Pirate Dwarf Slayer Help


Advice


Hi all,

I am playing in a pathfinder game and I built a Dwarf Slayer, Slayer is the new class from ACG. So basically the concept for this character is a pirate. However, I am not sure how to utilize the class for this character. I am not sure if I should go TWF or Two handed weapon. Right now I went with strength and a big weapon. Also our DM gave non casters extra abilities like increase damage dice on category size is one example. Anyway, this is what I have built so far for this character and I am level 4. The DM will allow me to re-change some feats since we are getting use to these new classes. Any advice would be great to fit my pirate concept, thanks .

Dwarf Slayer lvl 4

Str: 20
Dex: 14
Con: 16
Int: 13
Wis:12
Cha: 10

Feats: Improved Initiative, Power attack*, Steel soul
Talents: Trapfinding, combat trick*


What does pirate say to you? I'm not sure it says 'trapfinding' to me. That may be useful to your group, or not, but it doesn't seem necessary to the flavor. You might find a ranger combat style more useful, or maybe the rogue talent slow reactions.

Two-handed is the more efficient combat style. Two-weapon is OK for a slayer though.


TWFing is really good for Slayers and Rangers since they don't need way too much Dex to function. You could drop your Cha to 8 or Con to 14 (if you want some extra points to distribute) and bump his Dex to 15, then have it be smooth sailing from there.

Really depends on your preference though. Cutlass and dagger or kukri is pretty thematic for a pirate.


Just a suggestion, have you seen the Freebooter ranger? Similar to a Slayer in play, but quite a lot more flavourful for pirating. Of course, mechanics are not necessary to make a pirate pc.

Use cutlasses, or a Cutlass/Whip/punching dagger/brass knuckles combination.

Have you considered Variant Multiclassing? You give up some feats in exchange for some other classes' abilities. For example, Wizard will give you a familiar and interesting school powers. Similarly the Magus can too and give you +hit off-setting TWF penalities.

Familiars help with action economy and could cast a spell for you at the start of combat, for example.


@Avr - I got trapfinding because right now I am the only rogue like character to disarm magical traps and so forth, but I know what you mean lol. I was thinking of sticking to a big weapon like an axe instead of two weapon fighting. Because an axe speaks to me as a weapon a dwarf pirate would wield.

@Rynjin - True I was looking into that fact that I can pass requirement issues with the ranger combat styles and I thought that would be helpful. However, I feel I wouldn't get much return with two weapon fighting because I don't get that much sneak dice right away. I was thinking of going Two handed fighting and going with that combat style for free feats?

@Errant Merc - I never thought about the archetype freebooter for ranger that's very interesting, thanks lol. I don't think I would go wizard or magus....it wouldn't fit my concept if I did use the VMC rules.

Also I was thinking a build to make my slayer useful in combat and I was thinking going for an intimidate build with the feats Killing flourish and Gruesome Slaughter. What do you think, are those good feats for a slayer build?

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