Zaomantic Slayer

“There is a life which belongs to those who have no life. I am not talking about anything as natural as undead, but about simple objects which move and cavort behind our backs. Our own possessions doing such things is truly terrible, I mean, the teapot is having an affair with my wife.”
The Last Words of Thomas Moore [Before he was locked away].

Many adventurers have questioned where the magic came from that animated the broom or shield which has just battered down their fighter or questioned what magic augmented the terrible foes that they have defeated. Much of the magic used to animate objects and augment creatures stems from Zaomancy.

Zaomantic Slayers are stealth based combatants who have learned the rudiments of Zaomancy and who use it to assist them in stalking and slaying their foes. Zaomantic Slayers have learned how to flash life into inanimate objects to scare and startle foes. They have also learned how to apply Zaomantic changes both to their own form and to those of others. The real difference between a true Zaomancer and a Zaomantic Slayer is dedication.

Role: Zaomantic Slayers adventure for a wide variety of reasons. Many adventuring parties find Zaomantic Slayers valuable members of a team due to their incredible stealth, vicious attacks, and Zaomantic abilities. Zaomantic Slayers, are often used like assassins to remove deadly opponents before the fray takes its toll.

Alignment: Because of their nature as visually duplicitous skulkers and their training to slay, Zaomantic Slayers never fit comfortably into the lawful category. Zaomantic Slayers are allies of darkness and of fear, but they are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened.

Hit Die: d8.

Requirements
To qualify to become a Zaomantic Slayer, a character must fulfill all the following criteria.
Skills: Stealth 5 ranks, Disguise 5 ranks, Use Magic Device 5 ranks
Feats: Dodge, Mobility, Zaomantic Strike
Special: Must have met a Zaomancer, Uncanny Dodge, Sneak attack +3d6

Class Skills:
The Zaomantic Slayer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).
Skill Ranks at Each Level: 6 + Int modifier.

Weapons and Armour: Zaomantic Slayers do not gain any additional weapon or armour proficiency.

Table: Zaomantic Slayer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Mimic's Physique,
2nd +1 +1 +1 +1 Zaomantic Change
3rd +2 +1 +2 +1 Zaomantic Feint, Zaomantic Ally, Sneak Attack +1d6
4th +3 +1 +2 +1 Zaomantic Manipulation, Zaomantic Skin 1/day
5th +3 +2 +3 +2 Rogue talent, Improved uncanny dodge
6th +4 +2 +3 +2 Sneak Attack +1d6
7th +5 +2 +4 +2 Rogue talent
8th +6 +3 +4 +3 Zaomantic Surge, Zaomantic Skin 2/day
9th +6 +3 +5 +3 Rogue talent, Sneak Attack +1d6
10th +7 +3 +5 +3 Improved Evasion, Zaomantic Death

Class Features
All of the following are features of the Zaomantic Slayer prestige class.

Mimic's Physique (Su): This ability is similar to the alter self spell but permits the Zaomantic slayer to assume the appearance of an innocuous object such as a rock, box, or even a creature common to the area such as a rat or insect. If the slayer attacks or moves more than 5 feet the assumed form is revealed as a sham. As a move action she can hide herself from view in the open without anything to actually hide behind. She cannot however hide while being observed unless she creates a diversion. The DC to perceive her in this condition is her Disguise Check result +10.

Sneak Attack (Ex): The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If an Zaomantic Slayer gets a sneak attack bonus from another source, the bonuses on damage stack.

Zaomantic Change (Su): The Zaomantic Slayer can, with a nights meditation change the type of damage that their Zaomantic Strike deals.

Zaomantic Feint (Su): By flowing animation magic across a foe, the Zaomantic Slayer causes the target’s possessions to twitch distracting the target. Zaomantic Feint works in exactly the same way as Improved Feint.

Zaomantic Ally (Su):
Zaomancers are often surrounded by things which live that shouldn’t. A Zaomantic Slayer may create such creatures. A Zeomatic Slayer may only use this ability once per day and may only have one ally at any one time; using this ability takes one hour. At 3rd level the Zaomantic Ally can only be an animate object of size tiny [C/R ½]. At 5th level the Zaomantic Ally may also be a common Elemental size small [C/R 1]. At 7th level the Zaomantic Ally may also be an animate object of size small [C/R 2]. At 9th level the Zaomantic Ally may be an animate object of medium size [C/R 3]. If an ally moves further than 50ft from the Zaomantic Slayer it loses its animation.

