fendrin
2014-09-28, 10:19 PM
Hi folks, with the release of the Advanced Class Guide and with it the Slayer hybrid class, I've have a couple of build ideas that I would love some commentary on. I will present an overall build framework up to level 12 or so, then a few snapshots at various levels. This is not explicitly an exercise in optimization, though if I miss something obvious, please do tell. Note that I am being simplistic with items; you can probably do better with a little effort.
Why does the slayer make a great archer? Slayer Talents. You can get up to 5 bonus feats, including some without having to meet prereqs. This means that up through level 11 you will be only one feat behind the fighter (and if you are human you can catch up at level 6!). Plus, because three of those 5 are ranger combat styles, you can get some really nice feats much earlier than the fighter. Studied Target, Sneak Attack, and the other Slayer goodies are icing on the cake. Add to that better reflex saves and more skill points and you have a well rounded archer with good, consistent damage.
Han
Han is that guy that, no matter what, can always shoot first, no matter what big-eyed & green-skinned thing he's up against.
The vanguard archetype probably isn't worth it, but if you REALLY like going first and REALLY don't like being surprised, this is a good build for you.
Human Slayer(Vanguard)
Stat priority: Dex -> Str -> Con/Wis -> Int -> Cha
Favored Class: Take the human special for an extra talent at 6 and again at 12. Beyond that take whichever option you'd like.
Level
Feats/Relevant Special Abilities.
Comments
1
Lookout (Vanguard ability)
Point Blank Shot
Precise Shot
A scaling bonus to initiative is a good start; by level 8 it's like getting Improved Initiative for free.
2
Tactician (Vanguard ability)
Ooh, a teamwork feat. You have to meet the prereqs, so Enfilading Fire is out.
Lookout has great synergy with this build, so it's a good bet.
You probably won't get a feat here that helps you, so look for something that helps the party.
3
Deadly aim
Why not rapid shot? As per the discussion in the next few posts you MUST take a feat off of the level 2 list the first time you take the Ranger Combat Style talent. There only 3 feats on that list that Han wants. PBS is a prereq for too much else to wait, and you don't want until level 6 for precise shot. Waiting on Rapid Shot is the least penalizing of the three.
4
Vanguard's Bond
Another Vanguard ability I would rather not take. Give up a full attack to grant a small bonus for a (very) short period of time? No thanks.
5
Combat Reflexes
This isn't all that useful to you now, but in another 6 levels you will have Improved Snap Shot and threaten in a 35'x35' square(ish?) area around you. In small spaces (i.e. most dungeon rooms) your enemies will not be able to move much at all without getting an arrow to the face. Why take it this early? In a feat-hungry build you take what you can when you can... there really isn't much else to take here. In the meantime, wear a spiked gauntlet to get AoOs without having to draw another weapon. If you really really don't want to take Combat reflexes here, Iron Will is never a bad idea, and Improved Initiative will boost your init into the stratosphere (diminishing returns on that, though.)
6
Rapid Shot
Improved Precise Shot
Finally your first slayer talent. And look, you get your second one at the same time. Take Ranger Combat Style to for Rapid Shot and then immediately take it again for Improved Precise Shot
7
Ever Ready (Vanguard Ability)
Manyshot
This is really why you gave up your slayer talents at 2 and 4. You always act in the surprise round. Jumped by invisible goblin ninjas? Yeah, you saw them coming. Sort of. If you go before them you may have to delay until they are no longer invisible, but hey, at least you're not flat-footed. At worst this is just an extra arrow, but at best you will end a fight before it really begins.
8
Weapon Training(Longbow)
Weapon Focus is a weak feat at this level, but it is a prereq for lots of other good stuff (the snap shot line and Point Blank Master)
9
Snap Shot (the feat)
10
RCS: Point Blank Master OR Combat Trick(Improved Snap Shot)
Have you ever notice that Improved Snap Shot implies you no longer provoke with your ranged attacks? Look at both the fluff and the "Normal" section. It's not explicit though, so by RAW it doesn't do it. Check with your DM on this one.
11
Clustered Shots
If you want Clustered Shots earlier, you can take it as early as level 7, and just shift everything else down one.
