Character choices (feats, etc) for a Slayer in a pirate-themed sandbox campaign


Advice


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm creating a Slayer character for a pirate-themed sandbox campaign already in progress, starting at 3rd level.

It's an Azata-blooded Aasimar (for the +2 DEX and CHA, and darkvision) with the following stats (20-point buy): 14 STR, 16 DEX, 10 CON, 14 INT, 10 WIS, 16 CHA.

So far I'm taking Toughness, Studied sneak attacker and Improved Feint (from the deceptive ranger list, bypassing pre-reqs) for feats.

Traits include Trustworthy, Reactionary and Dangerously Curious (with the Pride drawback to get 3 traits).

This is likely to be a low-level campaign for a while, and since we're doing rotating DM duty I'll be DMing a lot, and only playing for a few sessions here and there.

I'm looking for alternative feat or trait ideas for 3rd level, and maybe for a few levels after that (4th and maybe 5th, for starters) or any other suggestions for changing my starting character-creation choices around. My feat selections seem fairly optimal, but there are so many tricky choices out there that it's hard to think of everything up front. Our next game is in 10 days' time, so I do have a little leeway before things get locked in place.

Thanks for any advice y'all can give me.


He has a 10 Constitution and a 10 Wisdom? Even with Toughness, his survivability chances are slim, at best.

Not to dissuade you, by any means. I have just never seen someone make Constitution and their Will save stat the dump stats... that is, um, bold.

Anyways, now that you have Improved Feint... three levels of Snakebite Striker Brawler increases your Sneak Attack damage right on track with Slayer, and allows you to feint as part of your move action, not instead of your move action.

After that, 4 levels of Scout Rogue gets you Sneak Attack on a charge. Combine it with Pirate and you can change direction during your charge.


Agreed, massive CHA score doesn't do anything a small feat investment can't do.

CON, meanwhile, is very important for holding your breath too!

Other than your stats, I think you probably want weapon finesse unless you are going ranged?

The Focused Study feat (I could be wrong, it's called something like that) would also be a great addition.


What do you envision your character doing in combat?
What are you trying to accomplish outside of combat?

Improved feint suggests you're trying to sneak attack in melee, slayers can focus on sneak attack, but their reduced progression makes this approach less effective then it is for rogues. I have a slayer build that I've helped develop for a friend that's optimized for her style of play. Which I'll include here for reference. It may or may not really fit what you're looking for though.

Blender (Slayer){Basic}

Spoiler:

Key concepts: A Slayer that duel wields
Race: Ifrit
Race Trait: Desert Mirage
Class: Slayer(x)
Trait: Crusader(Faith), Exposed to Awfulness(campaign), Criminal(social)[Disable Device]
Drawback: Attached[flute]
Sneak Attack: 1d6(3rd), 2d6(5th), 3d6(6th), 4d6(9th), 5d6(12th), 6d6(15th), 7d6(18th)
Feats: Weapon Finesse(1st), Double Slice(3rd), Accomplished Sneak Attacker(5th), Power Attack(7th), Focused Target(9th), TW Rend(11th),
Slayer Talents: Ranger Combat Style[Two-weapon](2nd), Trap-Finding(4th), Ranger Combat Style[Two-weapon](6th), Combat Trick(8th), Ranger Combat Style[Two-weapon](10th), Opportunist(12th)
Bonus Feats: TW Fighting(2nd), Imp. TW Fighting(6th), Seething Hatred[Evil Outsiders](8th), G. TW Fighting(10th)
Suggested Feats: Divine Fighting Technique(Norgorber), Weapon Adept, Modified Weapon Proficiency, Inner Flame(7+), Blazing Aura(13+), Blistering Feint, Possessed Hand, Hand’s Autonomy
Suggested Gear: 2x +5 Agile Dual-Balanced Weapons, Bloodstained Gloves, Slayers robe, Lenses of the Predator's Gaze


Dipping Savage-Technologist barbarian is tailor-made for lightly-armored cutlass & flintlock TWF pirate antics.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks for all the suggestions.

