STR Ranger |
Hi Guys,
Got a Build here but not sure if I am missing something awesome that needs to be in here.
Basically I am Building a TWF Slayer who is "kind of" a expert fighter. Doesn't really matter what he wields, as long as he studies his target, he can kick your ass with most weapons and wins by underhanded tactics. Trips and kicks to the ba!!s etc. and AOO's the crap out you as well when you are blinded or down.
He doesn't fight fair.
See Below:
Human- Took Slayer Favored bonus for extra Talents.
Human Bonus Feat:Iron Will
1st level: Power Attack
2nd level: Slayer Talent: Ranger Combat Style Feat 1 - TWF
3rd level: Combat Expertise
4th level: Slayer Talent: Combat Trick- Improved Trip
5th level: ???? Maybe Cleave???
6th level: Slayer Talent: Ranger Combat Style Feat 2: Improved Two Weapon Fighting
6th Level: Slayer favored Class Ability: Rogue Talent: Underhanded Trick
7th level: Feat: Combat Reflexes
8th level: Slayer Talent: Rogue Talent: Combat Trick: Quick Dirty Trick
9th level: Feat: Greater Dirty Trick
10th level: Slayer Talent: Opportunist
11th level: Feat Dirty Trick Master
12th level: Slayer Talent: Ranger Combat Style Feat 3 - Two Weapon Rend
12th level: Slayer Favored Class Ability: Ninja Advanced Trick - Feat: GTWF
13th level:Greater Trip
14th level: Slayer Talent:?????
15th level: Feat Improved Unarmed Strike
16th level: Slayer Talent: Defensive Study
17th level: Vicious Stomp
18th level: Slayer Talent: Weapon Training (Scimitar)
18th level: Slayer Favored Class Ability: Unchained Rogue Talent: Crippling Sneak
19th level: Extra Rogue Talent: Combat Feat: Felling Smash
20th level: Slayer Talent: Advanced Rogue Talent: Hunter's Surprise
Also, consider some weapon properties:
Keen - Well, duh...
Defiant - Allows you to recharge reroll abilities (like Improved Iron Will) up to an amount equal to your weapon's Enhancement Bonus.
Fortuitous - Whenever you make an attack of opportunity, you can make another one right after that at a -5 penalty; only works 1/round.
Sneaky - Think Hunter's Surprise, except on your weapon, and doesn't take up a Base Price Bonus. Since you'll be getting the Hunter's Surprise talent, this is good for early on, and Double+Good in the late game.
STR Ranger |
If you take TWF as a ranger combat style feat you dont need to take it with your human bonus feat.
I’m fairly certain you can’t take a rogue talent or ninja trick to gain “combat trick” when you already has taken that as a slayer talent.
Thanks for pointing out my shoddy editing. I actually had TWF and Greater Trip in there 2x.
Now I have 2 more open feat slots.
I think he does the whole GTR Trip, Blind, TWF, Heaps of AOO's quite well. A blinded opponent auto triggers SA.
He should be locking down and SA'ing most opponents easily (obviously Trip is alot less useful at later levels. But maybe take Enlarge Person 2x a day as an SLA via Minor and Major Magic to let me trip up to Huge creatures)
But GTR, Quick Dirty Tricks to blind should keep on chugging.
Are there any awesome status effects I can later onto the SA?
Or should the extra feats go on defences?
I considered Dodge and Mobility, maybe even that feat that gives you +2 Circumstance bonus to attack when you successfully use mobility?
Not sure.
avr |
4th level: Slayer Talent: Combat Trick- Improved Trip
Rogue talent (unbalancing trick) leaves you the option of taking combat trick later. Slayers can get that rogue talent.
18th level: Slayer Talent: Weapon Training (Scimitar)
Why a scimitar? A light weapon (short sword/gladius?) works better with TWF, you're not getting into crits at all that I can see aside from mentioning keen. Or there are weapons with fancy properties of one kind or another.
