Level 7 Slayer solo playtest


Playtest Feedback

Silver Crusade

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I've secured the kind permission of Squirrel_Dude to use the scenario he playtested a solo warpriest in to test out the Slayer. I'm not a charop genius and the build could probably be a lot better, but I'd like to think it's competent. :p

At any rate, our intrepid hero, Slayer McSlaytester, has been hired to retrieve some stolen items from a chest in an old temple ruin that is currently a Basilisk's lair. The stash is relatively small and lightly protected besides the nearby hostile inhabitants that sometimes wander through the area. It is located in a canyon cut into the mountains west of the Katapesh desert, so the Slayer may need to be prepared for less than hospitable conditions during the 2 hour trek back and forth. You've heard rumors that some gnoll mercenaries have been hired to prevent you from achieving your goal, and that they left for the region the evening before.

The challenges required are:

1.) The two-hour trek through the desert.
2.) 2 Gnoll mercenaries at the mouth of the canyon CR 4
3.) Climbing a cliff face
4.) 2 Ships in a bottle CR 4
5.) Locked Door
6.) Basilisk CR 5
7.) Trapped Chest CR 3

Slayer McSlaytester:
Slayer McSlaytester CG Human Slayer 7
Init +4 ; Senses Perception +11
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AC 20, touch 13, flat-footed 17 (+6 armor, +1 Shield [While TWF], +2 Dex, +1 Dodge)
hp 67 (7d10+21)
Fort +8, Ref +7, Will +3
-------------------------------------------------------------------
Speed: 30 ft.
Melee: +1 short sword +14/+9 (1d6+6/19-20 x2) or +1 short swords +12/+12/+7 (1d6+6/19-20 x2) with Two-Weapon Fighting
Ranged: +1 Composite Longbow +10/+5 (1d8+6/x3) 110 ft. or +1 Composite Longbow +8/+8/+3 (1d8+6/x3) 110 ft. with Rapid Shot
Special Attacks: Favored Target 2, Sneak Attack +2d6
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Str 20, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +7/+2; CMB +12; CMD 25
Feats Point-Blank Shot, Rapid Shot*, Weapon Focus (short sword)*, Dodge, Two-Weapon Fighting*, Two-Weapon Defense, Double Slice
Traits Reactionary, Poverty-Stricken
Skills Acrobatics +12, Climb +17, Knowledge (Dungeoneering) +10, Perception +11, Stealth +12, Survival +12 (+15 following tracks, +14 get along in the wild)
SQ Track, Fast Stealth, Combat Trick (Two-Weapon Fighting), Weapon Training (Short Sword)
Equipment/Loot
+2 Mithral Chain Shirt
2 +1 Short Swords
+1 Mighty Composite Longbow [+5 STR bonus], 20 arrows
Belt of +2 Str and Con
Potion of Cure Moderate Wounds
Potion of Darkvision
3 Potions of Cure Light Wounds
Climber's Kit
Crowbar (+2 to force open doors/chests)
50 ft. Silk Rope
Smoked Goggles (+8 vs. vision-based attacks, -4 Perception when worn)
Masterwork Survival Kit
Hooded lantern
Lantern oil
Flint and steel

Challenge 1: The Trek Across the Desert.
The DC for Survival checks to keep from getting lost and to gain a bonus to saves against extreme weather are 15. Slayer's bonus is +14. Fortitude save each hour against extreme heat: 23, 20. Success.

Encounter 1: 2 Gnoll Mercs As Slayer walked towards the location of the cave entrace, he moved around a hill and saw smoke rising from behind the rocks in front of him. It was clear, the gnolls had already arrived and were waiting for him. Slayer drew his longbow and began sneaking toward the cave, moving between rocks and scrub sage trying to catch the gnolls before they caught him.

Gnoll Statistics:
Gnoll 1: Polearm Master Fighter 3
Init +2; Senses Darkvision 60 ft, Perception +3
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AC 22, touch 12, flat-footed 20 (+9 armor, +2 Dex, +1 natural)
hp 23 (2d10+8)
Fort +4, Ref +2, Will +0
-------------------------------------------------------------------
Speed: 20 ft.
Melee: MW Guisarme +7 (2d4+6/x3)
Ranged: Javelin +4 (1d6+4), 3 ammo
Reach: 10 ft.
Special Attacks Power Attack +6 (2d4+9/3)
-------------------------------------------------------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 7
Base Atk +2; CMB +6; CMD 18
Feats Power Attack, Combat Expertise, Improved Trip
Skills Perception +3, Acrobatics -2, Stealth -2, Intimidate +3
SQ Pole Fighting
Equipment/Loot MW Fullplate and guisarme. Potion of Cure Moderate Wounds

