A Study of Slayers, A Class Guide


Advice

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No one else seemed to want to do it, so I started my class guide for slayers. I would like to expand on it in the future, and I've completely skipped the feats section for the time being, but I'd like to hear people's thoughts on what I already have.

I'm sure people will disagree with at least some of my assessments and I'm open to making changes to the document and adding recommendations.

https://docs.google.com/document/d/18YaguqQNVrlfXQ_5NgF82Vka66Epyqb2tYVC0Gq HhGk/pub

Thank you,
Melkiador

Grand Lodge

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The thing I like about the slayer is that the Ranger Combat Styles allow you to acquire a feat chain without meeting the prerequisites, while the Rogue Combat Trick and your regular feats can be used to acquire another feat chain for which you would meet the pre-requisites, or combine things that before couldn't easily be combined.

This can give you slightly faster access to two sets of combat options because you're not waiting for feats as long, while also reducing things like MADness.

Of course, the Brawler also allows pursuing multiple combat options thanks to Martial Versatility, but they don't get medium armor proficiency.


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Bloodreader can be an interesting tool when you are trying to look through disguises or some slight planning options.

Basically- "Why does the maid have 200hp?"

Or "He has 7 hp, and it doesn't look like he had his butt kicked recently. I think a hypnotism will cover it."

In an in game perspective, it could be seen as the ability to tell a person's combat potential from their stance (which is fairly common in fiction, particularly for spy/bounty hunter types). That combat potential obviously goes down when you are bleeding your kidneys onto the floor (high level, lost a lot of hp).

It is not that the character knows the hp, it is that the slayer can see how much of a beating the other side can take. That understanding is presented to the player as the abstraction of hp.

Sczarni

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There are also a couple of interesting slayer-only items, like This one.


I'm not sure I agree on the utility of Stalker - a bonus to non-combat skills which lasts a few rounds? The bonus to intimidate may be useful in combat, at least. I'd call the ability orange.

I definitely don't agree on the non-combat usefulness of intimidate you suggested under the class skills or with rating heal (& craft/profession) as orange or ride as red, I'd put those as green, red and orange respectively. Intimidate is useful in combat if you build for it only (not out of combat 90+% of the time), heal (& craft/profession) is a total waste of points, and ride can be useful at low levels or if you spend the feats on an AC.


Stalker doesn't last a few rounds, it lasts as long as Studied Target. Which is indefinite. You can enjoy a +1 to +5 to Bluff, Knowledge checks, Intimidate, Disguise, Sense Motive, Survival, Stealth, and Perception against your chosen target for as long as necessary.

Whether stalking him, or looking out for him if he escapes from you. For days or weeks, potentially.

Grand Lodge

Thanks for posting this... good stuff


Thanks for the replies everyone.

@Ms. Pleiades:
I mostly agree with this and hope I conveyed it at least a little in my guide. My issue with it is that the Slayer only gets 3 picks from the Combat Style, which means that to complete a long feat chain, you will need to meet the prerequisites for at least some of the feats. But it's still a great option, because of the early entry to a few of the feats within a chain.

@lemeres:
Thanks for the input. I really should expand on the uses of Bloodreader.

@Carla the Profane:
Good point. I never even considered a magic items section. I'll need to do some research to make sure I don't miss any. I'm expecting it's a pretty short list.

@avr:
As Rynjin stated, Stalker and Studied Target is as long as you need it to be.
-
Why don't you believe that intimidate is useful out of combat? It's the skill for interrogation. It's part of making your Slayer into Batman. How are you getting use out of ride? If you are trying to get from point A to point B, then you don't really need the skill. Ride only seems useful for fighting from your mount. Heal on the other hand is useful at very low level when magical healing isn't plentiful. Craft and Profession can be useful in many games for gaining information. I see those coming up a lot in PFS modules and of course there's the day job check in PFS, which while small is something.

@Helaman:
Thanks for the encouragement.


I will also say that bloodreader will mostly give you useless information.

But constantly scoping out everyone you meet and suspecting them with an almost paranoid attitude seems fairly in character for the class in general. It is the reason why you spam studied target at every talking NPC, no?


lemeres wrote:

I will also say that bloodreader will mostly give you useless information.