19th level: Extra Rogue Talent: Combat Feat: Felling Smash
Just take felling smash. Probably much earlier than 19th level.
The twin fang style tree might be worth considering since you have feats free.
If you're taking iron will as a human it might be worth playing a fate's favored (trait) sacred tattoo (alt racial trait) half orc instead.
STR Ranger |
Ok,
How about now?
I like Twin Fang, but seems like a feat that should be taken early and I don't think I can squeeze it in.
I thought about one of the later slots but you can see I have 3 more tablets at 18, 19 and 20 and I don't see anything on the list that actually looks powerful.
Human Feat: Two-Weapon Fighting
Human Feat:TWF
1st level: Iron Will
2nd level: Slayer Talent: Ranger Combat Style Feat 1 - TWF
3rd level: Combat Expertise
4th level: Slayer Talent: Rogue Talent: Unbalancing Trick (Trip)
5th level: Power Attack
6th level: Slayer Talent: Ranger Combat Style Feat 2: Improved Two Weapon Fighting
6th Level: Slayer favored Class Ability: Rogue Talent: Underhanded Trick (Dirty Trick)
7th level: Feat: Combat Reflexes
8th level: Slayer Talent: Rogue Talent: Combat Trick: Quick Dirty Trick
9th level: Feat: Greater Trip
10th level: Slayer Talent: Opportunist
11th level: Feat Greater Dirty Trick
12th level: Slayer Talent: Ranger Combat Style Feat 3 - Two Weapon Rend
12th level: Slayer Favored Class Ability: Ninja Advanced Trick - Feat: GTWF
13th level: Dirty Trick Master
14th level: Slayer Talent: Rogue Advanced Trick - Feat: Felling Smash
15th level: Feat Improved Unarmed Strike
16th level: Slayer Talent: Defensive Study
17th level: Vicious Stomp
18th level: Slayer Talent: ????
18th level: Slayer Favored Class Ability: Unchained Rogue Talent: Crippling Sneak
19th level: Extra Rogue Talent: ????
20th level: Slayer Talent: Advanced Rogue Talent: ????
avr |
You're still taking TWF twice (human feat & L2 slayer talent). & I don't know why you're playing a human if you're taking iron will at level 1 (half-orcs can get the same FCB, plus the scheme I noted above). Or for that matter nagaji get the same FCB and get +2 to mind-affecting saves without a trait, and a couple of other useful racial abilities. Is it part of your concept?
If you're not going for twin fang style then kitsune style might be useful endgame - you have no pounce or similar so charging to do a dirty trick might be handy. Aligned sneak attack and sever alignment are minor boosts which require no actions that could be useful endgame too, or you could become that little bit sneakier with fast stealth and scrying familiarity.
Scavion |
You're still taking TWF twice (human feat & L2 slayer talent). & I don't know why you're playing a human if you're taking iron will at level 1 (half-orcs can get the same FCB, plus the scheme I noted above). Or for that matter nagaji get the same FCB and get +2 to mind-affecting saves without a trait, and a couple of other useful racial abilities. Is it part of your concept?
Half-Elves are also good if Iron Will is what you want. The Dual-Minded alternate racial trait gives you a +2 bonus to Will Saves and the Half-Elf resistance to enchantment stacks on top of that.
A nice counterpoint would be a heart of the fey human who loses their bonus skill point per level for +1 Reflex/Will. Half-Elf is still probably better in this case but if being human is core to your character concept and the extra skillpoint isn't, Heart of the Fey is amazing.
STR Ranger |
You're still taking TWF twice (human feat & L2 slayer talent). & I don't know why you're playing a human if you're taking iron will at level 1 (half-orcs can get the same FCB, plus the scheme I noted above). Or for that matter nagaji get the same FCB and get +2 to mind-affecting saves without a trait, and a couple of other useful racial abilities. Is it part of your concept?