Gnoll 2: Archer Fighter 2
Init +5; Senses Darkvision 60 ft, Perception +3
-------------------------------------------------------------------
AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 natural)
hp 23 (2d10+8)
Fort +4, Ref +5, Will +1
-------------------------------------------------------------------
Speed: 30 ft.
Ranged: MW Composite Longbow +9 (1d8+1/x3) 115 ft.
Melee: Scimitar +3 (1d6/18-20/x2)
Special Attacks Rapidshot +7/+7 (1d8+1/x3)
-------------------------------------------------------------------
Str 12, Dex 20, Con 14, Int 14, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid-Shot
Skills Perception +3, Acrobatics +7, Stealth +7, Intimidate +3
SQ Hawkeye, Armor Training 1
Equipment/Loot MW Composite Longbow and Chain Shirt. Potion of Cure Moderate Wounds


Combat:
Slayer approached cautiously around the rocky promontory, his keen eyes immediately spotting the two gnolls lying in ambush within easy range of the corner. (Perception 27 vs. Stealth 14, 23 respectively.) Unfortunately, the one armed with the wicked-looking polearm was staring straight at him. His archer companion, on the other hand, was distracted by a nearby lizard on the outcropping upon which he perched, which he fancied for a snack. (Stealth 17 vs. Perception 23, 9 respectively.)

Initiative:
Gnoll 2: 16 (surprised)
Slayer: 11
Gnoll 1: 11 (lower Dex score)

Surprise Round

Slayer barely beat the first gnoll to the punch, winging an arrow at his distracted companion as the hyena-man began to charge, his target just too slow to dodge as the arrow found a home in his spleen. (4+11=15 to hit against flat-footed AC 15, 1d8+7+2d6SA=18 damage.) He hardly had time for satisfaction, however, as the first gnoll was upon him. The creature swung his weapon's hook at Slayer's legs, attempting to trip him, but Slayer stood fast. (Combat Maneuver check 10+8=18 vs. CMD 25, failure.)

Gnoll 2 at 5 hp

Round 1

The second gnoll, despite his pain, recovered quickly and began firing at Slayer, but both his arrows went wide and buried into the sand. (Rapid Shot, 11+7=18, 8+7=15, both miss.) Slayer let his bow fall to the ground as he stepped inside the gnoll's guard, drawing forth one of his swords as he did and plunging it into the creature's side. (5-foot step inside polearm reach, draw weapon, attack 15+14=29 vs. AC 22, 4+6=10 damage.) The gnoll stepped back and swung wildly with its guisarme, but Slayer ducked and it missed. (5-foot step back into polearm reach, attack 9+7=16, miss.)

Gnoll 1 at 13 hp
Gnoll 2 at 5 hp

Round 2

Aiming more carefully this time, the archer fired a single arrow, this time grazing Slayer's thigh. (10+9=19 vs. AC 19 [not Two-Weapon Fighting yet], 4+1=5 damage.) Hissing at the sting, Slayer stepped back inside his enemy's reach and studied his prey contemptuously for a moment before jamming his sword through his target's jugular. The creature let out a piteous yelp as it crumpled to the ground. (5-foot step inside polearm reach, activate Favored Target, attack 12+16=28, 6+8=14 damage. Gnoll 1 drops.)

Slayer at 62 hp
Gnoll 1 at -1 hp
Gnoll 2 at 5 hp

Round 3

Panicking at its' companion's apparent demise, the archer gnoll grabbed a potion from its belt and slugged it down while ducking back further behind the outcropping. (Potion of CMW, 2d8+3=14 hp cured.) Slayer, electing against trying to climb the rock while under fire, moved back to where he'd dropped his bow and picked it up. (Move, pick up dropped weapon.)

Slayer at 62 hp
Gnoll 2 at 19 hp

Round 4

Thoroughly panicked now, the archer once again began winging arrows at Slayer, both managing to hit. (Rapid Shot, 12+7=19, 14+7=21. 5+1=6, 1+1=2.) Snarling at the pain, Slayer raised his bow and gave reply, but it was his turn to miss as all of his arrows skittered off the rock the gnoll crouched behind. (Rapid Shot; 11+8=19, 11+8=19, 14+3=17, all miss.)