STR vs DEX
If I were to drop STR to 10, I could get a little more DEX, but then would be stuck using my feats on DEX to hit & damage. I'd have to drop it to 9 to push DEX from 14+2 to 16+2. It just seems like a 14 STR and 14+2 DEX is the best cost to point buy arrangement, and lets me spend feats on something else.

What to do in and out of combat?
This party needs a frontliner, so mostly that, with the INIT bonus, decent acrobatics skill and reasonable feinting to try to get some sneak attacks in. Archery as a backup, but without feat investment it isn't stellar. 14 STR and 14+2 DEX means this character is actually better at archery than melee, but the party needs melee more. Out of combat will be fun, since I've spent traits to add class skills and have skill points all over the place. It's face plus utility plus fun, basically.

Only a ten CON and WIS?
Yeah, I know, that kinda sucks. But since I need both STR and DEX, and desperately want both INT and CHA (even if the Slayer class doesn't really benefit from them much) that leaves two stats that don't get invested in. Oh, well. Let's just say it's a bold choice. Yeah, bold.

TWF or not?
This is also feat intensive, and the slayer just doesn't feel like he has that many feats to spare. And for what? An extra attack on full attack, but with (at best) -2 to hit and (probably) a smaller damage die? I know that once you get the full chain of TWF feats, you can be a real Dice-o-Matic, with studied attack and sometimes sneak attack added on to each attack, but that eats a lot of feats.

Why so much CHA and INT?
Having 14+2 CHA is probably overkill. But I love having mad skillz and being a party face. And I'm looking forward to intimidating and bluffing/feinting my way to glory. So I dunno. I could chip a couple of points off CHA and put them in CON or WIS. But no way am I going to dump CHA like I see so often advocated on these boards. Any self-respecting pirate needs CHA to separate himself from the riff-raff. <g>
And the 14 INT? Skills, baby, skills.

I could see taking the Amateur Gunslinger feat. Hmmm... But anything with "technologist" in the title isn't in the cards for the current campaign.


Hi my name is Secret Wizard and I'm an advocate for sensible builds.

My main issue with the build is that feinting isn't very good unless you can still full attack afterwards, and it's particularly bad for ranged attacks if you don't have a dedicated build.

I think TWF is good for this build because it opens up the venue for TWF Feint, which is a cost effective way to feint past level 6, and it allows you to use a light shield for bashing + defence to be the party's frontliner.

A build like this would be obviously worse than an archer, but you can do well enough without that.

I recommend the following point buy:

S16 D14+2 C12 I10 W10 CH13

The following traits:
- Indomitable Faith (to Besmara of course!)
- Dangerously Curious (always useful)
- Extremely Fashionable (bonus to CHA skills across the board and really cool Pirate flavor! Plus it makes you get Diplomacy as a class skill.)

And the following featline, assuming Human:

LV1. TWF, Persuasive

LV2. ST: RCS – TWF Feint

LV3. Improved Shield Bash

LV4. ST: Unbalancing Trick

LV5. Focused Target

LV6. ST: RCS – Greater Feint, FCB ST: Combat Trick - Improved TWF

LV7. Accomplished Sneak Attacker

LV8. ST: Foil Scrutiny

LV9. Shield Slam

LV10. ST: RCS – Misdirection Tactics or Passing Trick, up to you

LV11. Shield Master

Sorry for the lengthy build, but I think this makes sure to give you as many options in combat to keep it interesting – Shield Slam to bull rush people off board, Unbalancing Trick to use your first attack either to feint or to trip according to what is more beneficial, a shield to get more defence, Greater Feint to open up the enemy to your party, etc.

This all being said, if you give up the feint angle, the Spire Diver archetype for a switch hitting build would also be pretty fun.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

If you get Two-weapon Feint through the Deceptive Ranger combat style, do you still provoke attacks of opportunity without Improved Feint?

That looks like a cool option. Even though the accompanying attacks are gimped by not being first.


Wheldrake wrote:

If you get Two-weapon Feint through the Deceptive Ranger combat style, do you still provoke attacks of opportunity without Improved Feint?

That looks like a cool option. Even though the accompanying attacks are gimped by not being first.

you dont normally provoke when you feint nor is that what improved feint does. Also, I believe you can attack with your offhand first, replacing it with the feint.


