Sanctified Slayer: Studied target and spell DC's


Rules Questions


So the Sanctified slayer archetype from ACG gets this ability from slayer using their inquisitor level in place of slayer level.

Studied Target (Ex)

A slayer can study an opponent he can see as a move action. 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 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, he can study that target as an immediate action, allowing him to apply his 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 and damage rolls, as well as the bonus to slayer ability DCs 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 him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

So am I seeing this right or would the studied target bonus apply to the Sanctified slayer arcetype's spellcasting?
It should also apply to the domain or inquisition granted powers as well as detect alignment and discern lies.


RAW it seems to work that way. Spells are a class ability.


Sweet. makes me wish the class had a better spell list for save or dies though..


In this vein, would it be safe to assume that powers usable against an enemy gained from the Inquisitor's Inquisition would likewise get the same DC boost? For example, my Sanctified Slayer has the Final Rest inquisition, which grants the following powers:

Final Rest Inquisition

Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.

Disrupt Animation (Sp): You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unravel Animation (Su): At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.

So... is it safe to assume the Studied Target bonus would apply to the save DC of the Unravel Animation power? I hadn't even considered it before, but that would make me an even better undead slayer (the entire concept behind my build).

Sovereign Court

Seems legit. Even if I think the Study bonus applying to spells is a bit sketchy, applying it one few-times-a-day domain powers seems entirely appropriate.


Honestly, I use my Inquisition power (Unravel Animation) far more than I use spells that target enemies. I can understand not wanting to apply it to the Sanctified Slayer's spell DC's (although I see a precedent for both interpretations), but since the Sanctified Slayer really doesn't get any other save-based Slayer powers, this would be an aspect of Studied Target which they would otherwise have no use for. Considering they are giving up a key inquisitor ability (everything Judgment-related, including their capstone power), I think it's a small thing to allow this.

The only Slayer ability (talent) the Sanctified Slayer has access to, which has a save-based outcome, is Slowing Strike. There may also be combat feats (via Rogue Talent -> Combat Trick), but I'd have to do some digging. The Slayer also gets access to: Assassinate, Knockout Blow, any feat(s) they take via Rogue Advanced Talents and Ninja Master Tricks which involves a target making a save, and Master Slayer, as well as abilities gained from archetypes, such as: Distant Voices, Something's Not Right, and Cruel Trick (Bloody Jake), Painful Strike (Executioner), Find Family (Family Hunter), Dust Bringer (Grave Warden), Spell Use (Stygian Slayer), and Burn The Witch (Witch Killer)... as well as such abilities of any upcoming Slayer archetypes.

Now, if we look at the Spell Use ability of the Stygian Slayer, this sets a precedent for the effects of Studied Target to be applied to spells.


'Class ability' is a very broad category that covers everything gained from your class-- i.e. not from a race, feat, item, etc. Spells count as class abilities. Though it could be argued that for Unravel Animation above, while the granting of the disruption special ability is due to a class ability, the save DC is coming from the weapon itself. Might want to seek out a more official ruling on that one.


I see your point, though it is an ability you apply to a weapon (any weapon you wield, theoretically including natural weapons) which has a save dependent on your character, not the weapon (DC = 10 + 1/2 Inquisitor Level + Wisdom Modifier). It's much better than the standard Disruption weapon enchantment. So the save DC is coming from the Inquisitor, not the weapon. There is nothing to stop you from applying it to your Improved Unarmed Strike, and punching the undead into oblivion.

Shadow Lodge

My Nature Fang druid uses this trick to make sure his spells land too. It's a nice boost, and really helps compensate for me spending all his feats on combat feats to get better at hitting people with hammers.


Hadn't seen that archetype before. I like it a lot.

However, this brings up a painful question for me. Under the Nature Fang, it calls out Swift Studied Target as a separate ability, implying that it is not an inherent part of the Studied Target slayer ability. It is not listed as a separate ability for the Slayer, but is wrapped into the Studied Target entry as a 7th level advancement. It's not even listed separately on the Slayer's advancement table.

For the Sanctified Slayer, it says: "At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target." That's it. It doesn't call out the limitation on the ability.

For the Nature Fang, it says: "At 1st level, a nature fang gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, the nature fang's bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time." The only limitation it calls out is that they cannot have multiple studied targets at any given time. It also doesn't call out the 7th level advancement. However, they get the 7th level advancement at level 9 in the form of a separate ability.

This begs the question: Does the Sanctified Slayer get the 7th level advancement for Studied Target, or is it considered a separate ability? I've been playing it as if it's an inherent part of the advancement of the ability.

The Morphling: Even calling the advancement out at a higher level, I think it's a very strong archetype. I hope you took the Animal Companion option, for awesome flanking shenanigans! Have you spent any of your feats on Accomplished Sneak Attacker? Nature's assassin! It's too bad feats are so scarce. Unlike a standard Slayer, or even my Sanctified Slayer, a Nature Fang is a prime candidate for Teamwork Feats with their animal companion.

With my Sanctified Slayer, I almost never use my teamwork feats (I kind of hate the way they work) and am looking for a second archetype that compliments my Van Helsing concept, and replaces the bonus teamwork feats and solo tactics with something I'll actually use! Cloaked Wolf was close, but they neutered the inquisitor's initiative bonus to something extremely circumstantial.


Belefauntes wrote:
With my Sanctified Slayer, I almost never use my teamwork feats (I kind of hate the way they work) and am looking for a second archetype that compliments my Van Helsing concept, and replaces the bonus teamwork feats and solo tactics with something I'll actually use!

