The Slayer (PFRPG Alternate Class of the Gunslinger/Fusilier) (Uses materials created by Super Genius Games)
Role: While some wielders of the firearm are sly and worldly, and others use their charm to secure a position as protector, there are others who simply cannot get by without two seemingly opposed forces: knowledge and brute power.
Calling themselves slayers, such individuals hunt whoever they must to learn about the world around them. With quick judgment and powerful strikes, the path of the slayer might sound fantastical, but it is far more than simple shots and swings.
Role: Defensively offensive is one of the best ways to describe the slayer. Another excellent term would be offensively defensive. With a focus on might and consistency, the slayer can easily take down foes with which he has recently been acclimated, but an unexpected change of pace can force him to hunker down. Thankfully, he's fairly good at that too. However, social situations and most circumstances regarding non-tracking exploration are a great weakness, as are - surprisingly - most tactical opportunities.
BAB: Full
Good Saves: Fortitude, Will
Bad Save: Reflex
HD: d12
Skill Ranks/Level: 2 + INT Modifier
Class Skills: Climb, Craft, Disable Device, Knowledge (All, selected individually), Perception, Profession
Weapon and Armor Proficiencies: The slayer is proficient with all simple and martial weapons, along with all two-handed firearms. He is proficient with light and medium armor, but not with shields.
Guile (Ex): This functions as the gunslinger's grit class feature, but uses Intelligence rather than Wisdom. See Ultimate Options: Grit and Gunslingers by Super Genius Games for more information.
Deeds (Ex): The slayer gains two deeds of his choice for burly weapons or firearms at 1st level, 3rd level, and every 4 levels after 3rd. See Ultimate Options: Grit and Gunslingers by Super Genius Games for options.
Skillful Twist (Ex): As a result of his training, the slayer is capable of maximizing the properties of his armor with simple readjustments of his stance. At 2nd level,h e adds one point of his Intelligence bonus (if any) per class level to his armor bonus. If he wears no armor, this does not apply.
Drawn Bounty (Ex): Each day, when the slayer first draws blood, he has already set his own path. Starting at 4th level, when he deals damage to a creature belonging to a creature type that he has yet to damage that day, he gains the benefits of the ranger's favored enemy class feature against that creature type for the rest of the day, with a bonus equal to his Intelligence modifier.. He may only have one drawn bounty per day at 4th level, but may benefit from it once more per day at 8th level and every 4 levels thereafter.
Immovable Objection (Ex): From 6th level on, the slayer adds his armor's enchantment bonus to his CMD and Fortitude. At 10th level and every 4 levels thereafter, he adds a cumulative +2 to this bonus.
Weapon Training (Ex): This functions as the fusilier's class feature of the same name, but applies to burly weapons rather than finesse weapons.
Unmistakable Guile (Ex): This functions as the gunslinger's true grit class feature.
