The ultimate cheese is Ranger Combat Style – Achaekek Faithful, which allows you to pick up Improved TWF Feint without ANY of the prereq feats.


Where's the cheese? Isn't ignoring pesky prereqs the idea behind RCS?


Well, I'm sure they didn't mean to add the functionalities of three feats into Imp. TWF Feint's text XD


I think focusing on dirty tricks to blind your enemies is better than going for a feint build. The bounty hunter archetype is pretty good for this.


Secret Wizard wrote:
Well, I'm sure they didn't mean to add the functionalities of three feats into Imp. TWF Feint's text XD

Which feats? It only makes TWFeint obsolete. Combat Expertise was never anything but a tax feat in the first place, and you still need to use two-weapon fighting, which means you'll still want the TWF feat and probably Improved TWF, too.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

All of the Ranger Combat Style feats can be had by a slayer while ignoring pre-reqs. It's making me think twice about keeping a high DEX when I could just max STR and dump DEX and still get the most important TWF feats necessary.

But y'all are right, if I grab two-weapon feint without two-weapon fighting, I'm going to be looking at hefty penalties to attack.

I'm almost to the point of thinking that taking Improved Feint (for move-action Feint) is a waste of a feat. I like the idea of move-action feint to gain sneak attack dice on the subsequent attack, but once my 3rd-level slayer hits 6th, that'll interfere with full attacks.

Maybe I should look again at Improved Dirty Trick, though I'm not sure whether any Ranger styles will give that.

Assuming I don't go for either archery or two-weapon fighting, what feats would be good to boost my combat capabilities and maybe make it easier to get sneak attack damage (like through flanking or gaining initiative in the first round of combat)?


Besmara's fighting style includes improved and quick dirty trick. But I recommend you pickup the dirty tricks feat-line with your own feats using the dirty fighting feat to meet the prerequisites.

You can save the ranger fighting style for either two weapon fighting or sword and shield, depending on your flavor.


Wheldrake wrote:

All of the Ranger Combat Style feats can be had by a slayer while ignoring pre-reqs. It's making me think twice about keeping a high DEX when I could just max STR and dump DEX and still get the most important TWF feats necessary.

But y'all are right, if I grab two-weapon feint without two-weapon fighting, I'm going to be looking at hefty penalties to attack.

I'm almost to the point of thinking that taking Improved Feint (for move-action Feint) is a waste of a feat. I like the idea of move-action feint to gain sneak attack dice on the subsequent attack, but once my 3rd-level slayer hits 6th, that'll interfere with full attacks.

Maybe I should look again at Improved Dirty Trick, though I'm not sure whether any Ranger styles will give that.

Assuming I don't go for either archery or two-weapon fighting, what feats would be good to boost my combat capabilities and maybe make it easier to get sneak attack damage (like through flanking or gaining initiative in the first round of combat)?

If you don't TWF, not even for shield bashing... Then sneak attack doesn't matter as much as Power Attack does.

I was thinking, what about going TWF with the Canny Tumble + Nimble Mongoose combo?

It's not feinting but it's very similar!


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I wasn't aware of that combo, but I think you meant "circling" mongoose. And those are some hefty feat prerequisites. But that is a fun and flavorful combo for getting access to sneak attack.

The reason I like Dirty Tricks is because they automatically benefit your team against the enemy too. Feinting and this combo are good for the person using them, but not so helpful for your party.


I did mean Circling Mongoose! Thanks!

I like Dirty Tricks too and Underhanded Ranger Combat Style is cool.

Grand Lodge

If you want to keep the high Cha for Intimidate then consider menacing style to grab shatter defences at level 6. Perhaps a one level dip in thug rogue.

Or with only cha 13 to take eldritch heritage to get a flanking familiar - Perhaps a blueringed octopus bodyguard familiar?

Another way to flank is Press to the Wall which should not be to dificult to use on a ship. Especially if you can get above the enemy using the rigging and flank the enemy against the deck.