If you're not going for twin fang style then kitsune style might be useful endgame - you have no pounce or similar so charging to do a dirty trick might be handy. Aligned sneak attack and sever alignment are minor boosts which require no actions that could be useful endgame too, or you could become that little bit sneakier with fast stealth and scrying familiarity.
I am going Human because they get An alternate Favored Class Option for Slayer: 1/6 per level which grants an additional Slayer talent at Level 6, 12, 18. I think this is pretty powerful.
You are right about the TWF. Facepalm. At 1st level I'd only get my 1st level Char feat and 1 human feat.
Heat of the Fey Human, +1 Ref, Will saves
Human Feat:Combat Reflexes
1st level:Studied Target, Track Iron Will
2nd level: Slayer Talent: Ranger Combat Style Feat 1 - TWF
3rd level:Sneak Attack 1d6 Power Attack
4th level: Slayer Talent: Rogue Talent: Unbalancing Trick (Trip)
5th level: 2nd Studied Target, Combat Expertise
6th level: Sneak Attack 2d6, Slayer Talent: Ranger Combat Style Feat 2: Improved Two Weapon Fighting
Slayer favored Class Ability: Rogue Talent: Underhanded Trick (Dirty Trick)
7th level: StalkerFeat: Quick Dirty Trick
8th level: Slayer Talent: Rogue Talent:Slow Reactions or Pressure Points
9th level: Sneak Attack 1d6, Feat: Greater Trip
10th level: 3rd Studied Target, Advanced Talents, Slayer Talent: Opportunist
11th level: Swift Tracker, Feat: Greater Dirty Trick
12th level: Sneak Attack 4d6, Slayer Talent: Ranger Combat Style Feat 3 - Two Weapon Rend, Slayer Favored Class Ability: Ninja Advanced Trick - Feat: Felling Smash
13th level: Slayer's Advance 1/day, Feat: Dirty Trick Master
14th level: Quarry, Slayer Talent: Ranger Combat Style 3: GTWF
15th level: 4th Studied Target, Sneak Attack 15d6Feat: Kitsune Style
16th level: Slayer Talent: Offensive Defense
17th level: Slayer's Advance 2/day, Feat: Kitsune Tricks
18th level: Sneak Attack 6d6, Slayer Talent: Armored Marauder, Slayer Favored Class Ability: Unchained Rogue Talent: Crippling Strike
19th level: Improved Quarry, Feat: Kitsune Vengence
20th level: 5th Studied Target, Master Slayer, Slayer Talent: Advanced Rogue Talent: Armored Swiftness
How's This then.
Now he still is a TWF Master.
Actually has a Couple of Debilitation Powers on his SA (Slow Reactions, Offensive Defense)
Can Layer Quick Dirty Tricks when either Full Attacking or Charging (usually will go for blind for Full SA goodness)
Can Trip and Damage on Standard actions (Felling Smash)
Genterates a TON of AOO's (via Greater Trip and Opportunist Talent)
Has Pretty good Saves (With Iron Will and Heart of the Fey)
Not dependant on a Particular weapon.
Between FUll Bab and Studied Target will have a Good Attack Chance.
Add a Fortuitous Weapon on the Main hand and this guy is even scairer
on the Offhand he should get Menacing.
avr |
Half-humans can take human FCB options. And the nagaji also gets the 1/6 slayer talent FCB option, separately from humans. IIRC the native outsiders all or mostly get 'mostly human' options where they can take human things if they wish.
Slayers can't take all rogue talents.
A slayer can select one of the following rogue talents in place of a slayer talent: bleeding attack*, camouflageAPG, combat trick, demand attentionCAC, fast stealth, finesse rogue, firearm trainingUC, gritUC, hard to foolAPG, lasting poisonAPG, powerful sneakAPG, rogue crawl, slow reactions*, snap shotAPG, sniper’s eyeAPG, surprise attack, swift poisonAPG, terrain masteryUC, trap spotter, unwitting allyUC, weapon training, or any rogue talents from Blood of Shadows.
