Some help with my first "high" level character: Money problems with a 9th level TWF Slayer


Advice


Hello everyone, I might end up in a "high" level game starting at level 9 and making its way all the way up to twenty. To be completely honest, I've never had free reign of more than 10k gold or so in any of my other campaigns as they all started low level and died before anything fun happened. As such, I'm not too sure how to divide my gold up. I tried looking at the automatic bonus progression rules and basing my character off that, but I got a little stumped when I realized that did not account for a two weapon fighter.

The character is designed to take advantage of passing Butterfly Sting criticals from the Kukri to the thundering heavy pick for absurd critical damage. I know I could do this with a lot of classes but I like the slayer and I think the Vanguard archetype provides a lot of utility for a full BAB martial class.

Anyway, the game is a 20 point buy and I think there are no traits. Below is the build I came up with, and below that in its separate tag is my shopping list thus far.

Build:
Thorin Thunderblood
Male Vanguard Slayer 9
N Medium Humaniod Dwarven
Initiative: +6, Senses: Darkvision 60ft, Stonecunning; Perception +14
Languages: Common, Dwarven, Giant, Goblin
DEFENSE
AC: 22 = +2(Dex), +8 Armor, +1 Deflection, +1 Natural Armor
HP: 83 (9HD)
Fort: 8 Ref: 8 Will: 5 +2 vs Poison +4 vs Spells and Spell Like Abilities
Defensive Abilities: Stability (CMD +4 vs Trip and Bull Rush on the Ground), Defensive Training (+4 AC vs Giants)
OFFENSE
Speed 20ft (4 Squares)
Melee +1 Thundering Heavy Pick 15/10 (1d6+5x4) [+3d8 on a Crit, DC14 of target is permanently deafened], +1 Kukri 15/10 (1d4+5 15-20 x2)
Ranged +1 Composite Longbow 12/7 (1d6+6 x3)
Special Attacks: Sneak Attack 3d6, Studied Target +2 [Swift Action: Hit, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival], +2 Survival to follow and +1 to attack rolls against Giants
STATISTICS
Strength: 20 (+5), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 14 (+2), Wisdom 14 (+2), Charisma 5 (-3)
BAB: 9, CMB: +13, CMD: +24 (28 vs Trip and Bullrush),
Feats: Combat Expertise (1), Lookout (2), Butterfly Sting (3), Steel Soul(5), Two Weapon
Fighting (6), ???????? (7), Improved Two Weapon Fighting (8) Improved Critical(9)
Skills: Acrobatics: 14, Climb: 8, Knowledge Arcana: 7, Knowledge Dungeoneering: 10,
Knowledge Nature: 7, Knowledge Planes: 7, Knowledge Religion: 7, Perception: 14, Sense Motive: 14, Stealth: 14, Survival: 14, Swim: 8
SQ:
Combat Gear: Kukri +2, Thundering Heavy Pick +1, Longbow +1, Agile Breastplate +2, +2 Cloak of Resistance, Ring of Protection +1, Amulet of Natural Armor +1, Feather Step Slippers
Encumbrance:

Shopping List Thus Far:

Starting Gold:
= 46000
- 10000 +1 Thundering Heavy Pick, +1 Kukri
= 32000
- 4000 +2 Armor
= 28000
- 4000 +2 Cloak
= 24000
- 4000 Ring of Protection 1, Amulet of Natural Armor 1
= 20000
- 4000 Belt of Giant’s Strength +2
= 16000
- 2000 Ranged Weapon
= 14000
- Feather Step Slippers
= 12000

So I am looking for a few hints. For one, is my stat line up alright? I went Dwarf to keep my saves high and I like having a decent Intelligence for passing half my studied bonuses around like a bard, and a strong Will Save so I don't turn on my party and cut them to ribbons.
For another, level 7 feat...no idea what I should take. I was thinking Big Game Hunter, but I'm not entirely sure. A part of me wants to get 17 dexterity so I can take two weapon rend when I hit 11, which would mean I would need to take Double Slice for the extra 3 damage on my Kukri.
And lastly, the big one, Money Troubles...12k-expenses and no idea how to spend it. +2 Kukri? Better saves...Quick Runner's Shirt...no idea how to spend it.

