What would be the best build for a character that focus on One strike


Advice


The concept of the character is that he is an assassin so his goal is to kill his target in one strike if possible (ofc if it fails it should still be able to hit hard) for that i thought of 3 path :
- Vital Strike
- Kinetist (cause the dmg can be really high)
- or rogue

But idk wich would work best and how to build them,especially the vital strike one, i saw the mortal usher that gave the feat for "free" and would start ranger so that i have access to leads blades.

What would you do?


Thematically, this is the intention of the advanced slayer talent: Assassinate.

Quote:
Assassinate (Ex) (Advanced Class Guide pg. 54): A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer’s assassinate ability for 24 hours.


Yeah but fortitude ST are one of the highest one and 10+1/2lvl+Int doesnt look that high :/

Dark Archive

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vital strike c
Feat chain with a+5 oversized, impact, furious, butchers axe, while enlarged. use 2 hand fighter archetype and titan mauler barbarian.

3d6 base becomes 8d6 after enlarged, over sided, and impact

greater vital strike. 32d6.

2 hand fighter adds 2x str mod to damage 40str for easy math (+30).

power attack+ furious focus + vital strike for 32d6+55ish.

use cyclops helm for nat 20. can only fail confirm on nat 1.

Or use furious finish for max damage guaranteed

deal maxxed 247ish damage from a +7 weapon (screw their DR) or 741ish maxxed crit


Instead of focusing everything on one single game mechanic the best build will have multiple game mechanics. Melkiador’s suggestion of the slayers assassinate talent is spot on. The problem is you are only looking at the description of the assassinate talent and ignoring everything else.

In order to use assassinate against a target your attack has to be a sneak attack. That means the slayer is getting his sneak attack damage on the attack. Slayers are also a full BAB class with proficiency with martial weapons. That means they can use a two-handed weapon with a high critical hit range and decent damage. They also get the benefit of the higher BAB with Power attack. Their sneak attack dice is lower than a rogues, but they can take accomplish sneak attacker to boost that up a little. The feat Improved critical will improve the threat range to 15-20.

At 10th level a slayer with an 18 STR will be doing2d4+15 damage plus 4d6 sneak attack. Slayers also get studied strike which will boost the damage to 2d4+18 plus 4d6 sneak attack. Studied strike also increases the DC of any slayer talents including assassinate. The DC of assassinate is boosted by the slayers INT bonus. Being a skill based martial class the slayer should be putting at least a few points into INT and can pick up a headband to further boost that. Assuming at least a 14 INT with the headband the DC of the slayers assassinate is going to be at least 20.

As the slayer levels up so do his abilities. By 15th level the slayer will also increase. At 15th level your damage will be 2d4+22 plus 6d6 in sneak attack and the DC of the assassinate will be at least 23. This is also without factoring in any magic weapon or other feats.

Slayers can also get poison use and a few other talents to boost poison. Poison may be fairly week in Pathfinder, but adding this to what he is already doing adds one more layer the target has to deal with. Now on top of having to make the Fort save for the assassination the target also has to make another save vs poison.


And what would be a good feats or maybe another talent to denied someone dex to AC while fighting?


For assassination, the enemy is probably flat footed anyway. If you want to assassinate round after round, that’s not exactly in the spirit of the assassin you proposed who kills their target in one hit.

It seems more like you really want a single big hit guy, than an assassin though. In that case, you should probably stick with a version of vital strike.


Any feat that increases damage or your chance to hit and or critical would be good for this build. Furious Focus would eliminate the penalty to hit on the first hit. Since the conformation roll for a critical hit uses the same bonus it also increases the chance of a critical hit.

The Talent Surprise Attacks means your target will always be flatfooted during the surprise round. If you take the poison use talent, focused Poison can increase the DC of the save of the poison. Hunters Surprise will allow you to apply your sneak attack damage to all attacks until the end of your next turn even if they are not flanked or flatfooted.

You should also be taking feats and talents that improve you chance of surprising your target. Things like Fast Stealth, Skill Focus Stealth, Hide in Plain Sight would also be useful.


15th level monk with Quivering Palm - 1 hit, then will the opponent dead.


The monk’s quivering palm is similar to the slayers assassinate ability. While the monk will probably have a higher WIS than the slayer does INT, the slayers studied target will more than likely make up the difference. The slayer can get assassinate 5 levels earlier and has a better chance of killing the target if they make the save.

At 14th level the slayer gets Quarry. Quarry automatically confirms critical hits on the quarry. If the slayer is using a high threat weapon this is a huge advantage. At 19th level selecting the quarry is a free action instead of standard.

If you want to play an assassin the slayer is going to be your best choice.