A slayer can select one of the following rogue advanced talents or ninja master tricks in place of a slayer advanced talent: deadly sneakAPG, evasionUC, featUC, hunter’s surpriseAPG, knock-out blowAPG, master of disguiseAPG, opportunist, stealthy sniperAPG, or any rogue advanced talent from Blood of Shadows.
Aligned Disguise (Sp), Blinding Strike, Cloying Shades (Su), Dance of Disorienting Shadows (Ex), Emboldening Strike (Ex), Extinguishing Strike (Ex), Feint from Shadows (Ex), Focusing Attack (Ex), Gloom Magic (Sp), Greater Gloom Magic (Sp), Improved Shadow’s Chill (Su), Mien of Despair (Su), Obscuring Blow (Ex), Poison Use (Ex), Reflexive Shadow Shield (Su), See in Darkness (Su), Shadow Duplicate (Sp), Shadow’s Chill (Su), Umbral Gear (Su), Underhanded Trick
Also they can take unbalancing trick, which is granted to them directly rather than via rogue talent.
Basically offensive defence is not an option for a slayer, nor is pressure points or crippling strike. Emboldening strike is one of those you might like though.
STR Ranger |
Thanks for that I missed the list when clicking back and forth on the SRD.
Here is the Build with your suggestions.
Blinding Strike is awesome, so will probably use a Keen Fortuituous Scimitar and a Keen Mencacing Kukri at high levels.
If I wear a glove of storing I can dissapear the Kukri into my glove as a free action if I want to 2 hand on Standard actions and Switch for TWF as a free action on full attacks.
Heat of the Fey Human, +1 Ref, Will saves
Human Feat:Combat Reflexes
1st level:Studied Target, Track Iron Will
2nd level: Slayer Talent: Ranger Combat Style Feat 1 - TWF
3rd level:Sneak Attack 1d6 Power Attack
4th level: Slayer Talent: Unbalancing Trick (Trip)
5th level: 2nd Studied Target, Combat Expertise
6th level: Sneak Attack 2d6, Slayer Talent: Ranger Combat Style Feat 2: Improved Two Weapon Fighting
Slayer favored Class Ability: Rogue Talent: Underhanded Trick (Dirty Trick)
7th level: StalkerFeat: Quick Dirty Trick
8th level: Slayer Talent: Rogue Talent:Slow Reactions
9th level: Sneak Attack 1d6, Feat: Greater Trip
10th level: 3rd Studied Target, Advanced Talents, Slayer Talent: Opportunist
11th level: Swift Tracker, Feat: Greater Dirty Trick
12th level: Sneak Attack 4d6, Slayer Talent: Ranger Combat Style Feat 3 - Two Weapon Rend, Slayer Favored Class Ability: Ninja Advanced Trick - Feat: Felling Smash
13th level: Slayer's Advance 1/day, Feat: Dirty Trick Master
14th level: Quarry, Slayer Talent: Ranger Combat Style 3: GTWF
15th level: 4th Studied Target, Sneak Attack 15d6Feat: Kitsune Style
16th level: Slayer Talent: Blinding Strike
17th level: Slayer's Advance 2/day, Feat: Kitsune Tricks
18th level: Sneak Attack 6d6, Slayer Talent: Armored Marauder, Slayer Favored Class Ability: Emboldening Strike
19th level: Improved Quarry, Feat: Kitsune Vengence
20th level: 5th Studied Target, Master Slayer, Slayer Talent: Advanced Rogue Talent: Armored Swiftness
Really happy with how this guy is turning out. ;)
STR Ranger |
At the later levels you could think about taking critical focus and some of the crit feats like stunning, blinding or exhausting (no save!). This works really well with Sneaking Precision.
Yes!
This is freaking awesome. I never knew about sneaking precision.We the build already has Blinding Critical Via Blinding Strike Talent at 16.
Because of the SA Preq. the earliest he qualifies for Sneaking Precision is 18.