But constantly scoping out everyone you meet and suspecting them with an almost paranoid attitude seems fairly in character for the class in general. It is the reason why you spam studied target at every talking NPC, no?

I do wonder if this would get on the DM's nerves. Starting every social encounter off with "What's his hp?" could get really tiresome. I also wonder how many NPCs won't even be statted in the first place, which would force the DM to just make something up on the spot. I really wouldn't be surprised if any DM just decided to ban this ability, though a more experienced DM shouldn't have trouble making up stats on the fly.


Haven't had a chance to read it yet, but marking for interest (especially since it isn't yet in the Zenith Games Guide to the Guides).

Note that (probably partially dependent on table) Heal can be used to diagnose aspects of health status other than number of hit points (thereby complementing Blood Reader, which only tells you hit points remaining). Also, apparently the Technology Guide also gave an indication that it can be used to identify drugs/pharmaceuticals, but doesn't actually provide a complete rule (FAQ/Errata needed?). Finally, I normally wouldn't recommend 3rd party stuff for a guide about non-3rd-party stuff, but the "New Uses for Old Skills" sidebar from Villains: Rebirth (goes all the way back to 2003) is just too awesomely Evil to pass up as something to mention for GM-run Slayer villains.


A GM section is an interesting idea, because the guide is from the point of view of a player. The slayer does have a number of archetypes and options that lend themselves better to NPCs than PCs.


Thanks for putting this together, Melkiador!

As a GM, I HATE bloodreader, and am tempted to change it because: a)hit points are an abstraction, and this makes them something "real" and tangible; and b) I often need to fudge hp's on foes - up or down - based on how combat is going. This feat ties my hands too much, and I am house ruling it to be an indicator of relative health rather than an exact "he has 7 hp's left" ability.


FYI, the sniper archetype is most likely going to receive errata that helps them out a fair bit.

From here

PDT wrote:
Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”


@Otherwhere:
Thanks for the input. Just a suggestion, but if you are house ruling Bloodreader to be weaker, which I totally understand wanting to do, then you may want to give it an additional small bonus. Maybe a bonus on Sense Motive checks? Though honestly, you may just be happier removing the talent entirely.

@Cheapy:
I have flip-flopped on including that. I guess I really should for completeness

Edit: I have added a section on Deadly Sniper:

Quote:

Deadly Sniper: At first glance this is a weak ability as Slayer Sneak Attack damage isn’t very interesting, but if you combine it with the Assassinate talent, then you can truly be a deadly sniper. Of course, you’ll have to wait 8 levels from when you get this ability to get Assassinate. In the meantime, I guess you could use it with Slowing Strike, which would slow them getting to the location from where you are sniping.


I would recommend a section dedicated to the best ways of playing your slayer for example, duel wielder, archer, 2hander, etc... But other whys looks AWSOME don't rush it cuz there's a lot of info out there to go through, other then that keep up the good work!


"He is Black Widow."

I laughed. :-)


Thanks for starting this. I've wanted a Slayer guide for quite some time, considered writing it, and found that I simply couldn't. If I seem critical, it's because I've wrestled with a lot of the same issues myself and came up empty.

Intro: eh. Adequate.

Ratings: Yep.

Races: I really dislike the race section, I'm just not sure what I'd do differently. Races are essentially very different depending on what you're trying to do with a slayer. It's not like wizards, where int is always number one (except, of course, when it's not), and spellcasting bumps are always nice. Basically, Slayers can be built 3 or more different ways, and the racial ratings would vary wildly based on which you pick. Picking the best color of the three seems misleading, taking an average would be useless, and 3 different colors (or more!) is a lot of work.

Class features: solid.

Talents: I'd offer a bit more in the way of explanation. Not enough to get in trouble, just enough that I'll have an idea of what the talent does without having to flip back to my back. For example, Crippling Strike is written informatively enough, as is Deadly Range, where Foil Scrutiny is not. I hope that makes sense.

Also, Bloodreader. I respectfully think you're off your rocker on this one. Knowing exact hp is green at best. It might help a caster know what level spell to burn, but it's not going to increase your tactical possibilities. If you keep it blue, I'd suggest you expand upon what you can do that makes it blue.