I believe circling mongoose is a trap. If you miss one attack (roll a low dice) the benefit is lost. And it requires a lot of otherwise useless feats to get - because you will use Acrobatics and rarely mobility and spring attack don’t combine with circling mongoose because they are to different full round actions.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

OK, I've rebuilt the character. Dropped one point of CHA (13+2) for 2 points of CON. I'll make up the lost point of CHA at lvl 4.

Also dumped feinting for dirty tricks. I looked at TWF, but it just doesn't seem to be worth it, since I won't have a reliable method of making foes flat-footed to get sneak attack. I did keep Studied Sneak Attacker for +1d6 sneak attack damage, but replaced my earlier feats with Dirty Fighting and Slayer talent (Underhanded ranger) Improved Dirty Trick and will go for more dirty trick feats in future.

It looks like the best dirty trick is to shoot for the blinded condition.

It's a pity that Circling Mongoose isn't on the underhanded ranger list. I'll never have the prereqs for that. Looks cool, though.


Played in the pirate-themed Skulls & Shackles campaign before a Slayer was a thing, my tripping character. Maybe the feats or items will inspire.

Knot:

Male versatile human (Tian-Min) fighter (lore warden) 7/inquisitor (spellbreaker, thieftaker) of Calistria 2/rogue (bandit, pirate) (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 52, 71, 72)
N Medium humanoid (human)
Init +14; Senses darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 16 (+2 deflection, +3 Dex, +1 dodge, +3 natural, +1 sacred)
hp 146 (17 HD; 10d8+7d10+51)
Fort +15, Ref +14, Will +14 (+1 vs. fear); +2 vs. fear and mind-affecting, +1 vs. fear and mind-affecting
Defensive Abilities evasion, fortification 25%, unflinching +2; DR 10/adamantine (16 points)
--------------------
Offense
--------------------
Speed 60 ft., swim 90 ft.
Melee +1 dueling ghost touch spell storing scorpion whip (aa) +20/+20 (1d4+13 plus 4d6 sneak attack) or
. . +1 holy lifesurge seaborne scorpion whip (aa) +20/+20/+15/+10 (1d4+21 plus 4d6 sneak attack and 2d6 vs. evil)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dueling ghost touch spell storing scorpion whip, 10 ft. with +1 holy lifesurge seaborne scorpion whip (aa))
Special Attacks fearsome strike, judgment 1/day, sneak attack +4d6 +2 Str damage, weapon training (flails +1)
Domain Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—copycat (2 rounds)
Inquisitor (Spellbreaker, Thieftaker) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—bane (DC 16), cure light wounds, true strike
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, stabilize
. . Domain Trickery
--------------------
Statistics
--------------------
Str 25, Dex 16, Con 16, Int 13, Wis 20, Cha 8
Base Atk +14; CMB +24 (+26 disarm, +29 trip); CMD 42 (44 vs. disarm, 44 vs. trip)
Feats Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (whip), Fury’s Fall, Greater Serpent Lash, Improved Trip, Improved Whip Mastery[UC], Piranha Strike, Sap Adept[UC], Sap Master[UC], Sea Legs[UC], Serpent Lash, Skill Focus (Profession [sailor]), Stand Still, Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip), Weapon Specialization (whip), Whip Mastery[UC]
Traits besmara's blessing, hermean paragon (steaming sea), reactionary
Flaws near-sighted, selfish
Skills Acrobatics +25 (+37 to jump), Bluff -1 (+1 to Feint), Climb +18, Craft (rope) +12, Craft (weapons) +12, Diplomacy +0, Disable Device +10, Escape Artist +10, Knowledge (geography) +15, Knowledge (nature) +15, Perception +30, Profession (sailor) +40, Sense Motive +6, Sleight of Hand +11, Stealth +23, Survival +13, Swim +30, Use Magic Device +10
Languages Common, Dwarven, Minkaian, Tien
SQ ambush, know thy enemy, rogue talents (combat trick, crippling strike, finesse rogue), strong-willed, swinging reposition, thief-taker's tracer, umbral unmasking, urban tracking, versatile human[ARG]
Combat Gear mask of the mantis[ISWG], potion of haste (2), potion of invisibility (2), wand of cure serious wounds (CL 10th, 23 charges), wand of greater invisibility (19 charges), wand of haste (29 charges), wand of magic missile (maximized, cl 9); Other Gear +5 light fortification mithral buckler, +1 dueling ghost touch spell storing scorpion whip (aa), +1 holy lifesurge seaborne scorpion whip (aa), belt of incredible dexterity +4, cloak of the manta ray, efficient quiver, gloves of swimming and climbing, handy haversack, ring of feather falling, robe of infinite twine[UE], masterwork thieves' tools, masterwork tool, masterwork tool, 318,366 gp
--------------------
Tracked Resources
--------------------
Besmara's Blessing (1/week) - 0/1
Copycat (8/day) (Sp) - 0/8
Fearsome Strike (1 rounds, 1/day) (Ex) - 0/1
Feather Fall (Constant) - 0/0
Judgment (1/day) (Su) - 0/1
Mask of the mantis (3 charges) - 0/3
Potion of haste - 1/2
Potion of invisibility - 1/2
Stoneskin - 0/16
Wand of cure serious wounds (CL 10th, 23 charges) - 0/23
Wand of greater invisibility (19 charges) - 0/19
Wand of haste (29 charges) - 0/29
Wand of magic missile (maximized, CL 9) - 0/50
--------------------
Special Abilities
--------------------
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Damage Reduction (10/adamantine [16 points]) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearsome Strike (1 rounds, 1/day) (Ex) Critical with sneak attack frightens target for 1 rounds.
Fortification 25% You have a chance to negate critical hits on attacks.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Serpent Lash Extra trip/disarm can be vs. anyone in reach, reposition foes in any direction.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Inquisitor (Spellbreaker, Thieftaker) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Serpent Lash Gain extra trip/disarm with whip on success, whips reposition at -4 CMB.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Swim (90 feet) You have a Swim speed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Thief-Taker's Tracer (Sp) Touch a creature or object to remain aware of the distance to and direction of the target.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Unflinching +2 (Ex) +2 save vs. fear and mind-affecting effects
Urban Tracking (Ex) You can use Diplomacy to gather information to track down a missing person, suspect or other individual within a community.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
--------------------
FLAW-NearSighted: -1 Perception/Ranged Attacks per 20'
FLAW-Selfish: DC 15 Will save to aid another before self