So it would have to go
16- Blinding Strike
17- Critical Focus
18- Slayer Talent - Rogue Talent- Feat Sneaking Precision instead of Armored Marauder.
19-Kitsune Tricks
20- Armored Marauder
This version basically Auto Blinds on an SA Full Attack.
Misses out on Kitsune Vengeance and Armored Swiftness
STR Ranger |
At the later levels you could think about taking critical focus and some of the crit feats like stunning, blinding or exhausting (no save!). This works really well with Sneaking Precision.
Only way I can think to do that is to drop felling smash and that would only get it one level earlier.
All the other lower level feats are too important.Now if I do that I could take
Advanced Slayer- Advanced Ninja Trick Feat-Dirty Trick Master at 12
13- Accomplished Sneak Attacker
14-GTWF
15-Feat:Extra Slayer Talent Blinding Strike
16-Advanced Slayer- Feat-Critical Focus
17-Sneaking Precision
Not sure if it's worth Dropping felling smash (at a level where Tripping is still viable as long as I am enlarged. And there are spells for that.)
Accomplished sneak attacker seems like a tax at this level where it only nets you an additional 3.5av added to your total SA dice roll.
Surprise Maneuver might be better since I would still have to drop felling smash from the build to add an additional +4 to the CMB at 12 and it scales up (and every +5 buy which your beat for opponents CMD adds another round to the duration) so adding a decent percentage chance to win the CM roll.
STR Ranger |
If we're considering different feat chains, the Cornugon Smash/Shatter Defenses line is really really strong for Slayers.
I agree. I LOVE that chain. But I run with the Same GM in all my games and I am playing a Dwarven Warpriest at 16 that has the Conrugan Smash/Shatter Defences plus Trip chain W/Cruel/Fortuitous Weapon
and he truly is a Melee beast.Don't want to use the same schtick over and over so I dropped intimidate and added Dirty Tricks.
Scott Wilhelm |
I would develop either Tripping or Dirty Tricks, then maybe develop the other.
I don't see the Fury's Fall Feat. That lets you add your Dex and Str when Tripping.
Your Unarmed Strike Damage is only 1d3. If you want to take Vicious Stomp--what Tripping build is complete without it--I think you should work out a way to get more Damage. I recommend either you develop with Unarmed Strikes or you take Ascetic Style and maybe Martial Versatility and apply Vicious Stomp to your weapon of choice.
AOO's the crap out you
Another Feat you should look at is Harder they Fall. It's a Teamwork Feat, but it will let you Trip opponents that are bigger than the Size Limit. Some other Teamwork Feats you should look at are Paired Opportunist: if any of you get an AoO, all of you do, and Coordinated Maneuvers: +2 on all CMB.
Also, what are you Tripping with? I see Scimitar and 2wf. What's your off-hand weapon, sickle? I have to say, I don't like scimitars. You are Tripping; you are Dirty Tricking, and you are Crit-Fishing? That seems like too much to squeeze in to a mere 20 levels. I should disclose that I don't really like Crit-Fishing either.
My favorite Tripping weapons are Sickle, Split Blade Sword, Halberd, Horsechopper, Whip, and Throwing Shield. Mostly I like them all for very different reasons, so it depends on what you are trying to build.
STR Ranger |
If you are allowed to retrain feats then consider the trip chain, as they will be less relevant at higher levels.
And I would prefere exhausting critical, as you can already apply blindness with your Dirty Tricks maneuvers. Plus exhausting has no save!!
Retraining is Game and GM dependent.
If it is allowed I'd definately consider it.However my GM tries to acknowledge the rarity of high level chars and so we still encounter a fair few Mid-level humanoids in our games.
Hence we do have a number of semi-easy-mid fights against humaniods (he likes high level foes to play smart to wear us down).
I counter this by using Trip (when enlarged) at high levels to preseve resources (like spells) till we reach the BBEG when the casters go nova.