Any help you guys have would be greatly appreciated.


Remember... +550gp for your armor, +1000ish gp more for the weapons (more for composite longbow with strength).

Mithril for your breastplate? (especially if you are planning to tumble around)
Adamantine for a weapon? Cold Iron? Silver?
+ Dex on your belt? (think that is +6000)

Remember you can take a 1st/6th/10th ranger style feat without meeting the pre-reqs.

I would get Dex to 15, that way the belt will make it 17 and allow you to take Double Slice on your own and save your slayer ranger style for GTWF (which requires Dex 19) at 10th. You can do this at start or keep it 14 and pump it up with the 4/8 ability increase.

Just off the top of my head.


Does anyone else one your team have Lookout? If not, it seems like a waste.

1: Combat Reflexes
2: teamwork feat: Pack Attack/Intercept charge
3: Butterfly's Sting
5: Steel Soul
6: Slayer Talent: TWF
7: Extra Slayer talent: Imp. TWF
8: Slayer talent: To be Determined
9: Improved Crit (kukri)

What are you doing to take advantage of your +3d6 sneak attack?


Bloodstained gloves. Lenses of the predators gaze. Slayers robe.


If a quick runners shirt is an option in your game, get it. It's just too good for a TWF fighter. Heck, get multiple shirts and change your shirt after each fight.

A few expendables - a healing potion, a fly potion, some alchemical healing & tools - and a handy haversack to hold them are essential. A climbing kit so that taking 10 on climb gets you 20 is cheap and may be useful once in a blue moon. And food, rope, etc.

A headband of +2 to your favorite mental stat is worthwhile.


Hey everyone, I've taken some of these ideas into account and will be posting an updated version of Thorvin soon. In the meantime I wanted to address how helpful you have all been.

Falxu, I do have mundane stuff taken into consideration, I just did not have time to do the calculation by the time I posted this that night. I'll have that all posted. I have Cold Iron and Silver taken care of, but Adamantine is too expensive at the moment. Hopefully I am not facing anything that difficult for some time. I also have been considering just how to pump up Dexterity to 15 so that by level 11 I could manage 17 Dexterity with an upgraded belt. However, its been tricky. I want my Int for skill ranks and my slayer bond, I want Wisdom for that will save, and I want Constitution for those necessary hitpoints. Strength is only at a 16 before belt and the 4/8 stat ups, so it is difficult to decide. I am thinking of dropping his base wisdom to 10 so it is 12 after racial modifiers. After all, Steelsoul should help make up for the low Wisdom.

Viking, Lookout is because Vanguard Slayers gain the cavalier Tactician ability AND always act in a surprise round. Once per day I can pull all my allies into a surprise round incase we get jumped, I view that as very valuable. As for sneak attack, I view it as a bonus. If I can get flanking, good for me, but if not it is no real worry. Slayer has too few Sneak attack dice for me to go out of my way to priortize it over more important aspects.

Melkiador, unfortunately most of those gear suggestions are outside my price range or just not particularly useful to Thorvin. Thanks for pointing out the unique Slayer gear though, worthwhile for future characters.

Avr, Always gonna buy a quick runner's shirt, though I think multiple are too cheesy for me. Your idea for consumables is a good one, I always hate buying consumables because its WBL down the drain but they are useful. Even if it kills my inner hoarder to use them.

A headband is definitely on the mind, but its tough to afford it with two weapons and a magic backup ranged weapon. TWF is expensive :(

Thanks for the tips everyone, keep them coming!


First, if noone in your party can cast it or if you are the only martial, Boots of Speed are a must. Otherwise the extra movement of Boots of Springing is very cheap and very usefull.
+1 for Handy Haversack, you really don't want to start tracking weight and ingobrance.
+2 Int for a maxed out skills can be very worthwile, even tho Slayers usually don't lack in those department.
Ring of Sustenance is golden for night watches and the like. Assuming you GM does not handwave food weight/availability, nightime encounters ecc.
I'm really not sure if thundering is worth the money.
Cracked Pale Green Ioun stone is the most disgustingly cheap +attack printed. As long as you don't have a bard.


