Slayer Playtest First Impressions


Slayer Class Discussion


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Alright, time to do my regular thing of documenting my first impressions upon a read-through of the class.

Class Features:
Weird to introduce On The Hunt before explaining Quarry.

So can Monster Lore not be used to identify a creature’s special abilities?

Also, this is a really weird demarcation of “monster.” Could an ogre (a humanoid) not be considered a “monster”? What about hags or skelms? It just seems a bit weird to declare “monster” to be non-humanoids. “Humanoid” and “monster” are neither mutually exclusive nor mutually inclusive. I get that the non-humanoid part was meant to mean it can’t be used on any old random NPC, but still. I feel like it’s a bit of a missed opportunity to allow there to be this big gap for humanoids, especially because I could totally see a bounty-hunter-type character as a slayer.

So…the quarry can be anything, but Monster Lore only applies to non-humanoids?

EDIT: after reading the rest of the class, Monster Lore is…just kinda there. Nothing else in the class really interacts with it.

Trophies: So slayers kinda tap into the inherent magical characteristics of the creatures they slay? That’s…actually very interesting. But also, I’m wondering how in the HELL that would be regulated in PFS. Also, noting EVERY damage type that the quarry could deal is really really excessive.

Slayer’s Sight: Huh. Weird about the reaction bit.

(Greater) Specialized Arsenal: Why couldn’t this just be Weapon Specialization with an added sentence about the specialized arsenal benefit? That’s how it was done with barbarian.

Signature Tools:
Bloodseeking Blade: does the specialized arsenal rune count toward the number of runes the weapon can have?

Chymist’s Vials: So…does this mean you can have Alchemical Crafting without being trained in Crafting?

Consecrated Panoply: So…how much damage does Hunting Spike deal? Because it seems to imply that it’ll only ever be 1d4 plus Strength plus Specialized Arsenal, at which point that’s just…really really bad Nevermind; was answered in Specialized Arsenal. I do think the scaling of the runes on the hunting spikes is a bit weird. I kinda wish they would scale more closely with level than just skipping from +1 striking to +2 greater striking.

Warded Mail: So does that mean the reinforced resistance will very frequently be higher than the physical resistance?

Feats:
Bloodscent: Honestly, I feel like this should be a level 4 feat for how useful some of that meta-knowledge is.

Repelling Shield: So what if the trophy is associated with spirit damage? Does that mean none of the spirit goes to the shield itself after you Shield Block because the shield is inanimate?

Spiked Surcoat: I dunno how to feel about this, because the damage is minimal, but I feel like constant damage like that should raise this feat to be higher.

Paired Bloodseeker: Okay, this would actually make a really fun Red Mantis Assassin build

Instant Enmity: Hmm…I get why this feat exists, and I’m glad for it, but something about not being able to Claim a Trophy just feels…not-right

Pack Slayer: So does this mean that there’s zero level requirement for Marking a Quarry that’s a group?

Salt Stone: Okay, this definitely feels like it needs to be higher level; that is WAAAAYYYY too good and useful for what level it’s at

Slayer’s Tricks: with the existence of Monster Lore, I feel like the Spellcasting attribute should be Intelligence, since it’s likely the slayer will already have some to be able to use Monster Lore well

Blood for Blood: Replave “triggering” with “required”

Blood Rush: I feel like this could have just modified the trigger for On the Hunt

Cure-All: So this can cure petrification and paralysis and sickened with NO counteract check??? That’s really really strong
Relentless Counterstrike: I feel like this could have just modified the trigger for On the Hunt

Catalyzing Flask: But the creature’s highest save was not one of the things normally written down for a trophy! In a situation like PFS that makes this really difficult to adjudicate

Defensive Hunt: I feel like this could have just modified the trigger for On the Hunt

Ever Vigilant: Yeah, this only applying to On the Hunt is why I said those other feats should modify On the Hunt’s trigger instead of being its own reaction

Share Insight: The way this is set up will make it particularly difficult to future-proof with new signature tools

Spectral Lenses: automatic and constant see the unseen might be a BIT too powerful for level 12

Arm Bloodburst Phial: NOPE! Nope nope nope! That is WAAAAAYYYYY too much damage! I’ve done SO much calculation into persistent damage, and THAT is essentially the equivalent of 24d6 non-persistent damage. Persistent damage statistically procs 3 times before going away (I treat it as 2 times just for weird corner situations). And the SPLASH also being persistent?!?! Calm ALL the way down, man! That damage should be half that, I swear! You don’t mess with persistent damage! I went into a whole thing about it here!

Open Wound: That’s a level 6 feat, c’mon!

Obliterate: Y’know…I’m actually okay with this. That feels like a solid level 18 feat.

Terrifying Bloodlust: Eh…maybe a level 10 feat

Eternal Hunt: I feel like this could have just modified the trigger for On the Hunt

Unbound Hunt: Uh…I don’t like the idea of a completely unrestricted quickened condition, even as a level 20 feat.

Overall, genuinely surprised at how unique it was. Do I think it’s a solidly different thing from Ranger? Yeah. Do I think that’s justified the class’s existence? Ehhh. I do definitely think that A LOT needs to be reworked, though.

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