Mysterious Stranger wrote:
the slayers studied target will more than likely make up the difference
Someone unfamiliar with Slayer may miss that.
Studied Target wrote:
The DCs of slayer class abilities against that opponent increase by 1... At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1.

So, at level 10 that DC is going to get +3 from the Studied Target bonus.

You can also use Lenses of the Predator's Gaze to increase the bonuses by 1. You may also consider the Headsman's Blade to increase the DC by 2, but that's pretty niche and requires some uncertainties to increase the enhancement bonus. Focused Target can increase the bonus too, but it may not fit into your build.


the Serial Killer vigilante can assassinate already at lv 6, gets studied target to boost the DC, and uses CHA instead of INT for the DC. youre a strong will save class with a social focus so you get more return from investing into CHA than a slayer will from investing into INT

with a starting 16 CHA you'd have a DC 16+1 death attack at lv 6 with studied target
at lv 8 (with a +2 headband) you'd now have a DC 18+2 death attack

Frightening Ambush also allows you to intimidate before the death attack occurs to penalize the foe with a -2 on their save


The death attack also requires 3 rounds of study vs 1 for the slayer. The damage from hidden strike is situational and can either be better or slightly worse than the slayers. Their studied strike is much weaker than the slayers. At 10th level the vigilante has a +1 bonus that and can study 2 targets, the Slayer gets a +3 and can have 3 targets. The Slayer also gets full BAB compared to the vigilantes medium BAB. The higher BAB not only increases the chance to hit, it also increases the bonus from power attack and gives him earlier access to feats like improved critical.

The fact that the death attack is CHA based is also a negative, because it makes the character more M.A.D.. INT gives extra skill points which is going to be important for an assassin. The slayer does not really need CHA that much so can leave it at 10 or even dump it. If the vigilante dumps INT he loses skill points.

At 10th level the slayer attacking with a falchion will be + 11/+6 to hit dealing 2d4+13 damage with a 15-20 chance to threaten a critical hit. The vigilante will be +7/+2 dealing 2d4+8 with a threat range of 18-20. The DC for the assassinate/death attack will be 20 for the slayer vs 18 for the vigilante. This is assuming a 13 STR no magic weapons with the slayer having a14 INT and the vigilante having a 14 CHA. The slayer is obviously superior at taking down the target in one hit, which is what the OP wants to be able to do.


the damage from hidden strike will never be worse than the slayers sneak attack.
at lv 10 the vigilante gets +5d8 (22.5) in the best case and +5d4 (12.5) in the worst case. the slayer gets +3d6 (10.5) at all times. and the serial killer studied target bonus advances like normal, just delayed. it would be +2 at lv 10. not +1

youre making a lot of weird assumptions that i dont agree with.

The 10th lv slayer won't be at a +11/+6 to hit because OP wanted a one strike build.
the vigilante won't be crit fishing with power attack because they're not a bruiser.
the serial killer only needs CHA because 6 ranks/lv is plenty while their will save is +4 ahead of the slayer. the slayer both needs INT and wants WIS. the serial killer only needs CHA.

at lv 6-9 your slayer doesnt even HAVE any DC because they must wait until lv 10.
at lv 10 your slayer unlocks their assassinate at the exact same time the serial killer unlocks Mighty Ambush. which means that the serial killers target must now roll TWICE because theyre getting hit by TWO save-or-"die" abilities that both get boosted by studied target.

With magic items, id assume the slayer has an assassinate DC of 21.
the serial killer has a death attack DC of 21, followed by a mighty ambush DC of 23/24.


You did not bother to read my earlier post; if you did you would see where some of my assumptions come from. My build is also designed so that even if the target makes it save the still take considerable damage. The vigilante falls short in that respect.

The feat accomplished sneak attack gives the slayer and extra dice. That means at 10th level he gets 4d6 sneak attack not 3d6. The average damage from 4d6 is 14 points which is higher than the average of 12.5 (the average of 5d4). Hidden Strike is not sneak attack so the vigilante does not benefit from it even if they could take it.

The Slayer is getting +11/+6 to hit, but what is important is the +11. These numbers came from the idea that both characters have at least a 13 STR and power attack. These assumptions are designed to see the effect of the build in a more neutral manner. In reality the slayer will have a much higher STR, and the numbers will be even higher especially the damage.

Mighty Ambush does not kill the target it knocks it out. The original poster wanted to be able to KILL his target or seriously damage them with one hit. Knocking them out does not accomplish that goal. Don’t get me wrong this does neutralize the target but killing him will require another attack at minimum. Considering the slayer is doing so much more damage on a hit this is likely to take at least another round to be able to actually kill the target.