So while (in my group) it definately loses value, it's a rare adventuring day that I don't get to use Greater Trip+ AOO's to feel awesome. ;)
Exhausting Critical is nice but it has an extra preq feat that I can't fit in.
So the routine will be:
RD 1 to Quick Dirty Trick for Blindness when full attacking (thus denying them thier dex bonus for SA Full attacks) or a Felling Smash on a Move+Standard
Then when Sneaking Precision comes online (forcing the save every attack until Permanently Blinded for free as long as they are flanked or denied a Dex Bonus) , I'll switch the Dirty Trick to Sickened (Then Nauseated when Dirty trick Master comes online)
I rank BLinding as most important since Blind targets can be Sneak Attacked.
Then Neaseated as all they can do is MOVE, which triggers 2 AOO's via a fortuitous weapon.
Trip is also nice.
My Vision is this guy is not only SA TWF'ing on FUll attacks, but constantly laying negative conditions on his opponets, via Quick Dirty Trick.
STR Ranger |
I would develop either Tripping or Dirty Tricks, then maybe develop the other.
I don't see the Fury's Fall Feat. That lets you add your Dex and Str when Tripping.
Your Unarmed Strike Damage is only 1d3. If you want to take Vicious Stomp--what Tripping build is complete without it--I think you should work out a way to get more Damage. I recommend either you develop with Unarmed Strikes or you take Ascetic Style and maybe Martial Versatility and apply Vicious Stomp to your weapon of choice.
STR Ranger wrote:AOO's the crap out youAnother Feat you should look at is Harder they Fall. It's a Teamwork Feat, but it will let you Trip opponents that are bigger than the Size Limit. Some other Teamwork Feats you should look at are Paired Opportunist: if any of you get an AoO, all of you do, and Coordinated Maneuvers: +2 on all CMB.
Also, what are you Tripping with? I see Scimitar and 2wf. What's your off-hand weapon, sickle? I have to say, I don't like scimitars. You are Tripping; you are Dirty Tricking, and you are Crit-Fishing? That seems like too much to squeeze in to a mere 20 levels. I should disclose that I don't really like Crit-Fishing either.
My favorite Tripping weapons are Sickle, Split Blade Sword, Halberd, Horsechopper, Whip, and Throwing Shield. Mostly I like them all for very different reasons, so it depends on what you are trying to build.
I dropped vicious stomp. It needed IMP Unarmed strike and I couldn't see anything I was happy to drop. Besides, If he trips he gets 2 AOO's from the Fortuitious weapon when the foe falls and two more when he stands up. 4 AOO attacks will get the job done on most foes.
I am currently Playing a Tripper in another game and Find Greater Trip+ Gauntlets of Skilled Manuvere to be enough that the trip is usually successful. Plus in this build the Trip is not the Main Schtick.
Dirty Tricks are so I didn't want to lay another feat on the Secondary tactic.
Lastly, I don't want this build to be tied to a particular weapon.
He won't start Crit Fishing till Blinding Critical comes online.
Plus you can trip with ANY weapon.
Mostly likely will pair a Longsword and Cestus early (so I can switch hit to 2 handed when I have to move and TWF when full attacking).
