Deadly range pathfinder

Deadly range pathfinder DEFAULT

Pathfinder – Slayer Talents Breakdown

Last Updated: June 21, 2021

Introduction

Rogue talents define a Rogue in much the same way that feats define a fighter. Talents give you a lot of room to customize your rogue, and provide several excellent reasons to remain a single-class rogue.

* – Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Slayer Talents

Deadly Range (Ex): Potentially helpful for archery builds.

Foil Scrutiny: Very situational.

Poison Use (Ex): Poison is a complex subject, but if you plan to use it, this is required.

Ranger Combat Style (Ex): Combat Styles are one of the best Ranger class features, and getting to take as much or as little of a combat style as you want is great. See my Ranger Combat Style Breakdown for help selecting a combat style.

Rogue Talent (Varies): You get to select from a subset of Rogue/Ninja talents.

  • Bleeding Attack* (Ex): Bleed effects are always tempting, but rarely worthwhile. This could be useful for hit-and-run attacks, but you would be better served outright killing someone instead of waiting for them to bleed to death. At higher levels the bleed damage can become very scary, but fast healing and regeneration become more common.
  • camouflage (Ex): Highly situational.
  • combat trick: An extra combat feat can be very helpful for many builds, but the Ranger Combat Style Talent is a better option in most cases.
  • Fast Stealth (Ex): This can be helpful for infiltrating and scouting, but if you’re sneaky enough you shouldn’t have a problem moving at half speed.
  • finesse rogue: If you plan to use Weapon Finesse this is a good way to get it.
  • firearm training (Ex): If you want to use Firearms, this is the way to do it with a Slayer. Regrettably, there isn’t a Ranger Combat Style for firearms, but the Archery style can get you some essential feats.
  • Grit (Ex): Effectively two feats for a talent. If you use firearms at all, this is a must.
  • Hard to Fool (Ex): Rerolls are great, but this is very situational.
  • Lasting Poison (Ex): The biggest problem with poison is the cost. This doubles your mileage with poisons, but exacerbates the issue of low DCs. If you’re planning to use poison, definitely consider this.
  • Powerful Sneak* (Ex): This applies a -2 penalty. and only increases your damage from 3.5 to 3.6. That is a rounding error, not an ability.
  • Rogue Crawl (Ex): If you are prone, you are in serious trouble. The best use of this is to 5-foot step/crawl away, then stand as a move action.
  • slow reactions* (Ex): I can’t think of a common case where the Slayer would benefit from this.
  • snap shot (Ex): You don’t need to go first as much as a Rogue does, but if you really want to go first Improved Initiative and a high Dexterity will be a better investment.
  • Sniper’s Eye (Ex): Get Improved Precise Shot instead. If you are focused on ranged combat, you’re going to want it.
  • surprise attack (Ex): This can help you sneak attack during the surprise round, but your Sneak Attack damage isn’t your only option, so you don’t really need this.
  • Swift Poison (Ex): Poison is a hard mechanic, and you typically want to pre-plan your poisons, so applying them in combat shouldn’t happen enough to justify this talent unless you plan on pouring gold on enemies until they die.
  • Terrain Mastery (Ex): Favored Terrain is one of the Ranger’s worst abilities.
  • Trap Spotter (Ex): This saves you the trouble of constantly looking around for traps.
  • Unwitting Ally (Ex): Great for Two-Weapon Fighting builds in situations with multiple enemies. Unfortunately you can only use this on the same target once per day. This is normally an Advanced Talent for Rogues.
  • weapon training: Weapon Focus is a small attack bonus, but it’s nice for Two-weapon Fighting builds.

Slowing Strike* (Ex): Situational.

Trapfinding: Instantly replace the Rogue.

Advanced Talents

Assassinate (Ex): Considerably better than the Assassin’s Death Attack. Don’t forget that Studied Target adds to the DC.

Rogue and Ninja Advanced Talents: You get to select from a subset of Rogue/Ninja talents.

  • Deadly Sneak* (Ex): This feels nice, but is statistically useless. Average roll on a d6 is 3.5, and if you make 1s and 2s into 3s, your average roll changes from 3.5 to 4.
  • Evasion (Ex): Evasion is fantastic on any character
  • Hunter’s Surprise (Ex): Once per day, until the end of your turn, you get to Sneak Attack people without actually working for it. As good as Sneak Attack is, the Slayer’s Sneak Attack damage just isn’t high enough to justify this.
  • Knock-out Blow (Ex): Basically Assassinate, but you knock the target unconcious instead of killing them.
  • Master of Disguise (Ex): Buy a hat of disguise. By this level the cost is negligible.