I don't mean this to be snarky but are you sure understand how Solo Tactics & Teamwork feats work? What about the way they work is it that you don't like?

I ask because there are some teamwork feats that are basically no-brainers for a Sanctified Slayer....

Precise Strike: extra Damage when flanking (which a Sanctified Slayer will be doing to capitalize on sneak attack)
Outflank: extra accuracy when flanking & the occasional opportunity attack if your flankmate crits
Escape Route: move freely through squares allies threaten w/o provoking AoOs (easier to setup flanks)

I can understand TW Feats being a bit lackluster for a ranged stock inquisitor or one focused on skills/casting, however, they do nothing but add to what a Sanctified Slayer is already going to be doing.


Yes, I do understand how solo tactics works with teamwork feats, and that it's far superior to the way teamwork feats normally function.

As a general rule, I feel that teamwork feats (sans Solo Tactics) are a horrible implementation. Due to the nature of how feats work in Pathfinder, and how scarce they are, the idea that two characters have to share the same teamwork feat in order for them to have a chance of functioning is a terribly flawed design. These feats would be MUCH better if they allowed the owner of the feat to bestow their benefits upon their teammates, say at the cost of a swift or immediate action. Besides that, the benefits of most teamwork feats are often more circumstantial than most of their standard counterparts. I feel like teamwork feats were a great idea someone had, but were poorly executed and need a functionality overhaul. There are many feats which I would easily choose over any teamwork feat.

I'm not saying that teamwork feats (especially with the Solo Tactics ability) are completely worthless, I just find them a bit lackluster and often forget I even have them. At one time I had made a list of all teamwork feats for which my character qualified, and kept that sheet WITH my character sheet, and I would STILL forget to use them. One of my fellow players (a Vanguard Slayer) has a teamwork feat that she can grant to all the players (with the Vanguard's Tactician ability), and she finds she is always forgetting to use it, too! Incidentally, I feel a version of the Tactician ability should be inherent in the possession of ANY teamwork feat, and it shouldn't have a per-day limit. Teamwork feats generally are not all that great.

I like the Cloaked Wolf, as it grants NORMAL feats in place of the Teamwork feats, but I'd hate losing my +8 bonus to initiative for a version that only functions in circumstances I'll probably never get to capitalize upon.

I could probably make good use of my teamwork feat/solo tactics combo, but bonuses that, in any way, are heavily reliant upon circumstances and the how your allies are positioned, are very forgettable.


I will admit that I tend to forget the ability to change out my teamwork feats on my Sanctified Slayer, but I never forget that I have the ones I've selected (at this point, I have Outflank and Precise Strike, and I use them almost every combat).


Ahh. I can understand forgetting them. I forget Outflank's free OA more often than I've used it. I use Precise Strike, Outflank's flank bonus & Escape Route way too often to forget though.

I agree TW feats alone are bad w/o planning w/ a teammate. Tactician isn't much better due to limited uses. Inquisitors & Hunters have good TW usage baked in so it surprises me when people trade the feats out.


Since I can't find a compatible archetype that offers enough useful replacements, I think I'll be making a new list of TW feats for which I qualify. We're playing Carrion Crown, and I'm the team's ranged damage dealer (and maybe a little TOO good at what I do). This game has been on a rotation, so I ran the previous portion (Ashes at Dawn), and chose not to use my character while I was running the game.

After relinquishing the reins to the current GM, I did a complete rebuild of my character: he was a Sin Eater, and he totally SUCKED largely due to my desire to play a guy who would be kinda good at melee AND ranged combat... splitting my focus really hurt, and by the time all of my self-buff spells were in effect, the combat was usually over. With my rebuild, I completely focused on being an undead-slaying crossbow sniper (I'm the only ranged-focused martial character in the group).

But during the process of retraining my character, I totally forgot to bother with my Teamwork feats (in fact, forgetting I even had them). So, I'll need to decide what my 3 permanent TW feats are (we're level 13), and make a list of qualifying TW feats that I can change out, as necessary. What are some good options for a ranged sneak attacker? Consider the following:

I can cast both Invisibility/Greater. We house-rule flanking works from range (adding to my sneak attacking shenanigans). I have Rapid Shot and Deadly Aim (in case it matters). I have a Guided repeating heavy crossbow. I have Sniper Goggles, Greater and Bracers of Archery, Greater which the GM has allowed to work with my crossbow. I'm a Drow Noble (the wicked sick version... selected before the Race book was available to us). Our party includes one of each of the following: winged Aasimar Paladin (sword and board), Ranger (2-H style), Slayer (also 2-H focused), Sorceress (draconic - acid), Wizard (Universalist... the fool), Cleric, and (if the cleric ever builds his Leadership sidekick) an NPC Witch. If there are any other details I'm leaving out that might be needed, let me know. Assume I meet the qualifications for any TW feats that involve ranged combat or crossbows. Also, we're liberal with the house-rules, so if it's a "maybe" or a RAI question, then the answer is probably a "yes, we allow it". The only thing we do not allow are third-party materials. Paizo only, but anything Paizo is allowed.

Suggestions?


Outflank and precise strike seem perfect for this set up. Coordinated shot would add another ac boost. Collective recollection is a nice swap for boosting your knowledge monkey, stealth synergy is occasionally handy. Shield wall or shake it off might be useful depending on how your party places themselves in a fight.


Good options. I also like Friendly Fire, hehehe!

What's that? I "accidentally" shot the group vampire with my Unravel Animation enhanced bolt? OOPSIE!!! Hahaha!

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