If I am including magic items, I would go with a headband of INT to increase the INT to 16 and a headsman’s blade to increase the DC of the assassinate and gain the keen enchantment. I will also take focused target to further increase the DC of the assassinate. That will put the DC up to 25 not 21.

The slayer can also take poison use and focused poison. At this level I can sacrifice two targets to increase the DC of the poison by 2. If I use Deathblade it deals 1d3 Con damage for up to 6 rounds with a DC of 22 instead of 20(due to focused poison).

I will be doing an average of 42 damage (70 average for a critical hit) and the target will have to make a DC 25 Fort save or die. If the target makes that save, they will have to make saves for the next 6 rounds or take 1d3 con damage per missed saving throw until they make 2 saves. This is with a STR of 20 (with a belt of STR +2). I switched to the greatsword so the threat range is only 17-20 with keen.

Also, at level 6 the DC of the death attack is so low that it is not that much of a threat.


i did read your earlier post. my issue is that you appear to not be very familiar with the serial killer or the vigilante class at all. that, and that your comparison actually just defaulted to comparing their BAB and nothing else

(also, serial killer do actually qualify for sneak attack abilities but accomplished SA does nothing for them as they have full progression)

you will be doing an average of 42 (or 70) damage on your standard STR bruiser slayer with little to no chance to actually use your talent. the serial killer however, will be an assassin. they will have the perfect class features for social infiltration in addition to their DEX-pumped stealth, and they will rival that 42 damage because stalker vigilantes are actually in a uniquely good position to make single strike builds work because of Up Close and Personal


Not sure if it'll actually boost the above builds much, but 3 levels in skulking slayer rogue (half-orc archetype) make sneak attacks d8's when using a two-handed weapon on a charge. Stacks with scout, too, if one wants to take a 4th level and get the sneak attack on a charge.

Lot of limitations there, but works for the one-hit. The d8's work with any sneak attack damage, within the above rules.

Gorum's divine fighting technique allows vital strike on a charge. But even more limitations here - only greatswords and only vital strike (not improved or greater with the strictest reading anyway).


Mysterious Stranger wrote:

The monk’s quivering palm is similar to the slayers assassinate ability. While the monk will probably have a higher WIS than the slayer does INT, the slayers studied target will more than likely make up the difference. The slayer can get assassinate 5 levels earlier and has a better chance of killing the target if they make the save.

At 14th level the slayer gets Quarry. Quarry automatically confirms critical hits on the quarry. If the slayer is using a high threat weapon this is a huge advantage. At 19th level selecting the quarry is a free action instead of standard.

If you want to play an assassin the slayer is going to be your best choice.

just throwing out another option of something that can kill in one hit.


I did most of the stuff off the top of my head instead of doing a full build. When I took the time to sit down and flesh out the build, I was able to get the characters stealth up to a +28 and take Hellcat Stealth. That gives me the ability to use stealth in bright light and while under direct observation by taking a -10 penalty. I also have Fast Stealth which means I can move at full speed and take no penalty to stealth. When the character can use stealth while standing right in front of his target why does he need social talents to assassinate.

The extra skill levels from INT means I can max out more skills, so the character is not without social skills. He was able to get a +21 (+24 with studied target) on bluff and a +25 on disguise (with a hat of disguise). While the disguise may not be as high as the vigilantes it is probably high enough to get the job done.

The BAB is important because it is adding an extra 9 points of damage before multiplying for a critical hit. It also ensures that he can actually hit his target and improves his chance of confirming his critical hit. As long as he does not roll a 1, he cannot miss a target with an AC 23 or less. He has a 50% chance to hit an AC 32 at 10th level. Considering that when he is using his assassinate ability the targets will often be flatfooted that means he rarely misses. Basically, the slayer has the same chance to hit when using power attack that the vigilante has without using it.

You claim the vigilante will be doing more damage but have yet to give an example of his damage. Your maximum hidden strike damage is only 16 points more than the slayers max sneak attack. The average damage is only 8.5 higher than the slayer. Power Attack more than makes up for that and is multiplied on a critical hit. I am also getting damage from STR for using a two-handed weapon. If the vigilante is DEX based, he will not be able to match the damage from STR and Power Attack.


your hat of disguise is a DC 11 when interacted with and you light up like a christmas tree from the most basic of divinations. the vigilante does not have these issues. and there are plenty of ways to make a DEX stalker. like a slayer you can also cheat the STR prereq of power attack if you want to dump STR, but they got excellent 14 STR/MAX DEX support with their lethal grace talent.

