| GureiKun |
We're playing pathfinder again in my group. GM has told us it will be a Demon heavy campaign revolving around the world wound. Heroic paths are in play and I'm the Guardian.
Don't feel you need to read this but my noted plan for character advancement is here https://docs.google.com/document/d/1Y5PANFuR_bw--ZPD2ml8UUXfje7KVlL8YCsoUDY 9NnY/edit?usp=sharing
My party consists of
a witch-hunter (some third party "not quite a paladin" thing),
a cleric (healer and melee support),
a DPSer (melee) (who is some kind of weird class that will give him +25 BAB at level 20),
a wizard,
+1 unknown quantity (players lady friend is joining our group, i heard some talk that she might play a ranged/gunslinger type of something).
I'm going to be a Slayer, with the deliverer archetype since i think i'm likely to meet alot of evil shizzle in the campaign. In terms of group dynamics i'm looking to be a melee combatant who does the rogue services too.
I've never played a slayer before but there's alot I like. I know i'll be taking trapfinding, and I think probably assassinate if we get that far (we're starting at level 1).
I was having a gander at fighting options and the Thunder and Fang feat caught my eye. Seems like a good way to up my AC while also doing some fun TWF. I'm not sure what fighting style to go for in my talents though, TWF or Sword + Shield?
Also any thoughts on stat distribution, how much INT do i need for assassinate and whatnot to be effective?
| Matt2VK |
This is my opinion so take it as it is -
The Deliver-Slayer Archetype is more flavor then crunch. While it does have some nice abilities, you're giving up more then you're getting.
Examples -
Determined Zeal (Ex) < Iron Will is better
True Believer (Ex) - Only comes into play when you're at negative HP. Hopefully this will not happen often.
Divine Anathema (Ex) - extra 2D6 damage is always good. Bad, doesn't stack with Holy enchant.
You're giving up Slayer talents for these abilities and Slayer Talents are as good as feats. you have to decide if the new abilities are as strong or stronger then what you're giving up.
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Assassination - There was a thread a bit ago talking about assassination ability. Pretty much was decided it was a trap by most people. Break down of that thread was -
(1) Have to meet serious requirements before use. While it might be doable, would not come up in most combat situations.
(2) Was using the Slayers INT modifier. INT isn't even in the top 3 stats a Slayer wants. So would rarely, if ever, get raised.
(3) It's a Fort Save. Most things you'd be fighting have a crazy high fort save.
Example: Your Assassinate DC (at 10th level) is 10 + 1/2 level (5) + 3 (INT mod) = DC 18
vs another 10th level slayers saves -
+7 (class save) +2 (CON modifier) +2 resists item = +11 Fort saves.
means need to roll a 7 or better to save.
not worth it in my opinion. Remember, This assassination attempt automatically fails if the target recognizes the slayer as an enemy.
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As a Slayer Talent you can pick up some Ranger Style abilities. From what you're looking for I'd suggest going with the Weapon and Shield style. Have seen Shields with shield spikes out put some nasty damage.