
  When your opponent reveals a weakness, you gain 
  strength.
  Prerequisites: Sense Motive 3 ranks, studied target class 
  feature, at least one slayer talent
  Benefit: Once per day, as a move action, you can gain the 
  temporary use of one slayer talent for 1 minute. Its bene-
  fits, and the benefits of any ability you gain, only apply 
  when taking actions that affect a studied target or when 
  being affected by a studied target. If the talent, or a feat or 
  other ability ability granted by the talent has limited daily 
  uses, any uses count against that daily limit. You must meet 
  all prerequisites of the talent to select it.
  STAIN OF MIND
  You possess a complete serenity that deflects the judgment 
  of others. 
  Prerequisite: studied target class feature
  Benefit: When your studied target uses a mind-affecting 
  effect or any spell or effect that affects creatures differently 
  based on their alignment, you receive a bonus on your 
  saving throw equal to the bonus you would normally get to 
  the DC of class abilities against that opponent. 
  SHADOW ADVANCE
  You are literally death from the shadows.
  Prerequisite: Shadow Camouflage, Shadow Slayer, 
  7th-level slayer, slayer’s advance class feature
  Benefit: When you use slayer’s advance as a move action, 
  you can teleport the distance you would normally move, 
  as though using the spell dimension door. This is a super-
  natural ability. The magical transport must begin and end 
  in an area with at least some dim light.
  SHADOW BRAND
  Darkness is not only an ally, but a power you hold in your 
  hand. 
  Prerequisites: Shadow Slayer, 9th-level slayer
  Benefit: As a swift action, you can use darkness, as the 
  spell, on an object you are holding or wielding. This is 
  a supernatural ability. You may do this once per day for 
  every four levels of slayer you posses.
  SHADOW CAMOUFLAGE
  It is difficult to discern where your edges end and the 
  shadow begins.
  Prerequisite:  Shadow Slayer, 1st-level slayer
  Benefit: You can use the Stealth skill even while being 
  observed. As long as you are within 10 feet of an area of 
  dim light, you can hide yourself from view in the open 
  without anything to actually hide behind. You cannot, 
  however, hide in your own shadow.
  SHADOW SLAYER
  The shadows belong to you.
  Prerequisite: 1st-level slayer
  Benefit: You gain darkvision 60 ft., or if you already have 
  darkvision, the distance increaes by 30 ft. 
  SLAYER OF THE UNDEAD
  You have dedicated your weapons to destroying the undead 
  utterly. 
  Prerequisites: Seething Hatred (undead), Knowledge (reli-
  gion) 1 rank, studied target class feature, non-undead type
  Benefit: When you would otherwise be eligible to inflict 
  sneak attack damage against an undead, you can forego 
  your sneak attack damage to instead deal an equal amount 
  of damage from positive energy. This is not sneak attack 
  damage, is not considered precision damage, and can affect 
  even creatures immune to sneak attack (such as incorporeal 
  undead). 
  SLAYER’S CRITICAL
  In the chaos of battle, you are able to glimpse momentary 
  vulnerabilities with great clarity. 
  Prerequisites: sneak attack +1d6, studied target class 
  feature
  Benefit: Once per round, when you confirm a critical hit 
  against your studied target, you may deal sneak attack 
  damage on that attack as though your target were denied 
  their Dex bonus to AC.
  SLAYER’S DEFENSE
  You observe your enemy’s attacks, leaving before they 
  arrive. 
  Prerequisite: studied target class feature
  Benefit: When you study a target, you gain a dodge bonus 
  to AC against attacks by a target equal to the bonus you 
  gain on attack rolls against them. If you lose your Dex 
  bonus to AC, you also lose any dodge bonuses. 
  
  undeFEATable
  4
  SLAYER’S OBSESSION
  If you wish, you can clear your mind of everything but 
  your chosen foe. 
  Prerequisite: 2nd studied target class feature
  Benefit: You can study one target a second time, increasing 
  the studied target bonus by +1 as long as you main-
  tain your bonus. While you are using this feat, you stop 
  studying any other targets and can not study any additional 
  targets. You can stop using this feat as though you were 
  discarding a connection to a target. 
  TEAM TARGETING (TEAMWORK)
  You and your partner effortlessly communicate your 
  tactical insights. 
  Prerequisite: studied target class feature
  Benefit: While you and an ally with this feat both study 
  the same target, your target bonus is increased by one-half 
  (minimum +1) your ally’s target bonus.
  Special: You can benefit from only one other ally’s studied 
  target bonus; you gain the largest available bonus.
  TRUE DEATH
  You cast a shadow that troubles your victims even in death. 
  Prerequisite: assassinate advanced talent
  Benefit: Anyone slain by your assassinate ability becomes 
  more difficult to bring back from the dead. Spellcasters 
  attempting to bring a creature back from the dead using 
  raise dead or similar magic must make a caster level 
  check with a DC equal to 15 + your slayer level or the 
  spell fails and the material component is wasted. Casting 
  remove curse the round before attempting to bring the 
  creature back from the dead negates this chance. The DC 
  of the remove curse is 10 + 1/2 your slayer level + your 
  Intelligence modifier. This is a supernatural ability. 
  WORLD PAINTED BLOOD
  Blood vessels, arteries, and organs are like roads you know 
  well. 
  Prerequisites: studied target class feature, bleeding attack* 
  talent
  Benefit: When you use your bleeding attack* talent against 
  a studied target, the amount of bleed is increased by the 
  bonus to attack rolls you gain against studied targets.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  widowmaker 
  scarlet
  Ene mie s  o f  Ne o Exo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correc-
  tion, addition, extension, upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated prod-
  ucts contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distrib-
  uting, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to make 
  it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Undefeated 26, Copyright 2016, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  Louis Porter Jr. Design, NeoExodus: A House Divided & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2015 Louis 
  Porter Jr. Design Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible 
  with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. 
  Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
  Designation of Open Game Content: All Text
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/UndeFEATable/UndeFEATable 26 - Slayer.pdf