Zaomantic Manipulation (Su):
Zaomantic Slayers often target random objects and bring them to life for a brief period of time. While under this effect the object moves as if it was animated, but is really under the control of the Zaomantic Slayer. The effect of this ability is very similar to the effect of mage hand only the maximum weight of the object allowed increases by one pound per level of Zaomantic Slayer the character has. In addition, the objects will continue to be animated for one round per Zaomantic Slayer level after the character stops concentrating on the object. A Zaomantic slayer can use this ability at will.

Zaomantic Skin (Su):
Once per day at 4th level, the Zaomantic Slayer learns to change their own skin or the skins of other creatures as a standard action. This ability can be used to alter the appearance and or texture of the skin imparting a +5 bonus on disguise checks to emulate another creature or object. This ability can also be used to change the natural Armour bonus of the skin up or down by the Zaomantic Slayer’s CHA bonus up to a maximum of half the Zaomantic Slayer's level. This ability lasts for a number of minutes equal to the Zaomantic Slayer’s Level. Unwilling targets must be touched and receive a fort save DC 10 + 1/2 the Zaomantic Slayer's Class level + Cha bonus) A creature's natural armor cannot be reduced to less than +0 with this ability. The slayer gains an additional use of this ability at 8th level.

Improved Uncanny Dodge (Ex):
A Zaomantic Slayer with this ability can no longer be flanked. This defense denies a rogue the ability to sneak attack the Slayer by flanking him, unless the attacker has at least four more rogue levels than the target has Rogue Levels and Slayer levels combined.

Rogue Talent: A Zaomantic Slayer gains a rogue talent from time to time, this functions as the rogue talent class feature. A Zaomantic Slayer cannot select an individual talent more than once. If a Zaomantic Slayer has the advanced talents rogue class feature or already has four basic rogue talents then they can chose from the advanced talents list instead.

Zaomantic Surge (Su):
By flowing uncontrolled Zaomantic Energy into a touched person or into themselves. Because of the Zaomantic Slayer’s lack of focus the change is random, but the Slayer can seletec whether the change is positive or negativeThis ability lasts for a number of minutes equal to the Zaomantic Slayer’s Level. This ability can be used a number of times per day equal to the Zaomantic Slayer’s CHA bonus.

Roll Positive Negative
1 Roll Twice on Negative Roll Twice on Positive
2 Roll Once on Negative Roll Once on Positive
3 Minor Cosmetic Changes (eg. Different eye or hair color) Minor Cosmetic Changes
4 Major Cosmetic Changes (eg. Different gender or apparent race) Major Cosmetic Changes
5 Climb +2 Climb -2
6 Swim +2 Swim -2
7 Acrobatics +2 Acrobatics -2
8 Stealth +2 Stealth -2
9 Perception +2 Perception -2
10 Strength +2 Strength -2
11 Dexterity +2 Dexterity -2
12
13 Natural Armour +1 Natural Armour -1
14 Speed +5 ft. Speed -5 ft.
15 Gain Logical Breath Option Lose (non-active) Breath Option
16 Gain Logical Sense Option Lose (minimum of 1) Sense Option
17 Increase Natural Weapon Damage Decrease Natural Weapon Damage
18 Fly +2 Fly -2
19 Roll Twice on Positive Roll Twice on Negative
20 Players Choice plus reroll Players Choice plus reroll

Improved Evasion (Ex):
This ability works like evasion. A Zaomantic Slayer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.

Zaomantic Death (Su):
At 10th level as a full round action a Zaomantic Slayer turns the target's own body against him. The target must succeed in a Fort save or die of apparently natural causes 1d4 rounds later. The DC of the Fort save is 10 + the Zaomantic Slayer's class level + the Zaomantic Slayer's Int modifier. The Zaomantic Slayer must be within 25 feet of his victim when he uses this ability, but no to hit roll is required. This ability may be used once per day.

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