Why not Improved Critical? I assume that you'll have Bracers of Falcon's Aim (Ultimate Equipment) well before this.
12
???
If you've somehow not taken Combat Trick yet, take it here. Otherwise, you've gone through many the best of the talents at this point. I'm a big fan of Evasion, especially with such a good Reflex save. Deadly Range isn't a bad idea, as your sneak attacks also allow you to free-action designate a studied target. Really this is all up to your individual play style and what you want to be doing other than shooting arrows.
Assuming 20 point buy: Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8; put the +2 racial bonus into dex to bump it up to 20.
Level 1: Str 14, Dex 20, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+1), Studied Target(Move, 1, +1), PBS, Precise Shot
Gear: Longbow, Studded Leather
Init +6 [+5 dex, +1 Lookout]
To hit +6 [+1 BAB, +5 dex](+7 with PBS or Studied Target, +8 with both)
Damage 1d8 (+1 with PBS or Studied Target, +2 with both) Crit x3
CMB +3, CMD 18
AC: 18 [10 +3 armor +5 dex] (13 flat-footed, 15 touch)
Fort: +3, Ref: +7, Will: +2
HP: 11
You're a level one character; not much to say. You have a decent chance to hit with your arrows but try watch out for cover penalties. Damage is weak, but consistent. You are only getting one attack anyway, so you will probably have lots of move actions to throw into studying your targets for a small boost. Your AC is probably amongst the best in the party, but that's not saying much. You should try to maintain your distance. Sure, you can get the PBS bonus if you are closer, but you can also be charged, surrounded, and killed.
Level 4:Str 14, Dex 21, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+2), Studied Target(Move/Immediate, 1, +1), Tactician, Sneak Attack +1d6, PBS, Precise Shot, Lookout(feat), Deadly Aim
Gear: +1 Mighty (+2) Composite Longbow, +1 Studded Leather, Cloak of Resistance +1
Init +7 [+5 dex +2 lookout]
To hit +10 [BAB +4 dex +5, +1 enh.] (+11 with PBS or Studied Target, +12 with both)
OR [Deadly Aim] +8 (+9 with PBS or Studied Target, +10 with both)
Damage 1d8+3 [Avg 7.5] (+4 with PBS or Studied Target, +5 with both), Crit x3
OR [Deadly Aim] 1d8+7 [Avg 11.5] (+8 with PBS or Studied Target, +9 with both), Crit x3
CMB +7, CMD 21
AC: 19 (14 flat-footed, 15 touch)
Fort: +6, Ref: +10, Will: +4
HP: 30.5 (avg)
You should be hitting regularly, and you most of the time you will be using your move action to study a target, then deadly aiming them in the face. You are not losing anything by studying a target (unless you need to move, of course), so you should almost always have it up. Sneak Attack on the other hand is not going to be used all that much, really only if you get the drop on somebody in the surprise round. With a good perception checks and good init mod this may happen more often than you think, but it's still not much to write home about. You still have no real reason to venture into the vicinity of melee combat, so stay safely back, but be careful of cover penalties.