If you cover Rogue Talents separately, I feel like you ought to break out the Combat Styles as soon as you get around to doing feats. You might also want to point out that Combat Trick is still strictly inferior to Combat Style.

Surprise Attack I think is solid green, even for Vanguards. Anyone you beat on init is flatfooted anyway, and if you rate Sneak Attack as only green, why would you rate a SA enabler blue?

skills: I'm not sold on Intimidate as blue. I mean, you're probably not rocking huge charisma, and most times you Intimidate out of combat, Diplomacy would be better. It's just not a role you're especially suited to. (Bluffing, on the other hand, is. So why is that only green?) Otherwise, I agree.

Archetypes: I feel like you overvalue alternate features, or undervalue talents fairly consistently. If something isn't competitive with an early talent (i.e. before you have all your Combat Style), I feel like it should be sub-green. Is +2 to will saves against your victim and 1 round of diehard worth a style feat, for instance, in the case of the Deliverer? If the answer is no, that sucker should be yellow. Similarly, the archetypes themselves should be yellow if they're not universally on par with the base class. The anti-undead and aberration arches, for instance, should be yellow with a note that they bump up to green (maybe blue) in the appropriate campaign.

Anyway, good work so far. Keep it up.


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Otherwhere wrote:

Thanks for putting this together, Melkiador!

As a GM, I HATE bloodreader, and am tempted to change it because: a)hit points are an abstraction, and this makes them something "real" and tangible; and b) I often need to fudge hp's on foes - up or down - based on how combat is going. This feat ties my hands too much, and I am house ruling it to be an indicator of relative health rather than an exact "he has 7 hp's left" ability.

Have you ever thought about just planning encounters better so you don't have to fudge HP mid-fight?

Sovereign Court

What would be the best route to take for a 2 weapon slayer? Lots of strength and Ranger two weapon combat training for sure. What about other feats?


Melkiador wrote:

I do wonder if this would get on the DM's nerves. Starting every social encounter off with "What's his hp?" could get really tiresome. I also wonder how many NPCs won't even be statted in the first place, which would force the DM to just make something up on the spot. I really wouldn't be surprised if any DM just decided to ban this ability, though a more experienced DM shouldn't have trouble making up stats on the fly.

Of course, this is more of a tool for players who SHOULD be paranoid. This tactic should be for people who have be burned time and again by succubi, kitsune, doppelgangers, wizards, and the like all while the GM had a grin a mile wide.


Thanks. There are a lot of interesting points here. Some of which I will probably implement.

Jaunt wrote:


Races: I really dislike the race section, I'm just not sure what I'd do differently. Races are essentially very different depending on what you're trying to do with a slayer. It's not like wizards, where int is always number one (except, of course, when it's not), and spellcasting bumps are always nice. Basically, Slayers can be built 3 or more different ways, and the racial ratings would vary wildly based on which you pick. Picking the best color of the three seems misleading, taking an average would be useless, and 3 different colors (or more!) is a lot of work.

Basically, I rated the races on their best possible Slayer build, but I didn't really make that clear. As you mentioned, there really isn't a good way to rate this for a class like the Slayer.

Quote:


Talents: I'd offer a bit more in the way of explanation. Not enough to get in trouble, just enough that I'll have an idea of what the talent does without having to flip back to my back. For example, Crippling Strike is written informatively enough, as is Deadly Range, where Foil Scrutiny is not. I hope that makes sense.

This is something I may do at a later time.

Quote:


Also, Bloodreader. I respectably think you're off your rocker on this one. Knowing exact hp is green at best. It might help a caster know what level spell to burn, but it's not going to increase your tactical possibilities. If you keep it blue, I'd suggest you expand upon what you can do that makes it blue.

I'll add the things that lemeres said, but also it lets you know if you should err on the side of accuracy or maximum DPR. Should I Power Attack? Should I Two-Weapon Fight? This talent lets you know what you need to do to finish your opponent off. But it probably could be Green.

Quote:


If you cover Rogue Talents separately, I feel like you ought to break out the Combat Styles as soon as you get around to doing feats. You might also want to point out that Combat Trick is still strictly inferior to Combat Style.

Yeah, I was planning to get to the Ranger Combat Styles when I get to feats.