if youre using a finessable twohander (like a curved sword), PA, and lethal grace you end up with 42 dmg before any magical weaponry, additional talents, or studied target. up close also means you have your standard action free every turn, which can can be used on weird tactics like spamming a true strike wand

but as a serial killer id make use out of their special exception and take sap master in addition to the underhanded rogue talent. then youd deal 90 dmg from hidden strike alone in the surprise round. or 180 dmg with a double-barreled pistol if that counts as "one strike".
like before, your standard action is free so when they drop from nonlethal or mighty ambush you can simply throat slice them. serial killer even has class features interacting with coup de grace

and a huge advantage that people forget is that hidden strike is (with emphasis) not sneak attack, so fortification does nothing against it. which is a very affordable counter vs rogues at later levels


You are making claims but not backing them up. Also, your lower chance to hit means that your failure rate is higher than the slayer. You don’t do any damage when you miss, and the target does not need to make a save.

Base the build on a 10th level using a 25 point buy and use the APB rules to keep things simple. Since the OP stated he wants to kill or seriously injure the target non-lethal damage does not count.

I already pointed out hidden strike is not sneak attack, but you disputed that.


Tottemas wrote:
a huge advantage that people forget is that hidden strike is (with emphasis) not sneak attack, so fortification does nothing against it
Mysterious Stranger wrote:

...

I already pointed out hidden strike is not sneak attack, but you disputed that.

Serial killer has the ability:

Vigilante Specialization: wrote:

A serial killer must choose the stalker specialization. Her hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.

This alters vigilante specialization.

So this archetype does expand its options with hidden strike because it does count as sneak attack for prerequisites and using sneak attack abilities. So that's the reason for the apparent confusion there.

Carry on, I look forward to seeing details of the builds!


Unnamed Hero
Human slayer 10 ( Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (human)
Init +2; Senses Perception +17
—————
Defense
—————
AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural)
hp 84 (10d10+20)
Sanity 36, threshhold 2, edge 18
Fort +12, Ref +12, Will +10
—————
Offense
—————
Speed 30 ft.
Melee headsman's blade +21/+13 (2d6+22/17-20 plus 4d6 sneak attack)
Special Attacks sneak attack +4d6, studied target +3 (3rd, swift action)
—————
Statistics
—————
Str 22, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +10; CMB +17; CMD 30
Feats Accomplished Sneak Attacker, Focused Target, Furious Focus APG, Hellcat Stealth, Iron Will, Power
Attack, Skill Focus (Bluff), Skill Focus (Stealth), Stealthy
Traits armor expert, indomitable faith
Skills Acrobatics +10, Bluff +21, Climb +14, Disguise +25, Escape Artist +4, Heal +9, Intimidate +15,
Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (local) +14, Perception +17,
Sense Motive +17, Stealth +33, Survival +12, Swim +14
Languages Common
SQ combat style (two-handed weapon APG), slayer talents (assassinate [DC 22] UC, fast stealth, focused
poison, poison use ACG, ranger combat style ACG, ranger combat style ACG), stalker, track +5
Combat Gear deathblade; Other Gear mwk shadow mithral breastplate, headsman's blade ACG, hat of
disguise, 7,600 gp
—————
Special Abilities
—————
Assassinate (DC 22) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Focused Poison (Ex) Reduce number of studied targets to increase poison DC by 1 each.
Focused Target When study foe, maintain less for +1 to att/dam/skill/DC. No benefit can be chosen
twice.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10
penalty.
Poison Use (Ex) Can't accidently poison self when applying poison to a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +3 (swift action, 1 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam &
some skills vs. them.
Track +5 Add the listed bonus to Survival checks made to track.

Here is the full build for the slayer. The DC of the Assassinate ability is not factoring in the Headsman's Blade, so it should be 24 not 22 and the DC of the poison should be 22 due to focused poison.


@mysterious stranger

before you started critiquing the serial killer or vigilante you should have actually read the archetype.

"Base the build on a 10th level using a 25 point buy and use the APB rules to keep things simple. Since the OP stated he wants to kill or seriously injure the target non-lethal damage does not count."