Slayer at 54 hp
Gnoll 2 at 19 hp

Round 5

Emboldened by it's success and Slayer's inaccurate fire, the gnoll continued to rain down arrows. Only one hit home this time. (Rapid Shot; 6+7=13, 20=hit. 2+7=9 does not confirm. 6+1=7 damage.) Slayer took a good, hard look at the gnoll, then fired off an arrow in reply. (Activate Favored Target, attack 16+12=28, 5+8=13 damage.)

Slayer at 47 hp
Gnoll 2 at 6 hp

Round 6

In a desperate bid to put this human down, the gnoll fired arrows as quickly as it could, scoring another hit. (6+7=13, 15+7=22, 5+1=6 damage.) Thoroughly enraged, Slayer raised his bow, took careful aim, and fired off three shots. Two landed home, and the gnoll fell sprawling to the ground. (Rapid Shot, 17+10=27, 10+10=20, 5+5=10; 5+8=13, 2+8=10 damage.)

Slayer at 41 hp
Gnoll 2 at -17 - dead


Takeaway:
Without healing built into the class, the slayer suffers one of the many problems common to all non-casting martial characters: Complete dependence on either others or potions for healing. In this case, Slayer loots the potion from the polearm gnoll (the archer drank his) and combines it with some of the ones he carried in: 2d8+3=8, 1d8+1=7, 3+1=4. 60 hp at the end of encounter. 4 arrows gleaned, 12 looted from Gnoll 2 leaves Slayer at 28 arrows.

With Pathfinder having removed the 3.5e clause from the Two-Weapon Fighting feat permitting drawing both weapons in the same action, he spent no time actually two-weapon fighting in the encounter, since he used his move actions on drawing one weapon and then using Favored Target, but that's beyond the scope of this playtest.

Challenge 2: Climbing the Wall
On the path to the stash, there is a large stone wall with some small handholds that the slayer is going to need to climb (DC 20). The wall is 30 ft. tall, so it will take at least two success for Slayer McSlaytester to successfully climb it. Failure by 5 or more slides him 10 ft. back down the wall. It’s a simple skill challenge. Trying to see how long this takes.

Climbing:
Looking at the rock face before him, Slayer gets out his climbing kit and prepares to ascend. He climbs quickly, assessing the wall as not particularly difficult.

15+17-5=27
13+17-5=25

Success.


Takeaway:
Turns out that when Climb is a class skill, you have ranks in it, and you've dropped 80g on the skill kit, rough walls aren't all that hard. But we knew that going in.

Encounter 2: Flying Bottles

At the top of the cliff was a large open area of sand, across which was the ruined temple Slayer sought. As he tucked away his climbing gear and stepped out towards it, however, he noticed the sun glinting off a pair of objects in the air between him and his objective. Looking up, he saw a pair of model ships in bottles flying towards him, miniature ballistae drawn back menacingly.

Combat:
Presented in abbreviated format, because plinking away at each other with arrows is kind of boring. :p

Initiative
Slayer: 21
SB1: 16
SB2: 14

Ships in bottles remain at high enough altitude to preclude Point Blank Shot.

Round 1

Slayer: Draw longbow, fire at SB1: 2+10=12 miss
SB1: Fire at Slayer, 7+7=14 miss
SB2: Fire at Slayer, 4+7=11 miss

Round 2

Slayer: Favored Target SB1, fire at SB1: 12+12=24 hit, 3+8=11 damage, -5 DR
SB1: Fire at Slayer, 16+7=23 hit, 2 damage
SB2: Fire at Slayer, 6+7=13 miss

Slayer at 58 hp
SB1 at 13 hp

Round 3

Slayer: Favored Target SB2, fire at SB1: 3+12=15 hit, 2+8=10 damage, -5 DR
SB1: Fire at Slayer, 16+7=23 hit, 5 damage
SB2: Fire at Slayer, 6+7=13 miss

Slayer at 53 hp
SB1 at 8 hp

Round 4
Slayer: Rapid Shot at SB1: 8+10=18 hit, 6+8=14-5DR=9, SB1 destroyed. Further attacks at SB2: 11+10=21 hit, 2+5=7 miss; 6+8=14-5DR=9 damage
SB2: Fire at Slayer, 20=hit, 8+7=15 does not confirm, 5 damage.

Slayer at 48 hp
SB1 destroyed
SB2 at 10 hp

Round 5
Slayer: Rapid Shot at SB2: 20=hit, 20=hit, 3+5=8 miss. 12+12=24 16+12=28, both confirm. 3d8+24=34-5DR=29 damage, 3d8+24=39-5DR=34 damage. SB2 thoroughly destroyed.

