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Hit Die: d10.
To qualify to become a slayer, a character must fulfill all the following criteria.
- Base Attack Bonus: +3.
- Skills: Knowledge ([favored enemy] lore) 1 rank, Wilderness Lore 4 ranks.
- Base Power Points/Day: 3+ (not including bonus power points).
- Feats: Track.
- Special: Must have killed a member of the favored enemy race, either individually or as part of a group comprising no more than six members.
The slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge ([favored enemy] lore) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
|1st||+1||+0||+0||+2||Favored enemy, enemy sense||+3||—||—||—||—|
|8th||+8||+2||+2||+6||Breach power resistance||+9||2||2||1||—|
Weapon and Armor Proficiency: Slayers are proficient with all simple and martial weapons and all armor and shields.
Power Points: Slayers gain power points per day as shown on Table: The Slayer. These power points are added to the character’s previous total. Slayers do not gain bonus power points.
Powers Discovered: Slayers discover powers as shown on Table: The Slayer. Powers are chosen from the psion power list. The powers are added to the character’s previous total powers known. Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).
Favored Enemy: At 1st level, the slayer selects a favored enemy. Due to extensive study of his or her foes and training with the proper techniques for combating them, the slayer gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this favored enemy. Likewise, he or she gets the same bonus on weapon damage rolls against this favored enemy, including ranged weapons against targets within 30 feet.
Enemy Sense: The slayer senses the presence of his or her favored enemy within 60 feet of herself, even if hidden by darkness or walls, but not their exact location. This supernatural ability is active as long as the slayer’s power point reserve is 3 or more.
Brain Nausea: At 2nd level, the slayer gains this constant defense, a supernatural ability somewhat similar to the aversion power. Any creature that attempts to eat the slayer’s brain must succeed at a Will save (DC 17) or become disinclined to do so. The creature is free to take any action except extracting the slayer’s brain (but does not realize it is being so affected). This ability is active as long as the slayer’s power point reserve is 1 or more (even if he or she is unconscious, stunned, or otherwise helpless).
Bonus Feats: At 3rd, 5th, 7th, and 9th level, a slayer gains a bonus general, psionic, or metapsionic feat.
Lucid Buffer: At 4th level, the slayer becomes especially skilled at resisting mental attacks. He or she receives a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. The or she also receives a +2 competence bonus on saving throws against psionic attack modes, which stacks with any bonus granted by raising a psionic defense mode, if any. This supernatural ability is active as long as the slayer’s power point reserve is 9 or more.
Cerebral Blind: On reaching 6th level, a slayer can “riposte” a psionic attack. Whenever he or she succeeds at a saving throw against a psionic power or attack mode, the attacker must immediately make a Will save, using the DC of the original attack. On a failure, the attacker stands dazed for 1 round from the psionic backlash. This spell-like ability is active as long as the slayer’s power point reserve is 15 or more.
Breach Power Resistance: In the hands of a slayer who has reached 8th level, a weapon is enhanced by her psionic might and desire. Each successful melee attack (or ranged attack within 30 feet) against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, lost power resistance returns at a rate of 1 point per 12 hours. This supernatural ability is active as long as the slayer’s power point reserve is 17 or more.
Blast Feedback: At 10th level, when a slayer is attacked with mind blast, the slayer can forgo attempting a psionic defense and also forgo a saving throw. He or she suffers the temporary Charisma damage but automatically sets up a blast feedback attack (a supernatural ability). The attacker must simultaneously make a Will save against the original mind blast DC and can use no defense modes. On a failure, the attacker’s power point reserve is instantly reduced to 0, and the attacker is stunned for 1 round.
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