ive shown how you can slit the throat of someone youve neutralized in the same round as you drop them, and how the nonlethal approach blows your slayer out of the water, so i think ill leave that up to OP. if taking 100+ nonlethal isnt seriously injuring a target then i dont know what is

im not very familiar with APB but ill give it a go and not use sap master then


halfling serial killer vigilante 10
Str 8, Dex 18+1+1+2, Con 14, Int 10, Wis 10, Cha 18+2

alternate racial traits
creepy doll (can use stealth to pretend to be a doll, like the freeze monster ability, no intimidate size penalty vs humanoids)
underfoot dodger (+5 to acrobatics to move through space)

traits
wild shadow: urban (HIPS but only in urban and in normal light)
crowd dodger (+2 to acrobatics to move through space)

spoiler:
already straight out of character creation we can now hide anywhere in urban terrain in normal light, which is a lot more common than bright light (as most light sources only raise the vision to normal light), and without a stealth penalty.
we also have the very cool ability to use our stealth skill to freeze like the monster ability to pretend to be a doll. very thematic for a serial killer assassin

social talents (1 from fcb)
social grace, notorious fool/guise of unlife, many guises, hidden magic, skill familiarity

spoiler:
a big part about disguise is fooling magic. with guise of unlife you actually detect as an undead with both divinations and knowledge skills. hidden magic means your items detect as completely nonmagical, which is great when youre creeping as a doll, cleaner, maid, or what you now get up to

social grace is +4 to three different social skills, and skill familiarity allows us to take 10 with any four skills. stealth and acrobatics are good choices for skill fam as youll be rolling them a lot.

feats
weapon finesse, dervish dance, frightening ambush, skill focus acrobatics, throat slicer

gear
daredevil boots, lenses of the predators gaze, shadow armor, wand (true strike, inflict pain, or another good 1 round spell)

relevant skills
acrobatics (for up close): +37, stealth: +30, bluff: +24 (no items), intimidate: +22 (no items), disguise: yes

archetype abilities
studied target (lv 7), charm DC 20+ST, death attack DC 20+ST

vigilante talents
silent dispatch, up close and personal, mighty ambush DC 21+ST

spoiler:
choosing the last talent was pretty hard as there are many good ones. we could take HIPS or rogue talent, but i think silent dispatch will be the cooler choice for an assassin. normally it's a flat DC -10 perception to hear the sounds of battle, so per the rules if you kill a guy guarding a door, the people behind the door only needs to succeed on a flat DC -5 perception check to hear you do it. but with silent dispatch you could take down an entire mansion.

the magic armor shifting jerkin is also very good for taking talents with conflicting level requirements

weve gotten a lot of useful assassin abilities but that costs us dmg. we end up with a +20 attack and a modest average of 34 dmg, in return for the double whammy of the death attack followed by a mighty ambush.
the DCs are normally 20 and 21, but increases by 3 with the lenses, and frightening ambush allows us to demoralize the foe before the strike. so effectively the enemy must first succeed on a DC 25 to not die. and then a DC 26 to not go unconscious and get their throat slit.
inflict pain penalizes their saves by another -4


You are two over in your social talents, Calling Card replaces your 7tt level social talent and you don’t the FCB is 1/6 of a social talent so you don’t gain the second from FCB until 6th level. In all honesty you are one short for vigilante talents.

You are also ignoring the one hit stipulation and counting on an extra round to finish of your target. If that is the case it is only fair to allow the slayer two rounds as well. That means he gets to use at least one full attack and a single attack in the first round. This is assuming the character has to move into position to attack in the first round.

I am not sure how you are getting your bonus to hit so high. If you are assuming any bonuses to hit from positioning or flanking the slayer will get the same. If there is some other bonus to hit the vigilante is getting, please document that. By my calculations you should be +17 to hit with the scimitar and doing 1d4+9 +5d8 for damage with a threat range of 18-20. This is far below the 42 you were claiming.

You also seem to be assuming the target is taking has gotten the shaken condition from frightening ambush. Since that is a feat there is nothing preventing the slayer from taking it and I have adjusted my build to swap out accomplished sneak attack for frightening ambush. I also swapped out stealthy for intimidating powers and changed skill focus buff to skill focus intimidate. This does drop his bluff to +15 and his stealth to +29 but raises his intimidate to +27.

I posted the full build including all skills, can you do the same?


"I posted the full build including all skills, can you do the same?"

that would be hard, sorry, it takes a lot of time for me to write because ive hurt my hand
ill try to answer your questions instead

i believe im on par for the number of social talents. there's one at lv 1, 3, 5, and 9. then another from the FCB equals five. i wasnt clear but "notorious fool/guise of unlife" is a choice between the two. my bad. if you have no reason to go undercover undead you can switch it out for notorious fool instead for rerolls
and vigilante talents should be three. one at lv 2, 8, and 10

attack: 7 from BAB, 6 from DEX, 3 from boosted ST, 1 from small, 1 from daredevil boots, 2 from weapon = 20
damage: 1d4, 6 from DEX, 3 from boosted ST, 2 from weapon, 22.5 from hidden strike = 36 (forgot about the magic weapon)

"By my calculations you should be +17 to hit with the scimitar and doing 1d4+9 +5d8 for damage with a threat range of 18-20. This is far below the 42 you were claiming."

