For some slayers, killing is more than a skill. It is an obsession, an eternal quest driven with no concrete purpose beyond perpetuating more death. Cyclic as well as psychotic, sadistic hunters learn a variety of techniques to bring out their target’s agony before silencing them forever. From mundane steel and serrated edge to occult magic and terrifying anger, a sadistic hunter strikes fear whether they tread.

• Alignment: Sadistic hunters must be of an evil alignment. A sadistic hunter who becomes nonevil cannot gain new levels as a slayer but retains all his class abilities.

• Weapon and Armor Proficiencies: Sadistic hunters are not proficient with medium armor.

• Terror: Sadistic hunters add 1/2 her level (minimum 1) to Intimidate skill checks made to demoralize foes. In addition, if a sadistic hunter successfully uses Intimidate to demoralize a foe, she can study the target as an immediate action. This replaces track.

• Bonus Feats: At every 3rd level, a sadistic hunter can select a bonus feat. These feats must be taken from the following list: Improved Dirty Trick, Combat Expertise, Cleave, Power Attack, Enforcer, Intimidating Prowess, Dazzling Display. At level 6, the following feats are added to the list: Great Cleave, Furious Focus, Martial Dominance, Shatter Defenses, Gory Finish, Cornugon Smash, Greater Dirty Trick. At level 9, the following feats are added to the list: Dreadful Carnage, Quick Dirty Trick, Dirty Trick Master. She can choose bonus feats even if she does not have the normal prerequisites. The benefits of the sadistic hunter’s chosen feats apply only when she wears light, medium, or no armor. She loses all benefits of these feats when wearing heavy armor. This replaces sneak attack.

• Hard to Forget: At level 11, the DC for Intimidate after unsuccessful skill checks is decreased to +3 instead of +5. This replaces swift tracker.

• Sadistic Hunter Talents: Sadistic hunters can select from the following slayer talents, in addition to the normal ones present.

• [SHT] Cruel Attacks: When the sadistic hunter strikes an enemy affected by studied target, they can forgo the studied target bonus to hit and damage to instead cause their enemy pain through a careful blow. This causes the enemy to bleed 1 point of damage each round for each bonus of the slayer’s studied target (for example, studied target at level 5 equals 2 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. In addition to the bleeding effect, enemies that are affected by Cruel Attacks take a -2 penalty to AC and weapon attack rolls until the bleeding stops.

• [SHT] Enticing Blood: At the sight of blood, a sadistic hunter grows feverish and erratic. While an enemy within 30 feet or a studied target within sight is currently suffering from bleed, she gains a +5 foot profane bonus to movement speed that is unaffected by armor and a +2 profane bonus to damage rolls against bleeding enemies. A sadistic hunter must be at least 6th level and have the cruel attacks sadistic hunter talent before selecting this talent.

• [SHT] Maddening Blood: Growing further stirred by blood, a sadistic hunter becomes completely unstable, forsaking everything and indulging her insanity. While an enemy within 30 feet or a studied target within sight is currently suffering from bleed, she gains the benefits of the rage ability as the barbarian class feature as long as enemy is currently bleeding. While in this state, she cannot use studied target or quarry on new targets, or use master slayer. If the enemies stop bleeding or die, she is exhausted for twice the duration of rounds she was in this state. A sadistic hunter must be at least 10th level and have the cruel attacks and enticing blood sadistic hunter talents before selecting this talent.

• [SHT] Trapper: The first time this talent is selected, the sadistic hunter automatically learns the snare trap, as from the trapper ranger archetype. The sadistic hunter can use this and other learned traps a total number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier. Selecting this talent again allows the sadistic hunter to either learn one additional trap of her choice or use learned traps for 2 additional times per day. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The sadistic hunter cannot select an individual trap more than once. The sadistic hunter must be at least 4th level before selecting this talent.

• [SHT] Launching Trap: A sadistic hunter can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if she had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. The sadistic hunter must be at least 10th level and have the trapper sadistic hunter talent before selecting this talent.

• [SHT] Hexes: A sadistic hunter can choose from the following witch hexes: evil eye, misfortune, blight. These hexes may be used as spell-like abilities for a number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier (minimum 1). If the hex allows a saving throw, the save DC to resist the hex is equal to 10 + 1/2 the sadistic hunter’s level + her Intelligence modifier. Upon selecting a hex, the sadistic hunter gains a horrifying tattoo somewhere on her body that must be visible. If this symbol is covered at all, the chosen hex cannot be used. Selecting this talent again allows the sadistic hunter to pick a new hex and place a new tattoo. The sadistic hunter must be at least 6th level before selecting this talent.

• [SHT] Major Hexes: A sadistic hunter can choose from the following witch major hexes: agony, delicious fright, nightmares. These hexes may be used as spell-like abilities for a number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier (minimum 1). If the hex allows a saving throw, the save DC to resist the hex is equal to 10 + 1/2 the sadistic hunter’s level + her Intelligence modifier. Upon selecting a hex, the sadistic hunter gains a horrifying tattoo somewhere on her body that must be visible. If this symbol is covered at all, the chosen hex cannot be used. Selecting this talent again allows the sadistic hunter to pick a new hex and place a new tattoo. The sadistic hunter must be at least 10th level and have the hexes sadistic hunter talent before selecting this talent.