Wheldrake wrote:

OK, I've rebuilt the character. Dropped one point of CHA (13+2) for 2 points of CON. I'll make up the lost point of CHA at lvl 4.

Also dumped feinting for dirty tricks. I looked at TWF, but it just doesn't seem to be worth it, since I won't have a reliable method of making foes flat-footed to get sneak attack. I did keep Studied Sneak Attacker for +1d6 sneak attack damage, but replaced my earlier feats with Dirty Fighting and Slayer talent (Underhanded ranger) Improved Dirty Trick and will go for more dirty trick feats in future.

It looks like the best dirty trick is to shoot for the blinded condition.

It's a pity that Circling Mongoose isn't on the underhanded ranger list. I'll never have the prereqs for that. Looks cool, though.

Make sure to leave some room for Surprise Maneuver! A little bit of a win-more feat but very effective.

Grand Lodge

Quote:


I looked at TWF, but it just doesn't seem to be worth it, since I won't have a reliable method of making foes flat-footed to get sneak attack.

Remember that it isn’t flatfooted, but the denied dex bonus which triggers the sneak attack damage.

Other Conditions like Blinded, Cowering, Climbing, Helpless, Attacker is Invisibel, Paralysed, Pinned, Stunned and Unconsious also denies dex bonus.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Surprise maneuver looks cool, something to look forward to as early as 5th level (studied sneak attacker giving me an extra d6 of sneak and dirty fighting giving a prereq equivalent of Combat Expertise).

Khan, thanks for that reminder about the blinded condition. If I can get it to last more than one round, that'll let me land sneak attacks! Later on Quick Dirty Trick will be a good choice.

I'm starting to like this dirty trick slayer concept.


Dirty Fighting does not help to fulfill the Combat Expertise prereq of Surprise Maneuver, as it's neither an "improved combat maneuver feat", nor a feat "that require those improved combat maneuver feats as prerequisites".

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