36 isnt far from 42, but its not 42, i concede. for this build i sacrificed damage by choosing hafling, and you didnt like nonlethal so that lowers dmg as well. if nonlethal is allowed then thats another matter, as ive already explained how Sap Master can deal massive damage in combination with the underhanded rogue talent.

nothing is stopping you from taking frightening ambush. glad you liked it. i would however make some feat space in your build for Shadow Strike. anything with concealment completely stops your death attack at the moment


"You are also ignoring the one hit stipulation and counting on an extra round to finish of your target. If that is the case it is only fair to allow the slayer two rounds as well. That means he gets to use at least one full attack and a single attack in the first round. This is assuming the character has to move into position to attack in the first round."

i think youve misunderstood the action economy of Up Close and Personal. its not a standard action. lets compare the slayer and vigilantes combat routine

SLAYER
round 1 (surprise)
hit a target youve chosen and studied. the enemy must save vs death and takes an average of 42 dmg on noncrit.
did your target survive the assassination? tough luck

round 2
hit someone. you can no longer use Assassinate against anyone in this combat, and your sneak attack dmg is gone. you deal 28 dmg on a noncrit

SERIAL KILLER
round 1 (surprise)
hit a target youve chosen and studied. the enemy must save vs death, takes 36 dmg.
did your target survive the death attack? good thing youve got your contingency mighty ambush

round 2
use up close and personal, deal 36 dmg, and force a save vs unconsciousness on another enemy.
is there an unconcious enemy on the floor? slit their throat with a standard action.
optional: use wand charge instead of throat-slitting

/////

i suppose we could equip the serial killer with sandals of quick reaction (no daredevil boots) so that they get a standard and move action during the surprise round, which would allow them to use throat slicer or use a wand charge. or trigger death attack twice in the same combat

the serial killers death attack has just as good of a chance to finish the first target off in the first round as the slayer. but in addition to that they also have mighty ambush whereas the slayer has nothing.

the slayer has just one chance and then theyre a normal bruiser for the rest of the combat. the serial killer can drop and slit throats every round of combat. even when theres no surprise round or ambush

the slayer is also countered by fortification, uncanny dodge, and anything blocking death effects. they do fare better vs foes completely immune vs precision dmg though.


Much of your build is reliant on magic items that either character can use so I adjusted my build. You also insist on factoring in knocking the target out so I will also adjust my build to be able to do so.

Taking Knock-Out Blow gives me the ability to forge sneak attack damage to cause the target to have to make a save or be knocked out. Since my build does not really rely on sneak attack damage it only reduces the damage by about 10 points. This still leaves the character doing more damage than the vigilante. The Lenses of the predator’s gaze is a nice item and actually benefits the slayer as much as it does the vigilante, so I downgraded his armor to a chain shirt to be able to afford it. This also removed the need for the armor expert trait. I took bruising intellect instead to be able to use INT for intimidate.

You are also forgetting to factor in the poison on the slayers attack. I used two slayer talents and bought the poison, so this should be factored in.

My bonus to hit has increased to +22/+14 and the damage is now 2d6+23. When he is not using Knock-Out Blow he deals 3d6 extra for sneak attack. When he attacks his target also has to make a DC 25 save vs to avoid death, and a DC 23 save or be knocked uncurious, and needs to make DC 22 save each round or take 1d3 CON damage this continues until he makes 2 saves. Since the CON damage reduces your FORT saves each failure on the average reduces the targets FORT save by 1 and loses HP equal to its HD. Those numbers do not include the target having the shaken condition which gives a -2 penalty on all saves. On a critical hit My build will be doing at least 50 HP which means the if the target has less than 100 HP, he has to make a DC 15 save (at -2 for shaken) or die due to massive damage. Admittedly that save is fairly easy, but anyone rolling a 1 on that will die.

As to the action economy the slayer does not need to use a coup de grace on the second round. He has high bonus to hit and does a lot of damage so he can simply take a full attack. The -9 on the opponents AC is going to mean he will hit with both attacks, which will do more damage than a coup de grace. Keep in mind that the damage from precision damage is not multiplied on a c critical hit, but you will get it on each attack of a full attack. Your character would be better of using a full attack instead of the coup de grace.

You also claimed the vigilante would have the advantage in social situations but spent all your skill points on combat skills. I did not see anything for things like knowledge local, knowledge nobility, sense motive. Your character is also lacking in some combat skill. You make no mention of climb, perception, or swim. Without those skills you will be at a real disadvantage.

You build is not bad, but to me it is not as strong for what the OP was asking for.


