Golem Slayer

Certain rangers have dedicated their studies to the golem. They know as much if not more than the golem's own creator about the creature, including the proper ways to destroy it.

Class Skills: At 1st level, a golem slayer adds Knowledge (arcana) and Spellcraft to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Favored Enemy (Ex)

At 1st level, the golem slayer must take constructs as his favored enemy.

Constructs must have the highest bonus of any of his favored enemies. Otherwise, this ability works the same as normal for a ranger. This ability modifies favored enemy.

Minor Sigil (Su)

At 5th level, the golem slayer can place a minor sigil on a golem as a melee touch attack. He must choose one of the following effects:

  • -2 to AC
  • -4 to attack rolls
  • Any successful hit the golem slayer makes gains 1d6 extra damage.

A single golem can only be affected by one sigil at a time. A sigil lasts for one minute before fading away from the golem's body. A golem slayer may use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces wild empathy.

Major Sigil (Su)

At 11th level, the golem slayer can place a major sigil on a golem as a melee touch attack. Major sigils follow all of the same rules as minor sigils and count toward his number of sigils per day. He must choose one of the following effects:

  • Suppresses the golem's immunity to magic special ability. This sigil lasts for one minute or until the golem is affected by a spell it would normally be immune to, whichever comes first.
  • Suppresses the golem's DR.
  • Automatically confirms all critical hits on the targeted golem.

This ability replaces quarry.

Swift Sigil (Su)

At 15th level, the golem slayer may place a sigil as a swift action instead of standard action.

This ability replaces improved quarry.

Grand Sigil (Ex)

At 20th level, the golem slayer can place a grand sigil on a golem as melee touch attack. If the attack hits, the target must make a Fortitude save or be destroyed. The DC of this Fortitude save is equal to 10 + 1/2 the golem slayer's level + the golem slayer's Wisdom modifier. This ability ignores the golem's immunity to effects that require a Fortitude save. He can use this ability if he has any uses of sigils left for the day but not against the same golem more than once in a 24-hour period.

This ability replaces master hunter.