Quote:
Surprise Attack I think is solid green, even for Vanguards. Anyone you beat on init is flatfooted anyway, and if you rate Sneak Attack as only green, why would you rate a SA enabler blue?

As mentioned, SA is weird. You can't count on it, but it's good when it's there. You could just as easily make a good Slayer build that ignores it as requires it. Vanguard just happens to have some abilities that raise the usefulness of SA.

If you want something that works even better with Sneak Attack, look at the Bounty Hunter. Its Dirty Tricks barrage can really ruin someone's day. I haven't gotten into it yet because it's feats based, but you can use Quick Dirty Trick to Blind your opponent with your first attack, which then opens them up to further sneak attacks in that combat round, and all of those sneak attack dice can be traded out for even more Dirty Tricks causing other debuffs.

Quote:


skills: I'm not sold on Intimidate as blue. I mean, you're probably not rocking huge charisma, and most...

Yeah. That probably should be Green. I'm not sure why I chose Blue. I may have even meant to make it Green, but accidentally clicked blue.


Rynjin wrote:
Have you ever thought about just planning encounters better so you don't have to fudge HP mid-fight?

I disagree with this. First, not everyone can be good at preemptively determining whether something will or will not be difficult for their players. And second, not everyone has the kind of free time it may take to figure these kinds of things out. Third, even if you are using a module, the designers of the module aren't infallible either. DM fudging is a big part of being a DM.


A note for style decisions- it is rather easy to get 2 handed damage while going TWF.

Double weapons are of course a well known method for this. Besides the racial double weapons from orcs and dwarves, there is now a decent double weapon in the simple category. The weighted spear from the melee tactics toolbox is not too fancy, it is just a spear with a bashy end. Still, it is available to just about everyone, and it does give you options against skeletons and the like. So it isn't terrible. And it lacks the flaw of the other simple double weapon- it can be made of metal without any questions asked unlike the quarterstaff. And the bashy end can be made silver without any problems (since bludgeoning doesn't take a penalty)

There is also the option to go gauntlet/cestus+one handed weapon. This doesn't play well with feats like weapon focus...but it does let you pick up nice weapons like scimitars. Anyway, just use the gauntleted hand for 2 handing when you need to do standard action attacks, and take it off when you need to TWF.


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Melkiador wrote:
Quote:
skills: I'm not sold on Intimidate as blue. I mean, you're probably not rocking huge charisma, and most...
Yeah. That probably should be Green. I'm not sure why I chose Blue. I may have even meant to make it Green, but accidentally clicked blue.

I am not so sure about that.

You also need to look at the unique feats available to slayers.

Killing flourish allows you take a swift action to demoralize foes in 30' when you reduce an enemy to 0 hp. that is swift action dazzling display, basically. It also requires you to grab intimidating prowess, which adds str to intimidate as well, which makes the whole CHA thing moot. The closest feat to this one requires at least level 11...this comes in at level 4 at the earliest.

After that, there is Gruesome Slaughter, which builds on killing flourish by also giving you a chance to make those intimidated enemies sickened (the DC is 10+1/2 level+STR, so it is a fairly good chance). Since that effect is against all the creatures within 30'...that can lead to some rather nice results since they are facing a rather powerful debuff.

So overall, it is not that bad a deal to focus on intimidate. And if you manage to get some of the targets in 30' as studied targets...things can go fairly well, since you have nice numbers.


True, but in my opinion things that are green are still good. They just aren't the best. Intimidate is useful in multiple situations and you can build towards making it very good. But being blue would imply you should almost always maximize it and that isn't really true. I guess this is why some of the guides use purple to differentiate the "always pick" options.


Yes, Intimidate builds can be good to very good but never "always best" because some situations or campaigns just flat out make it useless.

Glad you took the time to make this guide.


Grond wrote:

Yes, Intimidate builds can be good to very good but never "always best" because some situations or campaigns just flat out make it useless.

Glad you took the time to make this guide.

Almost everything in the game can be Intimidated.

I'm hard pressed to think of any game that involves combat in some fashion where your character would not be well served by the use of a Free action and a Swift action to impart a -2 to enemy attack rolls and a free attack at your highest BaB (via Cornugon Smash and Hurtful).