(i started writing before your post)

i apologize. you were actually right about me having too many social talents. i said that you should have read the archetype when i myself missed the loss of the 9th lv social talent. and with hellcat stealth the slayer can keep stealth-attacking in combat to secure your SA, as long as you succeed at the -10 penalty stealth check

new/fixed serial killer:
halfling serial killer vigilante 10
Str 8, Dex 18+1+1+2, Con 14, Int 12, Wis 8, Cha 18+2

ART
creepy doll, underfoot dodger

traits
wild shadow (urban), crowd dodger

talents
1 social grace (bluff, diplomacy, disguise)
2 silent dispatch
3 notorious fool -> skill familiarity*
4 -
5 mockingbird (+10 to disguise checks)
6 - FCB: hidden magic
7 -
8 up close and personal
9 -
10 mighty ambush

*a shifting jerkin is used to replace notorious fool at lv 9. its not strictly needed, and you would get it at lv 11, it just speeds up combat a whole lot if you dont need to roll your acrobatics or stealth all the time

magic gear
shifting jerkin, good shadow armor, buckler, scimitar (+2 from ABP), belt of tumbling, sandals of quick reaction, hat of disguise, wand of inflict pain

feats
weapon finesse, dervish dance, possessed hand, skill focus acrobatics, throat slicer

OFFENSE
attack: 7 BAB +6 DEX +2 ST +2 weapon + 1 small +1 possessed hand = +19
dmg: 1d4 +6 DEX +2 ST +2 weapon +1 possessed hand +5d8 hidden strike = 36

charm DC 20+2
death attack DC 20+2
mighty ambush DC 21+2

SKILLS
acrobatics: +36 (for moving through space)
bluff: +24
diplomacy: +22
stealth: +28
disguise (5 ranks): +27, (+37 with hat of disguise, +47 with seamless disguise)
UMD (2 ranks): +10 (skill familiarity allows us to always succeed on wand checks)

23 skill ranks left.

the lenses and daredevil boots are gone. they were limited in uses per day of which you had none so that would not be fair. were now instead using sandals of quick reaction for the ability to take a move and standard action in the surprise round. i also replaced frightening ambush with possessed hand to account for the loss of studied target

combat routine:
STRATEGY 1
begin with Up Close and Personal (move+swift) and see if they survive the death attack. if they die, they die. if they succeed->fail, slit their throat (standard). nobody hears anything because of silent dispatch.

STRATEGY 2
use a wand charge (standard) to penalize -4 on their saves, and then Up Close and Personal. good against a foe with massive fort save, but delays the coup the grace by a round if you need to slit their throat. the next round you can both slit their throat and mighty ambush another foe

STRATEGY 3 (two death attacks)
this requires perfect timing and silent dispatch, but you can prepare your death attack for three rounds and while the timer runs out you start preparing a death attack against a second foe. then you use Up Close and Personal (move+swift) on the first foe (forcing two saves), and your standard to finish preparing the death attack. then in the next round, you use death attack and mighty ambush again


"Taking Knock-Out Blow gives me the ability to forge sneak attack damage to cause the target to have to make a save or be knocked out"

"As to the action economy the slayer does not need to use a coup de grace on the second round. He has high bonus to hit and does a lot of damage so he can simply take a full attack. "

i looked closer at knock-out blow and beyond being once per day it is incompatible with assassinate. knock-out says it doesnt work with effects that triggers when you deal SA, and assassinate requires you to deal SA.

your slayer is lining up for the perfect kill, and then they turn into a normal full attacking martial for the rest of the encounter. the difference between the slayer and the serial killer is that the vigilante is a SERIAL killer. they can use mighty ambush every single round which means that they are a "one strike" build every single round.

and thats exactly what OP wanted. a one strike build. if the slayer starts full attacking in round 2 then they cease to be a one strike build


You are mistaken about Knock-Out Blow being incompatible with assassinate. Knock-Out Blow sates that it adds to sneak attack and only one such talent can be applied. All Talents that have that restriction have that disclaimer in the description. Assassinate does not have the disclaimer so is no subject to it.

The slayer still has the advantage on being able to hit and the DC of his abilities. Against at target with an AC of 25 and a FORT save of +12 the slayers assassinate will work 55.25% if the target does not have the shaken condition, with the shaken condition it goes up to 63.75%. The vigilante has 38.5% chance without the shaken condition and a 52.5% with the shaken condition. The slayers also have a decent chance of dealing more than 50 HP of damage. With the sneak attack he has about 29.75% chance of rolling higher than 50 HP, without the sneak attack it drops to about 20% and requiring a save due to massive damage. That gives any first strike between a 2% =5.95% chance of killing a target with 100 HP or less.