Slayer ends combat at 48 HP. One arrow gleaned, 19 arrows remaining. Drink potion of cure moderate wounds: 2d8+3=13 healed. 61 hp remaining.


Takeaway:
Turns out building to be capable of ranged combat helps a lot. The pair of critical hits was amusing, but the construct was certainly dead that round anyway even with normal hits, so they really didn't make much difference.

Challenge 3: Getting In

Slayer has found the entrance to the lair, but the door is locked. Not being particularly skilled at picking locks, he resigns himself to an unstealthy entrance and gets out his crowbar.

Knocking the Door Down:
At a +7 modifier (+5 Str, +2 circumstance bonus from the crowbar), it took 8 tries to pry the door open. Probably would have been faster just hacking it down with a sword. At any rate, the basilisk knows I'm here.

Encounter 3: Basilisk

Warned of the nature of the beast he hunts, Slayer got out the set of smoked goggles in his rucksack and put them on. The sunlight dimmed, but he could see well enough, and would be protected from the basilisk's baleful gaze. He moved to the ruined doorway, looking inside at the L-shaped room. Besides a chest lit by sunlight from a hole in the wall, the room is dark. There is no sign of the basilisk. Slayer lit the hooded lantern he carried and, sword in one hand and lantern in the other, stepped through to the room beyond. He heard a hiss and snapped his head and sword to the right to find himself starting straight into the eyes of the monster.

Combat:
Initiative
Slayer: 19
Basilisk: 7

Surprise Round
Kind of what you get for bashing down a door instead of bringing lockpicks.

Basilisk uses petrifying gaze. Fortitude save 6+8+8=22. Passed, but only because of the goggles.

Round 1
Slayer: Fort save, 16+8+8=32. Drops lantern to the ground, draws second sword, designates Favored Target.
Basilisk: Gaze. 15+8+8=31. Pass.

Round 2
Slayer: Fort save: 8+8+8=24. Charge attack: 16+18=34. 20% concealment (goggles): Hit. 6+8=14 damage.
Basilisk: Attacks Slayer, 11+10=21 hit. 7+4=11 damage.

Slayer at 50 hp
Basilisk at 38 hp

Round 3
Slayer: Fort save, 2+8+8=18. Full attack, TWF: 13+14=27, 18+14=32, 3+9=12. Concealment: 1 hit. 1+8=9 damage
Basilisk: Attacks Slayer, 17+10=27 hit. 8+4=12 damage

Slayer at 38 hp
Basilisk at 29 hp

Round 4
Slayer: Fort save, 20=success. Full attack, TWF: 16+14=30, 4+14=18, 11+9=20. Concealment: 3 hits. 6+8=14, 4+8=12, 1+8=9. 35 damage. Basilisk dies.

Slayer at 38 hp, end combat. Last potion of cure light wounds: 6+1=7 healed, 45 hp remaining.


Takeaway:
Turns out that even with concealment for the enemy, a two weapon fighting blender with bonus damage can chew up and spit out a low-AC target. It's worth noting, however, that he'd have turned to stone in the opening round had he not had specialist equipment for the encounter.

Challenge 4: Trapped Chest

The beast slain, Slayer took off his smoked goggles and turned his attention to the chest at the back of the room. Sheathing his swords, he went to pick up his lantern and examined the chest.

Setting Off the Trap:
Chest in a dungeon. Always check for traps.

CR 3 acid arrow trap is present. Perception: 13+11=24. Trap not found. Of note: A rogue of his level would have.

Take crowbar, pry open chest. It's unlocked, but this sets off the trap.

Attack roll: 12+2=14 touch. Hit. Round 1: 7 damage. Round 2: 6 damage. Round 3: 4 damage. Round 4: 5 damage. Wow, for a CR3 trap that's one heck of a caster level.

Scream in pain at being burned by acid for a minute, then collect stuff and go home. With acid burns. 23 hp remaining.


Takeaway:
Having no way to deal with traps kind of sucks, but that's what other party members are for.

Two hour trek home through the desert, still DC 15 per hour. 6+14=20, 8+14=22. Success.

Overall, having a lone, non-magical melee type go on a solo mission is just asking for trouble. Barring specialist equipment he'd have failed beyond recovery. However, he chewed things up and spit them out in melee and was competent at ranged combat.