Still haven't had the chance to read the guide yet, but for things that have different values for a handful of commonly used build types, why not do what this Alchemist guide does and give separate color ratings for each build type (that Alchemist guide has separate color ratings for Mad Bomber and Mister Hyde in several sections). Some other guides also do this, although I can't remember off the top of my head which ones.


Melkiador wrote:

@avr:

As Rynjin stated, Stalker and Studied Target is as long as you need it to be.

True. My bad; I must be confusing that ability with something else.

Quote:
Why don't you believe that intimidate is useful out of combat? It's the skill for interrogation. It's part of making your Slayer into Batman. How are you getting use out of ride? If you are trying to get from point A to point B, then you don't really need the skill. Ride only seems useful for fighting from your mount. Heal on the other hand is useful at very low level when magical healing isn't plentiful. Craft and Profession can be useful in many games for gaining information. I see those coming up a lot in PFS modules and of course there's the day job check in PFS, which while small is something.

Last first; I don't play PFS and day job checks don't come up in my home games. Unless you have exactly the right craft/profession skill it's not obvious how it'd provide info without a contrived situation.

Heal is easily substituted (and improved on) with a couple hundred gp of alchemy and a potion or two of CLW from level 2 and a party wand of CLW shortly thereafter. I couldn't say it's useful past level 1.

A heavy warhorse is useful to level ~4 in combat. If you can buy better mounts ride stays useful to ~6-8. With leadership or similar it's good forever.

The people I game with would usually assume that Batman's interrogation tactics would get him told whatever he wants to hear rather than the truth. Diplomacy, sense motive and/or bluff FTW out of combat. As noted, intimidate has uses in combat - though a slayer can't use it as well as an inquisitor or barbarian, or even a charisma based caster which gets into fights like a bard, skald, or oracle.


You probably confused it with the Investigator's Studied Combat. I continue to use the term Favored Target (from the playtest) for that reason.


Melkiador wrote:
Rynjin wrote:
Have you ever thought about just planning encounters better so you don't have to fudge HP mid-fight?
I disagree with this. First, not everyone can be good at preemptively determining whether something will or will not be difficult for their players. And second, not everyone has the kind of free time it may take to figure these kinds of things out. Third, even if you are using a module, the designers of the module aren't infallible either. DM fudging is a big part of being a DM.

Fudging is what some GM's do. It however is not part of being a GM. I have had a few bosses go down quicker than expected. I am not saying it's inherently wrong. I just disagreed with the end of your comment.


Rynjin wrote:
Otherwhere wrote:

Thanks for putting this together, Melkiador!

As a GM, I HATE bloodreader, and am tempted to change it because: a)hit points are an abstraction, and this makes them something "real" and tangible; and b) I often need to fudge hp's on foes - up or down - based on how combat is going. This feat ties my hands too much, and I am house ruling it to be an indicator of relative health rather than an exact "he has 7 hp's left" ability.

Have you ever thought about just planning encounters better so you don't have to fudge HP mid-fight?

I'd rather tell a good story. Plenty of GM's fudge. I know I'm not alone on this, nor on disliking the exacting nature of bloodreader.

But rather than sidetrack this thread on GMing styles and preferences, I'm going to focus on Melkiador's guide, which I'm glad he started.

It's a lot of work, I know, but I would like to see more Races rated. I'm playing with someone who is a Changeling Slayer, and wanted to look for ideas and suggestions for them. Do you have any plans on adding more Races?


Thanks Otherwhere. I'm trying to decide what to do with races. Slayer is such an odd class because it doesn't strongly favor or require any one thing by default. What I may end up doing is listing popular build types and then what races excel at those builds.

As for Changling, I hadn't considered it, but I don't see it having a lot of synergy with the Slayer so far. The bonus to bluff option may help a two-weapon feint build. And I haven't looked at the natural attack builds yet, so that may be good. On the bright side, even a sub-optimal slayer is still pretty good.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Jaunt wrote:


Races: I really dislike the race section, I'm just not sure what I'd do differently. Races are essentially very different depending on what you're trying to do with a slayer. It's not like wizards, where int is always number one (except, of course, when it's not), and spellcasting bumps are always nice. Basically, Slayers can be built 3 or more different ways, and the racial ratings would vary wildly based on which you pick. Picking the best color of the three seems misleading, taking an average would be useless, and 3 different colors (or more!) is a lot of work.

