Vanguard Slayer + Stealth Synergy: any good? even possible?


Advice


so, there's a slayer archetype (vanguard) that gets the cavalier's tactician ability.

Advanced Class Guide wrote:
Tactician (Ex): At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. This ability replaces the slayer talent gained at 2nd level.

a) it's a standard action, and that never gets better

b) at 2nd level, the effect lasts for 4 rounds
c) it's once per day, but you can make that better.
d) you only get 1 bonus feat, but you do get this ability with any of your teamwork feats, not just this one

As a slayer, if I'm not making an attack roll, then it better be for something really important. A standard action party buff that lasts for 4 rounds better be really spectacular.

Here's a teamwork feat

Ultimate Combat wrote:

Stealth Synergy

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Rules questions (yes, I know, wrong forum, sorry)

1. Can you even do this? Your allies have to be able to hear you. Does that mean that using the tactician ability automatically makes noise? Or do I just have to make sure that my allies aren't wearing earplugs and aren't deaf oracles?
2. Is 4 rounds enough time for this to matter? Let's say I get a 4-person party to agree to try the stealthy approach. For 4 rounds we play scramble golf with our Stealth rolls, but it's possible for the results of the check to last longer than the power. Would the party automatically have to re-roll their Stealth checks (and someone rolls a 2, always) once the effect wears off?

Advice questions

1. Is this a good idea? In theory, once per day a slayer can do a good job of setting up a surprise round for himself and the rest of the party. Is it worth it?
2. Here's a PFS-ish advice question: there's always someone goosing up the joint in heavy armor. Say a 4-man squad scrambles to put an 18 on the die for everybody, but Sir Clanks-a-lot makes that a 12. Is that going to be good enough to get the job done?
3. Very simple: what's the best teamwork feat that a slayer can pass around?


To answer your third question, I'd say Ally Shield, Reckless Moves and Wild Flanking.

Another less hilarious one but still good is Lookout - since you must have rocket high Dex and Sir Clanks-a-Lot probably has a s%$*ty one, you can give him the ability to do something useful in that crucial surprise round.


I think the feat would work for the initial check but anything that provoked a reroll would be their normal roll for it.

as per the skill description

Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

So it could work for a momentary (no longer than 4 round) move to get from point A to point B without getting seen but after that, not so much.

Worth all the hubbub? I dunno. WIth haste and such you can move very very far in 4 rounds (esp taking the -5, doable since you are using the highest persons roll, potentially, assuming everyone is half-way stealth proficient)

So... maybe?

-S


I'd say try escape route. When you have to fight something with big reach then this can mean the difference between winning and defeat.

To your question: 4 rounds is little time, even more so when the party moves stealthy and because of that at 1/2 speed.
For situations where this would be worth it you could have the stealthy party members sneak, place some bear traps and have the lound once run up to start the fight, instead.

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