Slayer Camouflage (Ex): Why would you waste a talent on Favored Terrain?

Woodland Stride (Ex): Very situational.

Sours: https://rpgbot.net/pathfinder/characters/classes/slayer/talents/

Are the Slayer's "Deadly Range" Slayer Talents and the Sniper "Deadly Range" ability the same?

There was a significant change to the Sniper archetype's ability since this question was asked.

The Sniper Archetype's Deadly Range ability:

Deadly Range (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

The Slayer Talent's Deadly Range ability:

Deadly Range (Ex): A slayer with this talent increases the range at which he can deal sneak attack damage by 10 feet. A slayer can select this talent more than once; its effects stack. A slayer must be at least 4th level before selecting this talent.

The archetype version of the ability is built-in and deals with a very specific case of performing a sneak attack allowing the character to completely ignore the range limit.

The base class version of the ability is optional and deals with the general case of performing a sneak attack allowing the character to increase the range limit by a moderate amount.

  1. These two abilities, while similar, are not the same.
  2. Yes; every time a character takes the Deadly Range slayer talent, his maximum sneak attack range increases by 10 feet.
  3. The sniper's Deadly Range ability, if it applies, allows the character to completely ignore the range limit on sneak attacks regardless if it is the standard 30 feet or increased by the slayer talent.
  4. Yes; a sniper can take the Deadly Range slayer's talent. When the sniper's built-in ability applies, he uses it. In all other cases of using sneak attack, he would use the increased range provided by the slayer talent. The sniper's built-in ability would apply for example when he is under the effects of invisibility and/or attacking an opponent from a hidden location for the first time during an encounter. In all other cases, he would use the benefit of the slayer talent instead.
\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/49353/are-the-slayers-deadly-range-slayer-talents-and-the-sniper-deadly-range-abi
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Giant in the Playground Forums > Gaming > Roleplaying Games > D&D 3e/3.5e/d20 > Pathfinder Looking to make a ranged slayer, looking for pointers.


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13ones

2015-02-08, 04:02 PM

Good afternoon Giants!

I come to you this afternoon with a curious problem. I'm in a group that is in dire need of some proper ranged damage. We've got a Bloodrager and Swashbuckler up front, a Bard in the mid range, with an Oracle and Arcanist filling our magic roles. The Arcanist is pretty much Anti-Mage in that he's focused in counterspells and DCs rather than blasts, and the Oracle is an Oracle of life doing some weird damage shifting, the Bard is an Arcane Duelist, the Swashbuckler is doing Slashing Grace sillyness, and the Bloodrager is...just a monster. So I looked at this group and saw they lack a serious ranged class that can just drop something from across the map so I started to look at slayer. I've played ranger before so I have an idea on how to build the character, but I'm wondering if there is any way to actually get the sneak attacks to proc while being half way across the map from the actual fight. I've looked into Stygian Slayer but while it gains the potential to grab greater invisibility as a wand I have no certain chance of actually having it. Is there some feat or item that makes this work?

TL;DR I wanna sneak attack with a Slayer and Bow. How do? Is it easier just to be Ninja?


Mr.Sandman

2015-02-08, 10:02 PM

It looks like there is a Sniper archtype for Slayer, you should ask your DM if its ability stacks with the standard Deadly Range talent, that should get you some nice range.


Psyren

2015-02-08, 10:24 PM

Yes, Ninja is easier due to Invisible Blade, but that doesn't mean you can't do it with a Slayer anyway. Goz Mask + Sniper Goggles + Eversmoking Bottle (or smokesticks) will let you strike from range without being seen, at ranges beyond 30' - combine with the sniper archetype for Slayer and you can boost this distance even further.


grarrrg

2015-02-08, 10:37 PM

It looks like there is a Sniper archtype for Slayer, you should ask your DM if its ability stacks with the standard Deadly Range talent, that should get you some nice range.

Sniper archetype is horrible.
Unless you really need the "half Range Increment penalty", OR really need +10ft. Sneak Range before level 4, then you should stay VERY far away from the Sniper archetype.

All Slayers have access to Deadly Range talent by default:
"increases the range at which he can deal sneak attack damage by 10 feet. A slayer can select this talent more than once; its effects stack. A slayer must be at least 4th level"
The Sniper Archetype "loses" it's first talent, and gains:
"increases the range at which he can apply his sneak attack damage by 10 feet. Whenever the sniper is able to select a new slayer talent, he can instead choose to increase this range by an additional 5 feet."