Level 8:Str 14, Dex 24, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+4), Studied Target(Move/Swift 2, +2), Tactician, Sneak Attack +2d6, PBS, Precise Shot, Lookout(feat), Rapid Shot, Deadly Aim, Combat Reflexes, Improved Precise Shot, Weapon Focus(Longbow), Ever Ready, Manyshot
Gear: +3 Mighty (+2) Composite Longbow, +1 Mithril Shirt, Cloak of Resistance +2, Bracers of Falcon's Aim, Belt of Incredible Dex +2
Init +11 [+7 dex +4 lookout]
To hit +20 [+8 BAB +7 dex +3 enh.+1 w.focus, +1 competance] (+21 with PBS, +22 with Studied Target, +23 with both)
OR [Deadly Aim] +17 (+18 with PBS, +19 with Studied Target, +20 with both)
OR +18/+18/+13 (+19/+19/+14 with PBS, +20/+20/+15 with Studied Target, +21/+21/+16 with both)
OR [Deadly Aim] +15/+15/+10 (+16/+16/+11 with PBS, +17/+17/+12 with Studied Target, +18/+18/+13 with both)
Damage 1d8+5 [Avg 9.5] (+6 with PBS, +7 with Studied Target, +8 with both), Crit 19-20/x3
OR [Deadly Aim] 1d8+11 [Avg 9.5] (+12 with PBS, +13 with Studied Target, +14 with both), Crit 19-20/x3
OR 2d8+10/1d8+5/1d8+5 [Avg 38] (+12/+6 with PBS, +14/+7 with Studied Target, +16/+8 with both), Crit 19-20/x3
OR [Deadly Aim] 2d8+22/1d8+11/1d8+11 [Avg 62] (+24/+12 with PBS, +26/+13 with Studied Target, +28/+14 with both), Crit 19-20/x3
CMB +10, CMD 27
AC: 21 (15 flat-footed, 16 touch)
Fort: +10, Ref: +15, Will: +6
HP: 56.5 (avg)
Here's how it works. You always act in the surprise round. With a +11 Initiative, you are almost always going first. Needless to say, it is highly likely that your opponent will be flat footed, so a) you are going to hit and b) if they are in range (30'), you WILL get a sneak attack off. This isn't just a measly extra 2d6 damage. It also means a swift action to make them a Studied Target. If they are smart, they will find some full cover/total concealment, or just teleport away in the surprise round. If not, you are going to be shooting them in the face for 74 damage on average (min 60, max 88). If you're up against a caster, instead of sneak attacking, ready a shot for their casting. The resulting concentrating check for casting Fickle Winds has an average DC of 30. You ignore anything less than full cover or total concealment, so you no longer take penalties for shooting through your allies. Or, for that matter, for shooting past the BBEG's mooks. It might be worth dropping a point of enhancement bonus for Seeking to deal with more types of miss chances than IPS covers; alternately drop to a +1 and make it Holy. That's up to an additional +8d6 damage per turn (you lose 2 damage to get 2d6, at the cost of accuracy and overcoming DR/cold iron and DR/silver.
I'm not going to get to the other ideas just yet, but to give a quick preview:
Straight Slayer, no archetype: Will get some things faster than Han thanks to not giving up those two talents to Vanguard. Not as fast, and needs better perception than Han (he can just wait for the enemies to reveal themselves).
Finally, the double hybrid: 6+ levels of slayer with either fighter or barbarian (or hey, maybe both) to increase damage potential.
Why does the slayer make a great archer? Slayer Talents. You can get up to 5 bonus feats, including some without having to meet prereqs. This means that up through level 11 you will be only one feat behind the fighter (and if you are human you can catch up at level 6!). Plus, because three of those 5 are ranger combat styles, you can get some really nice feats much earlier than the fighter. Studied Target, Sneak Attack, and the other Slayer goodies are icing on the cake. Add to that better reflex saves and more skill points and you have a well rounded archer with good, consistent damage.
Han
Han is that guy that, no matter what, can always shoot first, no matter what big-eyed & green-skinned thing he's up against.
The vanguard archetype probably isn't worth it, but if you REALLY like going first and REALLY don't like being surprised, this is a good build for you.
Human Slayer(Vanguard)
Stat priority: Dex -> Str -> Con/Wis -> Int -> Cha
Favored Class: Take the human special for an extra talent at 6 and again at 12. Beyond that take whichever option you'd like.
Level
Feats/Relevant Special Abilities.
Comments
1
Lookout (Vanguard ability)
Point Blank Shot
Precise Shot
A scaling bonus to initiative is a good start; by level 8 it's like getting Improved Initiative for free.
2
Tactician (Vanguard ability)
Ooh, a teamwork feat. You have to meet the prereqs, so Enfilading Fire is out.
Lookout has great synergy with this build, so it's a good bet.
You probably won't get a feat here that helps you, so look for something that helps the party.
3
Deadly aim
Why not rapid shot? As per the discussion in the next few posts you MUST take a feat off of the level 2 list the first time you take the Ranger Combat Style talent. There only 3 feats on that list that Han wants. PBS is a prereq for too much else to wait, and you don't want until level 6 for precise shot. Waiting on Rapid Shot is the least penalizing of the three.
4
Vanguard's Bond
Another Vanguard ability I would rather not take. Give up a full attack to grant a small bonus for a (very) short period of time? No thanks.
