halfling slinger: bard, ranger, slayer, rogue / ninja, magus or alchemist?


Advice


I've searched and read a good half dozen halfling slinger related posts, but still don't know which direction seems the most "fun." I've settled on the concept of a new character on my head: a cocky, fun-loving halfling, with an aptitude for his sling. We are starting a new homegame at level 1, and hope to stick with these characters for a long campaign. Only one other player has an interest in min/max-ing, so I don't want to overwhelm in the game. I figure a slightly un-optimum concept would be a good starting point, since I tend to obsess about character builds.

(fwiw: game is likely to be Paizo-only, although I suspect I can talk my way into letting the warslinger racial trait apply to the halfling staff sling, notwithstanding the terrible no good FAQ ruling. But not likely to get a "zen slinger" or similar homebrew.)

I just am not sure what direction to go. A ranger or slayer gets those essential archery feats quickly. Our GM will likely be a stickler to cover rules, and thus precise shot and improved precise shot would be useful. However, I worry that archery/slinging is kinda boring. Just sitting back and rapid shot firing isn't tactically interesting. However, being at least a decent contributor to combat would be good. Interestingly the slayer playtest potentially gets more feats up front, as he could take a rogue talent for a combat feat quickly.

A bard might be fun, and I think I'd like helping out with inspire courage and other party buffs. In combat he could also help with aid another (helpful trait) actions. I'd lean arcane duelist. But I worry that a slinger would be feat starved, and even with deadly aim, bladethirst, and arcane strike, would never really be very threatening. The lingering performance feat would put the ranged combat feat chain even further behind.

A rogue (well, ninja) would be fun, and I love vanish. But I want to stay away from sap adept feat cheese, and without that I'm not sure he'd ever be particularly useful. Insert normal rogue complaints here.

The magus is interesting. With a staff sling I could switch hit. But the Myrmidarch doesn't get ranged spellstrike until 4th, and even then it kinda is meh. Plus to really get going I'd probably want to do magical lineage, and that might be similar to the sap adept in appearing kinda cheesey for most of my group (I'd do it anyway!). Having rime spell to combine with frostbite for melee and snowball for ranged spellstrike seems very fun - and ranged debuffing and crowd control seems a little more tactically interesting than just spamming damage. Taking that rime spell feat still messes with the feat progression, ugh.

Lastly I'm considering the alchemist. I could be a bomb thrower, and just sorts handwaive that he's using a sling. Halflings after all have a glorious reputation for being masters of the tanglefoot bag and other sneaky tricks. I like the possibility of being a limited party buffer with infusions. Quickish alchemy, and I could toss out real tanglefoot bags and flame vials, etc. I've never seen an alchemist in action, and I'm not sure if they are fun to play.


Have you looked into the Warpriest? They can overlook some of the inadequacies of the sling. And if you pick Chaldira Zuzaristan as your deity, you get access to some really powerful traits. Best of all, her profile fits the description of your character.


Ack, look at what you've done. Further analysis paralysis. But yes, warpriest does seem interesting. Three bonus feats over the first six levels, but also some casting to keep things interesting. And the sacred weapon damage means the sling is more viable, if my DM doesn't want warslinger to apply to halfling staff slings. And also some inherent weapon enhancement at fourth, likely d6 elemental damage. Still difficult to get imp precise shot, but sling flail might be able to get nabbed earlyish.

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