The way I see is that blue is almost always one of the best options. Anything that's good for one build, but not for others should not be blue. Elves are pretty good for any build that uses dexterity as it's primary stat, but that con penalty hurts for melee builds. They are also suboptimal for strength builds. To me, that makes them green. Humans are, of course, blue because they can fit into anything.


Melkiador wrote:

Thanks Otherwhere. I'm trying to decide what to do with races. Slayer is such an odd class because it doesn't strongly favor or require any one thing by default. What I may end up doing is listing popular build types and then what races excel at those builds.

As for Changling, I hadn't considered it, but I don't see it having a lot of synergy with the Slayer so far. The bonus to bluff option may help a two-weapon feint build. And I haven't looked at the natural attack builds yet, so that may be good. On the bright side, even a sub-optimal slayer is still pretty good.

Yeah - she's going Natural Attacks with her claws, so that's what kind of build advice I was looking for. She took the Ranger Combat Style feat Improved Natural Attack to up her claws from d4 to d6. Thanks!

The Changeling also has an option to improve damage with her melee attacks (Hulking Changeling), plus the option for a racial Feat Mother's Gift, which can: improve natural AC; +1 to hit and damage with claws; or add SR. (Can only select each once.)


Okay, now that I've had a chance to read the guide, I'm wondering just how much trouble (in terms of feat investment) it is worthwhile to go through to enable setting up Sneak Attack, which never gets past 6d6. Specifically, I am beginning to wonder whether if I need to insert 2 levels of Fighter to get all the feats I need (for that plus other stuff required to avoid being a 1-trick pony), then the feats for setting up Sneak Attack (the Weapon Focus/Dazzling Display/Shatter Defenses chain, plus other feats for making targets Shaken quickly and/or more reliably) become not worthwhile. (Of course, it depends partly upon how useful the other feats are in their own right.)

Sczarni Order of the Amber Die

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The group I play in is currently doing a field study with the ACG iconics for the Giantslayer AP, one of which is Zadim, and a tracking sheet is being used to document how frequently Studied Target comes into play.

From 1st to 4th level he used Studied Target four times during the first marathon, and for the second marathon from 4th to 6th level he used it only five times. This may seem like too small a number, but with a two-weapon build at lower levels, the economy of actions made it a better choice to make a full attack (w/sneak attack) rather than spend a move action for only a +1 bonus for one attack against one target. It did see a decent increase, however, once that become a +2 bonus for two targets, and we’re expecting it to go up again exponentially once it becomes a swift action to activate at his next level. (It'll be even better with Seething Hatred against giants for the third marathon!)

We are continuing this field study of the slayer class all the way to 17th level, at which point we will release our full report. In the meantime, if you want to see Zadim the Slayer in action:
Giantslayer Marathon: Part 2!


UnArcaneElection wrote:

Okay, now that I've had a chance to read the guide, I'm wondering just how much trouble (in terms of feat investment) it is worthwhile to go through to enable setting up Sneak Attack, which never gets past 6d6. Specifically, I am beginning to wonder whether if I need to insert 2 levels of Fighter to get all the feats I need (for that plus other stuff required to avoid being a 1-trick pony), then the feats for setting up Sneak Attack (the Weapon Focus/Dazzling Display/Shatter Defenses chain, plus other feats for making targets Shaken quickly and/or more reliably) become not worthwhile. (Of course, it depends partly upon how useful the other feats are in their own right.)

Sneak attack is useful when you get it, but it is not good enough to get all of those feats for it.


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I've played a Slayer (TWFing Sword and Board) up to 7th (at 8th he became a Horizon Walker).

Sneak Attack is a nice extra. That's all it is, really. The class does just fine without it. Studied Target gives the same bonus as Weapon Training (and starts earlier), and nobody complains about how Fighters fare in damage dealing.

At no level did I ever feel using Studied Target was a wasted action. I didn't take the actual Feat Two-Weapon Fighting until later on because at low levels it's more a harm than a help, so you don't sacrifice too much to use it. An extra +1/+2 is worth the cost of a move action.