5
Combat Reflexes
This isn't all that useful to you now, but in another 6 levels you will have Improved Snap Shot and threaten in a 35'x35' square(ish?) area around you. In small spaces (i.e. most dungeon rooms) your enemies will not be able to move much at all without getting an arrow to the face. Why take it this early? In a feat-hungry build you take what you can when you can... there really isn't much else to take here. In the meantime, wear a spiked gauntlet to get AoOs without having to draw another weapon. If you really really don't want to take Combat reflexes here, Iron Will is never a bad idea, and Improved Initiative will boost your init into the stratosphere (diminishing returns on that, though.)
6
Rapid Shot
Improved Precise Shot
Finally your first slayer talent. And look, you get your second one at the same time. Take Ranger Combat Style to for Rapid Shot and then immediately take it again for Improved Precise Shot
7
Ever Ready (Vanguard Ability)
Manyshot
This is really why you gave up your slayer talents at 2 and 4. You always act in the surprise round. Jumped by invisible goblin ninjas? Yeah, you saw them coming. Sort of. If you go before them you may have to delay until they are no longer invisible, but hey, at least you're not flat-footed. At worst this is just an extra arrow, but at best you will end a fight before it really begins.
8
Weapon Training(Longbow)
Weapon Focus is a weak feat at this level, but it is a prereq for lots of other good stuff (the snap shot line and Point Blank Master)
9
Snap Shot (the feat)
10
RCS: Point Blank Master OR Combat Trick(Improved Snap Shot)
Have you ever notice that Improved Snap Shot implies you no longer provoke with your ranged attacks? Look at both the fluff and the "Normal" section. It's not explicit though, so by RAW it doesn't do it. Check with your DM on this one.
11
Clustered Shots
If you want Clustered Shots earlier, you can take it as early as level 7, and just shift everything else down one.
Why not Improved Critical? I assume that you'll have Bracers of Falcon's Aim (Ultimate Equipment) well before this.
12
???
If you've somehow not taken Combat Trick yet, take it here. Otherwise, you've gone through many the best of the talents at this point. I'm a big fan of Evasion, especially with such a good Reflex save. Deadly Range isn't a bad idea, as your sneak attacks also allow you to free-action designate a studied target. Really this is all up to your individual play style and what you want to be doing other than shooting arrows.
Assuming 20 point buy: Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8; put the +2 racial bonus into dex to bump it up to 20.
Level 1: Str 14, Dex 20, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+1), Studied Target(Move, 1, +1), PBS, Precise Shot
Gear: Longbow, Studded Leather
Init +6 [+5 dex, +1 Lookout]
To hit +6 [+1 BAB, +5 dex](+7 with PBS or Studied Target, +8 with both)
Damage 1d8 (+1 with PBS or Studied Target, +2 with both) Crit x3
CMB +3, CMD 18
AC: 18 [10 +3 armor +5 dex] (13 flat-footed, 15 touch)
Fort: +3, Ref: +7, Will: +2
HP: 11
You're a level one character; not much to say. You have a decent chance to hit with your arrows but try watch out for cover penalties. Damage is weak, but consistent. You are only getting one attack anyway, so you will probably have lots of move actions to throw into studying your targets for a small boost. Your AC is probably amongst the best in the party, but that's not saying much. You should try to maintain your distance. Sure, you can get the PBS bonus if you are closer, but you can also be charged, surrounded, and killed.
Level 4:Str 14, Dex 21, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+2), Studied Target(Move/Immediate, 1, +1), Tactician, Sneak Attack +1d6, PBS, Precise Shot, Lookout(feat), Deadly Aim
Gear: +1 Mighty (+2) Composite Longbow, +1 Studded Leather, Cloak of Resistance +1
Init +7 [+5 dex +2 lookout]
To hit +10 [BAB +4 dex +5, +1 enh.] (+11 with PBS or Studied Target, +12 with both)
OR [Deadly Aim] +8 (+9 with PBS or Studied Target, +10 with both)
Damage 1d8+3 [Avg 7.5] (+4 with PBS or Studied Target, +5 with both), Crit x3
OR [Deadly Aim] 1d8+7 [Avg 11.5] (+8 with PBS or Studied Target, +9 with both), Crit x3
CMB +7, CMD 21
AC: 19 (14 flat-footed, 15 touch)
Fort: +6, Ref: +10, Will: +4
HP: 30.5 (avg)
You should be hitting regularly, and you most of the time you will be using your move action to study a target, then deadly aiming them in the face. You are not losing anything by studying a target (unless you need to move, of course), so you should almost always have it up. Sneak Attack on the other hand is not going to be used all that much, really only if you get the drop on somebody in the surprise round. With a good perception checks and good init mod this may happen more often than you think, but it's still not much to write home about. You still have no real reason to venture into the vicinity of melee combat, so stay safely back, but be careful of cover penalties.