Hmmm, I can no longer edit the main page so here is the updated character sheet. As for what you've suggested Dekalinder, I prefer the Featherstep slippers due to my character's accessories. And I will definitely keep the Ring of Sustenance, the headband, and the Pale Green Ioun stone in mind. However Thundering is definitely worth the money when I am passing myself 15-20 crits over to a 4x weapon. 3d8 sonic damage semi-consistently is pretty wonderful.

ThorinStormblood:
Thorin Stormblood
Male Vanguard Slayer 9
N Medium Humaniod Dwarven
Initiative: +6, Senses: Darkvision 60ft, Stonecunning; Perception +14
Languages: Common, Dwarven, Giant, Goblin
DEFENSE
AC: 22 = +3(Dex), +8 Armor, +1 Deflection, +1 Natural Armor
HP: 83 (9HD)
Fort: 8 Ref: 9 Will: 4 +2 vs Poison +4 vs Spells and Spell Like Abilities
Defensive Abilities: Stability (CMD +4 vs Trip and Bull Rush on the Ground), Defensive Training (+4 AC vs Giants)
OFFENSE
Speed 20ft (4 Squares)
Melee +1 Thundering Heavy Pick 15/10 (1d6+6x4) [+3d8 on a Crit], DC14 of target is permanently deafened], +1 Kukri 15/10 (1d4+5 15-20 x2)
Two Weapon Fighting: 13/8 Heavy Pick (1d6+6x4), 13/8 Kukri (1d4+5 15-20 x2)
Ranged +1 Composite Longbow 13/8 (1d6+6 x3)
Special Attacks: Sneak Attack 3d6, Studied Target +2 [Swift Action: Hit, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival], +2 Survival to follow and +1 to attack rolls against Giants
STATISTICS
Strength: 20 (+5), Dexterity 17 (+3), Constitution 14 (+2), Intelligence 14 (+2), Wisdom 12 (+1), Charisma 5 (-3)
BAB: 9, CMB: +13, CMD: +24 (28 vs Trip and Bullrush),
Feats: Combat Expertise (1), Lookout (2), Butterfly Sting (3), Steel Soul(5), Two Weapon
Fighting (6), Double Slice (7), Improved Two Weapon Fighting (8) Improved Critical(9)
Skills: Acrobatics: 14, Climb: 8, Knowledge Arcana: 7, Knowledge Dungeoneering: 10,
Knowledge Nature: 7, Knowledge Planes: 7, Knowledge Religion: 7, Perception: 14, Sense Motive: 14, Stealth: 14, Survival: 14, Swim: 8
Combat Gear: Kukri +1, Thundering Heavy Pick +1, Longbow +1, Agile Breastplate +2, +2 Cloak of Resistance, Ring of Protection +1, Amulet of Natural Armor +1, Feather Step Slippers, Belt of Physical Might +2, Handy Haversack, Quick Runner’s Shirt, Cold Iron Spiked Gauntlet, Alchemic Silver Spiked Gauntlet, Cold Iron Blade Boot, Alchemic Silver Blade Boot, Cold Iron Boulder Helmet, Alchemic Silver Armor Spikes, Spring Loaded Wrist Sheath
Encumbrance: 62 Lbs On person +3 lbs per 20 arrows, rest in Handy Haversack


You've got high acrobatics, I am assuming you want to tumble through threatened squares?

If so, consider mithril for your armor. 4000gp is rough for medium, but if you cannot afford it, going to chain shirt (light armor) for a loss of 1 AC reduces the cost to +1000gp.

Alternatively you can reduce the Mithril breastplate to a +1 for the same cost savings (I think my math is right... 1000 (+1) + 4000 (mithril) vs 4000 (+2) + 1000 (mithril))

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