It also makes the Slayer a great switch-hitter at low levels since a free +1/+2 to bow attacks makes you nearly as good as a dedicated archer before iteratives and manyshot come into play.


Rynjin wrote:

I've played a Slayer (TWFing Sword and Board) up to 7th (at 8th he became a Horizon Walker).

Sneak Attack is a nice extra. That's all it is, really. The class does just fine without it. Studied Target gives the same bonus as Weapon Training (and starts earlier), and nobody complains about how Fighters fare in damage dealing.

At no level did I ever feel using Studied Target was a wasted action. I didn't take the actual Feat Two-Weapon Fighting until later on because at low levels it's more a harm than a help, so you don't sacrifice too much to use it. An extra +1/+2 is worth the cost of a move action.

It also makes the Slayer a great switch-hitter at low levels since a free +1/+2 to bow attacks makes you nearly as good as a dedicated archer before iteratives and manyshot come into play.

Might be a stupid question but why does he get a +1/+2 for studied target? Isn't it +1/+1?


I believe he meant that as a +1 or +2. By the time you get +3 you can study as a swift.


Ah I see.

Welp I was right in one thing, it was a stupid question. ;)


Melkiador, can you approve me so I can see the guide?


I'm not sure why you can't see the guide. I just tried with a not logged in browser and it still displays. Is anyone else having issues?


Melkiador wrote:
I'm not sure why you can't see the guide. I just tried with a not logged in browser and it still displays. Is anyone else having issues?

Nope, I can look at it just fine.


Will you eventually be adding anything for other races?

I have a friend who's playing a Catfolk Slayer, but she's have a hard time deciding build-wise what to do.

She wants to be rogueish and do all the typical rogue things so she went dex focused with a rapier, but she also wants to do a lot of damage (especially since she feels like she's falling behind the paladin with a glaive and 18 str, and my elven grenadier alchemist.), but also took the Ranger Style talent to get Crossbow Style.

It's kinda led to the DM having to give her free stat boosts so she feels useful.


If you include a magic item list, don't forget the Headsman's Blade. Its magic properties aren't that great, but a +2 on your favored target is really nice, especially since you'll most likely buy it around level 7 or so, when your study drops to a swift action. Really nice to cut through cold iron or silver DR. Hell, throw an additional +1 on it and you'll cut through adamantine with it as well.


Pathfinder Rulebook Subscriber
Opuk0 wrote:

Will you eventually be adding anything for other races?

I have a friend who's playing a Catfolk Slayer, but she's have a hard time deciding build-wise what to do.

She wants to be rogueish and do all the typical rogue things so she went dex focused with a rapier, but she also wants to do a lot of damage (especially since she feels like she's falling behind the paladin with a glaive and 18 str, and my elven grenadier alchemist.), but also took the Ranger Style talent to get Crossbow Style.

It's kinda led to the DM having to give her free stat boosts so she feels useful.

I would actually use the Unchained Rogue for that sort of focus. Dex to damage is pretty clutch, and you get Weapon Finesse free to help offset the Slayer feat edge. And more sneak attack dice.

One of the strengths of the Slayer is it doesn't need to have high dexterity for traditional high dex styles.


Captain Morgan wrote:
Opuk0 wrote:

Will you eventually be adding anything for other races?

I have a friend who's playing a Catfolk Slayer, but she's have a hard time deciding build-wise what to do.

She wants to be rogueish and do all the typical rogue things so she went dex focused with a rapier, but she also wants to do a lot of damage (especially since she feels like she's falling behind the paladin with a glaive and 18 str, and my elven grenadier alchemist.), but also took the Ranger Style talent to get Crossbow Style.

It's kinda led to the DM having to give her free stat boosts so she feels useful.

I would actually use the Unchained Rogue for that sort of focus. Dex to damage is pretty clutch, and you get Weapon Finesse free to help offset the Slayer feat edge. And more sneak attack dice.

One of the strengths of the Slayer is it doesn't need to have high dexterity for traditional high dex styles.

I'd told her about Unchained Rogue when we were first doing character creation, but she really wanted to stick to Slayer.

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