So, the slayer has a 69.7% chance to outright kill any target with an AC of25 or less, and fortitude save of +12 or less with 100 or fewer HP that is shaken. Considering skills do not fail on a 1 and the slayer has a+32 bonus to intimidate that means any target with that HD and WIS modifier is less than 23 will be shaken unless they are immune. Don’t forget that the vigilante is small so will be taking a -4 penalty on intimidate vs medium creatures. As the targets AC and saves go up these numbers will decrease, but they will always be higher than the vigilante.

After the first target the slayer’s DPR is 58.24 per round. The vigilante even with hidden strike of 5d8 on each attack has a DPR of 45.31 with a full attack, or a 48.5 with a coup de grace. Since most of the vigilante’s damage is coming from hidden strike the coup de grace is actually not that effective. If the vigilante had better base damage it might be different, but at 1d4 +11 the critical hit simply does not mean anything.

I am working on a full write up of both builds but do not have your skill point distribution. Using Hero Labs tends to reduce mistakes.

Sovereign Court

I grok do u wrote:
Gorum's divine fighting technique allows vital strike on a charge. But even more limitations here - only greatswords and only vital strike (not improved or greater with the strictest reading anyway).

Yeah... but once you can Vital Strike on a charge, you can then Spirited Charge for double damage after everything else. Easily makes up for the greatsword requirement and regular Vital Strike.


Knock-out wont work because knock-out specifically says that you dont trigger anything that requires you to deal sneak attack damage when using it. And assassinate can only be used when dealing SA. But either way, its a once per day ability so i think we can leave it at that.

Your choice of AC looks high considering theyre flat-footed, and i dont think youre accounting for mighty ambush. Lowering AC to 22 for loss of dex and applying mighy ambush gives me this:

:
slayer (+22 hit, DC 25): 0.95*0.6 = 57%
serial killer (+19 hit, DC 22, DC 23): 0.9*(1-0.55*0.5) = 65%
(Technically 64% since they can ace the coup de grace save)

If theyre shaken, this jumps to 63% for the slayer and 74% for the serial killer.

Massive dmg is an optional rule ive never played with. is it that common?

Regarding demoralize, creepy doll actually allows you to ignore the size penalty vs humanoids, which is cool. But the demoralize DC stays consistent across CR (no huge jumps like feint), and with skill familiarity a vigilante can take 10 on the check. So for example, if your slayer wants to demoralize a larger nonhumanoid with 12 hd and 19 wisdom they need a +29 bonus to guarantee the check. The vigilante only needs +20.

//

"After the first target the slayer’s DPR is 58.24 per round. The vigilante even with hidden strike of 5d8 on each attack has a DPR of 45.31 with a full attack, or a 48.5 with a coup de grace. Since most of the vigilante’s damage is coming from hidden strike the coup de grace is actually not that effective. If the vigilante had better base damage it might be different, but at 1d4 +11 the critical hit simply does not mean anything."

The big, huge, massive, important advantage of Up Close and Personal is that it is NOT A STANDARD ACTION. You can combine it with Throat Slicer, using a wand charge, or just the attack action. Ignoring crits on the first hit, the vigilantes DPR is 76.5 if they get to use UCaP + Throat Slicer. But at that point the target is dead with 95% certainty so DPR doesnt matter.

With frightening ambush the serial killer has a 74% chance to outright kill an enemy in the surprise round.
And with silent dispatch (or just winning initiative) they have a 54% chance of outright killing another enemy in round 2. This increases to 74% if the first enemy didn't need to be coup-de-graced.
In round 3 however, their combat potential drops significantly as they run out of studied targets and nobody is flat-footed for frightening ambush.

"I am working on a full write up of both builds but do not have your skill point distribution. Using Hero Labs tends to reduce mistakes."

ill look it up, thanks


whops, gave the slayer 63% instead of 66.5. crazy how there is no way to edit posts. anyways you made me realize how big an impact frightening ambush really has so id def keep it

imo there is no contest that a serial killer is the better ASSASSIN. beyond the 74% vs 66.5% comparison you simply just have so many tools at your disposal.

* you dont ping evil and you cant be divined because of your social identity.
* Charming (from archetype), mockingbird, social grace, and hidden magic are excellent for intrigue/social infiltration.
* you pierce a lot of defenses (uncanny dodge, death effect immunity, SA negation) that the slayer cant handle.
* silent dispatch is a godsend for assassinations. the slayer isnt even in the same league until they get Silent Kill at lv 12-13. which means nine entire levels chasing the vigilantes heels.

if you want to kill the ogre king camping outside the city walls, send the slayer and watch the havoc unfold.

if you want to kill the baron without anyone sounding the alarm or pinning it on you, send the vigilante.

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