Ironfang Slayer build advice


Advice


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

So, we're looking at starting the Ironfang Invasion in a few months. Tentatively, the other PC choices are Hunter, Psychic, and Warpriest.

I was saying I'd like to play a Slayer but have never done so before. I noticed they didn't get Disable Device as a class skill but I found a trait (criminal) that would make up for it.

Big question is what type of melee build should this type of class be? I've seen a mix of opinions on it. It 'seems' that it should be a two-weapon fighting build, but what about sword & board?

And archetypes: is there one in particular that I should consider or just straight slayer?

Feats: are there any must haves starting out? (PC would be human)


There are a variety of basic style builds a slayer could aim for.

Two handed-
Pro- Simple, only needs power attack. Cheap too, since it is only one weapon. Two handing means 1.5x bonus, which means one really big hit- great for when you can only get one hit (like after a move action/charge)
Con- slayers get static bonuses on every hit (and they can sneak attack too), so they bloom when they get many hits.

Reach build- advanced Two handed
Pro- similar to regular two handing, but you would want combat reflexes too. With AoOs, you can get some more hits in, which means more static damage.
Con- AoOs are not great for sneak attacking. Some trouble with positioning, or using common buffs like enlarge person. Terrible for the common image of a slayer.

'Regular' TWF- using two of the same weapon
Pro- The basic many hit build. You can take weapon focus to help lighten the sting of TWF penalties. You can grab two really nice weapons, like kukris for high crit.
Con- You cannot two hand. Your damage decreases dramatically when you are not full attacking. Two weapons are expensive.

Double weapons- a TWF build great for rangers and slayers.
Pro- similar to regular TWF. Since slayers can focus on strength, they have no problems using double weapons. You have the option of two handing the weapon when you can't full attack. You can hold your weapon in one hand when you need to mess with stuff. You can use weapon focus easily.
Con- most double weapons lack good stats. No high crit ones. Typical expense.

Sword and board
Pro- High defense, since you have another AC item slot (with rapidly growing prices as you rise in bonuses, a +2 armor and +2 shield cost less than a +3 armor). Some shield specific feats that you can easily find under the style list. You might be able to two hand if you go with a quick draw shield and a 1 handed sword
Con- It can be tricky for a slayer to use the quickdraw shield- it uses a swift action, which is what you use for study target starting at level 7. This can be more expensive at first, since your shield is upraded as both a weapon and shield (a feat lets you use shield bonus for both). Since this uses mixed weapons, you would have trouble using weapon focus to soften TWF penalties.

Sword and Punch- a different TWF style
Use a one handed sword and some kind of gauntlet weapon (gauntlet, spiked gauntlet, cestus).
Pros- the gauntlet lets you two hand the other weapon. This works similarly to double weapons in general practice. You can have better crits than double weapons (scimitar with 18-20, and cestus for 19-20). Relatively nice image for class (you are a swordsman that is willing to punch people- nice for back alley brawls). The gauntlet insures you are always armed, since you are wearing one of the weapons (this can also be achieved with regular TWF, since you could go boxer there)
Cons- Since this uses mixed weapons, it is not good for weapon focus. Regular cost problem.

Anyway for feats- I keep on mentioning weapon focus for TWF since a -2 is rather big at level 1. It gets softer when your bonuses grow high.... but getting a +1 to counter act that would be nice. Another option might be to go half elf to get the dual minded trait (a +2 to will saves is never a bad thing, particularly when that is your one bad save).

Archetypes- ...eeeeh. The archetypes are usually not bad, but I don't see many that stand out in return for their trades. A lot of them are highly specialize (such as targeting particular types of enemies, or getting a very particular plays style- such as bluff focused). Vanilla slayer is fairly great, and can fit into almost anything.

Grand Lodge

Turn coat is a good little archetype. It simply boost what you can do with your buff skil. As for getting disable device with you take the trap finder slayer talent you get it as a class skill and 1/2 level to check on DD and perception for traps.

I will add a bit to the sword and board style part. The way to two hand a weapon using quick attack is you charge in power attack 2 handed with you heavy shield. Keep the shield two handed until next turn encase there are any aoo. Then quick draw you kukri (or schimar if you have the shield trained trait.

This is my favourite slayer style. The two things that make it are shield master and bashing finish.

Shield master keeps your ac high and saves you a ton of money.

Bashing finish turns each kukri crit into a shield bash.

Add in opportunist for an extra attack this can get you up to an average of 6 attacks or 7 hasted.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Wow, hadn't even thought about double weapons. But, I'm thinking about it now!

It had crossed my mind to go TWF with a buckler and battle axe. Seems to be very flexible.

But, there are some great ideas presented here and I'm going to really look hard at these suggestions and discuss them with the GM.

Recommendations here indicate a weapon focus is more important than say Two Weapon Fighting combined with Two Weapon Defense. I'll take a hard look at that too.


Gar0351 wrote:

Wow, hadn't even thought about double weapons. But, I'm thinking about it now!

It had crossed my mind to go TWF with a buckler and battle axe. Seems to be very flexible.

But, there are some great ideas presented here and I'm going to really look hard at these suggestions and discuss them with the GM.

Recommendations here indicate a weapon focus is more important than say Two Weapon Fighting combined with Two Weapon Defense. I'll take a hard look at that too.

Yeah, they even added a rather nice simple weapon with the double category relatively recently in the melee tactics toolbox. The weighted spear- it is basically a spear with a light mace attached.

Not great stat wise, but it has plenty of options- TWF, two handing, even a bit of bashing when you face skeletons. it even has a decent image compared to other double weapons (since it is just a spear that is good for smacking people with the rear end).

Oh, and forgot an option:
Brawler dip- 2 levels
Pros: The brawler's flurry gives you TWF.... but it is modified with various monk rules as well. Mostly looking at the fact that you can attack with a only single weapon (which makes it cheap) and two hand it (so 1.5x power attack...on every attack. x3 total when you combine both 'hands'). This is viable, since it works directly like TWF... which means you can use slayer talents to get ITWF and such to advance it.
Cons: It is a dip, obviously. It slows a lot down. Also, it only works with close and monk weapons (....oddly, you have two good options here- a basic 1d8 saber that you get with slayer martial proficiencies, and the heavy shield.... which gives a board and board style that can be silly, but it works).

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