Favored Target being a move action to activate was kind of a pain. It limited mobility, greatly limited two-weapon fighting (though that's more an issue with two-weapon fighting than the class; I could have just used a greatsword), and was just a general drag on the action economy for a pretty minor bonus. Of note: When you get multiple favored targets at 5th level and beyond, I presume it's a move action to designate each one, as readers of the playtest may have noted. I'm pretty sure that's how it reads, in which case it becomes more of a drag on the action economy until 10th level when it can be done as a swift or move action, but even then you can designate two per round (if you still lose your move action for it) and have 3+ simultaneous uses of it to distribute.

Sneak attack only came into play once in a surprise round. Not too shocking considering he had no one to flank with, but there it is. The class needs to look elsewhere for reliable damage.

Skills felt a little constrained; you may notice I chose to use my favored class bonus on skill points rather than HP, and that was with being human.

Mobility was pretty nice, but then I consciously chose the light armor route and ranks in Acrobatics and Climb.

That's about all I've got. Hope it's useful. :)

Silver Crusade

It's been brought to my attention that the drawing of two weapons with the Two Weapon Fighting feat was moved from the feat to the combat rules chapter under Drawing a Weapon. My mistake; I hadn't played a TWF character since switching to Pathfinder. Please disregard the sections complaining about that; it didn't make a huge difference anyway since the gnoll still died in a couple of rounds.


But this still affects Slayers with TWF - my Slayer in a PbP is trying to focus on TWF, but I'm not looking forward to the move action to study:

ACG playtest wrote:
Favored Target (Ex): At 1st level, a slayer can as a move action study an opponent.

because of this regarding two weapon fighting:

CRB wrote:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Chapter 3), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks.

[Emphasis mine]

Silver Crusade

Well yes, that's because TWF only comes into play with full attacks. That's how it's always been, and it's why TWF is kind of bad. I tried it out with this build to see if the bonus damage the class has built in was worth the tradeoff. I think it could be with proper party composition (i.e. flanking buddies for sneak attack can drive up his damage quite a bit, and unlike most rogues he can stand there and take the return strike). The ability seems focused around having prep time, that is, sneaking up on the enemy and studying them first before you attack, but you can't always count on that.

Designer, RPG Superstar Judge

Thanks for your detailed playtest feedback! :)


Renegade Paladin, you were pretty harsh on to yourself having the gnolls with full active stealth. Had that not been the case, you could have used favored target prior to the fight. It is reasonable that the basilisk was sneaking; it was forewarned.

Favored target being an action is actually quite cool as long as long as Stealth is permissive enough to allow you to use it before combat. With all the question marks about how Stealth really works, that is very much up to the individual GM, which is a drag for class balance.

Silver Crusade

Sean K Reynolds wrote:
Thanks for your detailed playtest feedback! :)

You're welcome, Sean. :) It's been forever, but I still use the same handle I did on your board a decade ago. Damn Yuku, right?

Starfox wrote:

Renegade Paladin, you were pretty harsh on to yourself having the gnolls with full active stealth. Had that not been the case, you could have used favored target prior to the fight. It is reasonable that the basilisk was sneaking; it was forewarned.

Favored target being an action is actually quite cool as long as long as Stealth is permissive enough to allow you to use it before combat. With all the question marks about how Stealth really works, that is very much up to the individual GM, which is a drag for class balance.

The gnolls hiding didn't really make a huge difference, since they were bad at it. But also the point was to run a gauntlet; having the encounter be sneaking up and murdering them in their camp wouldn't have proved a whole lot.

Designer, RPG Superstar Judge

1 person marked this as a favorite.
Renegade Paladin wrote:
You're welcome, Sean. :) It's been forever, but I still use the same handle I did on your board a decade ago. Damn Yuku, right?

*shakes angry fist at Yuku*

Silver Crusade

I know, right?

Anyway, this is the first live playtest I've done because I've been focusing on figuring out ideas for mechanics for the warpriest (the concept is interesting to me, what can I say?) which really doesn't have all that much to playtest that's different from the cleric (and other people have done ably at what there is anyway). Several of my players work in retail so my game is on hold essentially until after Christmas, so I've got time to do more if you or anyone else in the design team have requests. I'm willing to rigorously record mechanical results like I did here, though I don't often play primary spellcasters so I might do dumb things with them.

Absent specifics, I'll probably roll up a Bloodrager and put him through the same gauntlet next.


I will be playing a 6th level slayer this coming Sunday. I was thinking that I could study 2 enemies in 1 move action, but after reading this and looking again at the play test PDF, looks like I was incorrect. Thanks for the play test write up.

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