I don't actually have to dedicate much to Crit Fishing when I take Blinding Critical at 16, because at 18 I get senaking precision which allows me to Auto layer the effect as long as I hit them 2x with an SA (Easy as I should have 5-7 attacks at this level)
STR Ranger |
[spoiler=Proposed Slayer Build]Heat of the Fey Human, +1 Ref, Will saves
Human Feat:Combat Reflexes
1st level:Studied Target, Track Iron Will
2nd level: Slayer Talent: Ranger Combat Style Feat 1 - TWF
3rd level:Sneak Attack 1d6 Power Attack
4th level: Slayer Talent: Unbalancing Trick (Trip)
5th level: 2nd Studied Target, Combat Expertise
6th level: Sneak Attack 2d6, Slayer Talent: Ranger Combat Style Feat 2: Improved Two Weapon Fighting
Slayer favored Class Ability: Rogue Talent: Underhanded Trick (Dirty Trick)
7th level: StalkerFeat: Quick Dirty Trick
8th level: Slayer Talent: Rogue Talent:Slow Reactions
9th level: Sneak Attack 1d6, Feat: Greater Trip
10th level: 3rd Studied Target, Advanced Talents, Slayer Talent: Opportunist
11th level: Swift Tracker, Feat: Greater Dirty Trick
12th level: Sneak Attack 4d6, Slayer Talent: Ranger Combat Style Feat 3 - Two Weapon Rend, Slayer Favored Class Ability: Ninja Advanced Trick - Feat: Felling Smash
13th level: Slayer's Advance 1/day, Feat: Dirty Trick Master
14th level: Quarry, Slayer Talent: Ranger Combat Style 3: GTWF
15th level: 4th Studied Target, Sneak Attack 15d6Feat: Critical Focus
16th level: Slayer Talent: Feat: Blinding Critical
17th level: Slayer's Advance 2/day, Feat: Kitsune Style
18th level: Sneak Attack 6d6, Slayer Talent: Rogue Talent: Sneaking Precision, Slayer Favored Class Ability:Surprise Manuver (or emboldening Strike depending on how often the CM's succeed)
19th level: Improved Quarry, Feat: Kitsune Tricks
20th level: 5th Studied Target, Master Slayer, Slayer Talent: Advanced Rogue Talent: Armored Murader
This is what he currently looks like
STR Ranger |
Also how come you're not taking the Jaguar talents?
This might work. I was only taking Combat expertise as a Preq for Felling Smash AND quick Dirty Trick.
So if I forget Combat exp for Jaguars Grace at 5.
Then I could take Jaguars Pounce at 7.
(I am now Auto trip attempt every round I SA as an immediate action)
8-Slayer Talent-Rogue Trick(Combat Trick) Combat Expertise instead of Slow Reactions.
9-Greater Trip
10-Oppurtunist
11-Quick Dirty Trick
12-Greater Dirty Trick.
So he loses Slow Reactions and Felling Smash.
Slow Reactions is nice but I don't draw alot of AOO's as a melee char via smart positioning, withdrawing and wearing a Cestus that can't be disarmed. So gaining Skill with Subdual =/=
Felling Smash is limited to Standard attacks (free action). Vs Jaguar Pounce which allows a trip attempt once per round when using SA as an immediate action.
This I am not so sure about.
Plus- Jaguars Pounce comes online 5 levels earlier, before Tripping loses alot of Value. Buut it cost your swift for the next round.
A besides the Initial check to get studied target on, do Slayers need alot of Swift's?
Otherwise we might be good.
Opinions?
dunelord3001 |
dunelord3001 wrote:
Also how come you're not taking the Jaguar talents?This might work. I was only taking Combat expertise as a Preq for Felling Smash AND quick Dirty Trick.
So if I forget Combat exp for Jaguars Grace at 5.
Then I could take Jaguars Pounce at 7.
(I am now Auto trip attempt every round I SA as an immediate action)8-Slayer Talent-Rogue Trick(Combat Trick) Combat Expertise instead of Slow Reactions.
9-Greater Trip
10-Oppurtunist
11-Quick Dirty Trick
12-Greater Dirty Trick.So he loses Slow Reactions and Felling Smash.
Slow Reactions is nice but I don't draw alot of AOO's as a melee char via smart positioning, withdrawing and wearing a Cestus that can't be disarmed. So gaining Skill with Subdual =/=
Felling Smash is limited to Standard attacks (free action). Vs Jaguar Pounce which allows a trip attempt once per round when using SA as an immediate action.
This I am not so sure about.
Plus- Jaguars Pounce comes online 5 levels earlier, before Tripping loses alot of Value. Buut it cost your swift for the next round.A besides the Initial check to get studied target on, do Slayers need alot of Swift's?
Otherwise we might be good.
Opinions?
Depends on the build.