Unless you _REALLY_ need that extra +10ft. at 2nd or 3rd level, the Sniper ability is strictly WORSE than just taking the Deadly Range talent.


Psyren

2015-02-08, 11:39 PM

Unless you _REALLY_ need that extra +10ft. at 2nd or 3rd level, the Sniper ability is strictly WORSE than just taking the Deadly Range talent.

But that's the whole point - you can get increased range at 2, then just take the Deadly Range after that as a slayer talent instead of using the alternate form of the Sniper version; it's optional. And reduced range increment penalties is much more useful for a ranged attacker than Track.


grarrrg

2015-02-08, 11:42 PM

But that's the whole point - you can get increased range at 2, then just take the Deadly Range after that as a slayer talent instead of using the alternate form of the Sniper version; it's optional. And reduced range increment penalties is much more useful for a ranged attacker than Track.

Still an epic fail on the pile of fail that is the ACG editing team.


Psyren

2015-02-09, 09:07 AM

Still an epic fail on the pile of fail that is the ACG editing team.

I think what they meant to say was:

"At 2nd level, the Sniper gains the Deadly Range slayer talent without needing to meet the prerequisites. Each subsequent time the Sniper takes the Deadly Range slayer talent, he increases his effective sneak attack range by 15ft. instead of 10ft."

And there's no question that ACG was poorly edited, but this entry is hardly the end of the world. I certainly wouldn't call it "epic" (in either direction.)


Kudaku

2015-02-09, 09:26 AM

I'm pretty sure they issued a FAQ on the Sniper? Hang on, let me look it up.

Ah, yes:


Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”

Source. (http://paizo.com/threads/rzs2rwsg?Three-ACG-Errata-You-Didnt-FAQ)


Rolero

2015-02-09, 09:33 AM

If gunslinger is allowed he is a very solid option as well, and even if gunpowder is banned, the Bolt Ace (http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo---gunslinger-archetypes/bolt-ace) archetype, lets you play it with a crossbow, and IMO is one of the best ranged options in the game.


Psyren

2015-02-09, 09:36 AM

I'm pretty sure they issued a FAQ on the Sniper? Hang on, let me look it up.

Ah, yes:

Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”

Source. (http://paizo.com/threads/rzs2rwsg?Three-ACG-Errata-You-Didnt-FAQ)

That's excellent - nice find!

I'm especially liking that they gave the Ecclesitheurge an AC boost ability.


Kudaku

2015-02-09, 05:21 PM

Happy to help. :smallsmile:

I expect the ACG errata to be released by the end of the month, possibly already this Friday. Should be interesting reading! :smallbiggrin:


Psyren

2015-02-09, 05:24 PM

Happy to help. :smallsmile:

I expect the ACG errata to be released by the end of the month, possibly already this Friday. Should be interesting reading! :smallbiggrin:

*crosses fingers for Bolt Ace errata*


Kudaku

2015-02-09, 06:22 PM

You and me both. Giving the Bolt Ace Gunsmith and firearm proficiency feels like a hate crime.


grarrrg

2015-02-09, 10:04 PM

I'm pretty sure they issued a FAQ on the Sniper? Hang on, let me look it up.

Ah, yes:
Source. (http://paizo.com/threads/rzs2rwsg?Three-ACG-Errata-You-Didnt-FAQ)

Yes. That.
That is VERY much better.


Psyren

2015-02-09, 10:13 PM

Yes. That.
That is VERY much better.

It's almost like they listen to player feedback and improve the game or something! :smalltongue:


grarrrg

2015-02-09, 10:41 PM

It's almost like they listen to player feedback and improve the game or something! :smalltongue:

Sometimes.
I'm still waiting for some Errata for a few things from Ultimate Combat... :smallwink:


Kudaku

2015-02-10, 03:40 AM

If you're thinking of CW they did re-errata the feat, but the new version is disappointing as well. I get the feeling that Bulmahn really hates CW, Mark posted an alternate take that (imo) is much better.

Posting from my phone atm so can't provide links, unfortunately.

Edit: More links! Yay! Errataed Crane Wing can be found here (http://www.d20pfsrd.com/feats/combat-feats/crane-wing-combat) and Mark Seifter's alternate take on the feat can be found here (http://paizo.com/threads/rzs2rtaw?Happy-Holidays-from-the-Pathfinder-Design-Team#13).


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