Level 8:Str 14, Dex 24, Con 12, Int 10, Wis 14, Cha 8
Feats/Abilities: Lookout(+4), Studied Target(Move/Swift 2, +2), Tactician, Sneak Attack +2d6, PBS, Precise Shot, Lookout(feat), Rapid Shot, Deadly Aim, Combat Reflexes, Improved Precise Shot, Weapon Focus(Longbow), Ever Ready, Manyshot
Gear: +3 Mighty (+2) Composite Longbow, +1 Mithril Shirt, Cloak of Resistance +2, Bracers of Falcon's Aim, Belt of Incredible Dex +2
Init +11 [+7 dex +4 lookout]
To hit +20 [+8 BAB +7 dex +3 enh.+1 w.focus, +1 competance] (+21 with PBS, +22 with Studied Target, +23 with both)
OR [Deadly Aim] +17 (+18 with PBS, +19 with Studied Target, +20 with both)
OR +18/+18/+13 (+19/+19/+14 with PBS, +20/+20/+15 with Studied Target, +21/+21/+16 with both)
OR [Deadly Aim] +15/+15/+10 (+16/+16/+11 with PBS, +17/+17/+12 with Studied Target, +18/+18/+13 with both)
Damage 1d8+5 [Avg 9.5] (+6 with PBS, +7 with Studied Target, +8 with both), Crit 19-20/x3
OR [Deadly Aim] 1d8+11 [Avg 9.5] (+12 with PBS, +13 with Studied Target, +14 with both), Crit 19-20/x3
OR 2d8+10/1d8+5/1d8+5 [Avg 38] (+12/+6 with PBS, +14/+7 with Studied Target, +16/+8 with both), Crit 19-20/x3
OR [Deadly Aim] 2d8+22/1d8+11/1d8+11 [Avg 62] (+24/+12 with PBS, +26/+13 with Studied Target, +28/+14 with both), Crit 19-20/x3
CMB +10, CMD 27
AC: 21 (15 flat-footed, 16 touch)
Fort: +10, Ref: +15, Will: +6
HP: 56.5 (avg)
Here's how it works. You always act in the surprise round. With a +11 Initiative, you are almost always going first. Needless to say, it is highly likely that your opponent will be flat footed, so a) you are going to hit and b) if they are in range (30'), you WILL get a sneak attack off. This isn't just a measly extra 2d6 damage. It also means a swift action to make them a Studied Target. If they are smart, they will find some full cover/total concealment, or just teleport away in the surprise round. If not, you are going to be shooting them in the face for 74 damage on average (min 60, max 88). If you're up against a caster, instead of sneak attacking, ready a shot for their casting. The resulting concentrating check for casting Fickle Winds has an average DC of 30. You ignore anything less than full cover or total concealment, so you no longer take penalties for shooting through your allies. Or, for that matter, for shooting past the BBEG's mooks. It might be worth dropping a point of enhancement bonus for Seeking to deal with more types of miss chances than IPS covers; alternately drop to a +1 and make it Holy. That's up to an additional +8d6 damage per turn (you lose 2 damage to get 2d6, at the cost of accuracy and overcoming DR/cold iron and DR/silver.
I'm not going to get to the other ideas just yet, but to give a quick preview:
Straight Slayer, no archetype: Will get some things faster than Han thanks to not giving up those two talents to Vanguard. Not as fast, and needs better perception than Han (he can just wait for the enemies to reveal themselves).
Finally, the double hybrid: 6+ levels of slayer with either fighter or barbarian (or hey, maybe both) to increase damage potential.