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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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<blockquote data-quote="LightWarden" data-source="post: 6998612" data-attributes="member: 6803540"><p><strong>Slayer Stances: Kill, and Look Good Doing It</strong></p><p></p><p>As mentioned before, the Essentials model for Martial Classes is distinctive because of its reliance on the basic attack. To supplement it, you get a choice between a handful of At-Will Stances, each with a different effect. You get to pick two from this list at L1, and another at L7 and L17, so don't sweat it if you didn't have room for a Stance you liked at the beginning of your career: you'll have another go.</p><p></p><p><strong><span style="color: #0000ff">Battle Wrath</span> (HotFL)</strong> - A straight extra-damage Stance, this power actually shines pretty brightly during Heroic Tier for a Slayer (so it's a pretty good pick to start your career with), and though it loses a bit of steam at higher levels, it's still a good choice overall.</p><p></p><p><strong><span style="color: #00ccff">Berserker's Charge</span> (HotFL)</strong> - A sizable bonus to accuracy and speed while charging. Note that it's not restricted to basic attacks, so any goodies you lift from elsewhere can get in on the fun. If there was one Stance that I would recommend to virtually any Slayer, this would be it.</p><p></p><p><strong>Duelist's Assault (HotFL)</strong> - Twice the extra damage of Battle Wrath, if you can get yourself some isolation. Not something that will usually happen for you without a bit of setup, but it can be a fine choice later on in your career.</p><p></p><p><strong><span style="color: #0000ff">Mobile Blade</span> (HotFL)</strong> - A move action after an attack can certainly help your tactical movement (especially to generate space for yourself after a charge), though it is kind of risky unless you used forced movement on the enemy somehow or are resistant enough to OA's that you don't care what happens. Also note that this Stance is pretty good at letting you keep your distance, should you whip out a Longbow and start shooting things.</p><p></p><p><strong> Poised Assault (HotFL)</strong> - A straight-up bonus to hit for all of your basic attacks. While it sounds good at first look, the fact of the matter is that early in your career it's out-classed by Battle Wrath, and Berserker's Charge offers a bigger bonus to hit on charges. That said, it's probably <span style="color: #0000ff"><strong>a good idea</strong></span> if you're making a habit of dropping Power Strikes on people while you're not charging.</p><p></p><p><strong><span style="color: #800080">Unfettered Fury</span> (HotFL)</strong> - Slapping on a penalty to hit on yourself is not worth the extra damage done. Of all the Stances, this is the one that I don't like.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Fighter At-Will Powers</strong></strong></span></p><p></p><p>While a typical Slayer has nothing to do with these powers, a Human member of the class can choose to take one of these instead of the Heroic Effort power. For their benefit, we will mention them and how they apply to a Slayer:</p><p></p><p><strong>Fighter At-Wills</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong><span style="color: #800080">Grappling Strike</span> (MP 2)</strong> - While grabbing could have some interesting off-Defender potential (and you have the ability score focus to be decent at grappling), the problem is that this power requires a free hand, which cuts into your damage potential. Not what I'd pick.</p><p></p><p><strong><span style="color: #ff0000">Slash and Pummel</span> (MP 2)</strong> - Essentially an MBA, without the cool stuff applied to it, that requires you to cut into your damage for a secondary attack that won't break even. No.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Resolute Shield</span> (D 382)</strong> - Costs you feats and damage for the ability to use an effect that doesn't even key off an important ability score for you. Avoid like the plague.</p><p></p><p><strong><span style="color: #800080">Shield Feint</span> (D 385)</strong> - Costs feats and damage, but a setup buff at least has a little redeeming value to it.</p><p></p><p><strong><span style="color: #800080">Tide of Iron</span> (PHB)</strong> - Again, burns feats and damage, but a push effect as an At-Will has at least a tiny something going for it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Wicked Strike</span> (D 379)</strong> - While this does count as a basic attack, you're sacrificing to-hit as compared to an MBA for extra damage using an ability modifier you won't even use all that often, and to boot you can't even use it against enemies until you mark them, which is not something you can do At-Will. Garbage.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong><span style="color: #800080">Dual Strike</span> (MP)</strong> - This power is very contrary to the Slayer credo (hit two targets for small damage rather than one target for big damage), but it's certainly <strong>better </strong>for one looking for a bit of multi-targeting options.</p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Brash Strike (MP)</strong> - The bonus to hit is sweet. Granting CA kind of isn't, so look for something to fix that up. That said, the extra damage won't be a whole lot of help.</p><p></p><p><strong>Cleave (PHB)</strong> - A bit of extra damage to a second target. While this At-Will is pretty customizable, the options for what you want to do with it (hit hard) are a bit more limited on the Slayer chassis.</p><p></p><p><strong><span style="color: #800080">Crushing Surge</span> (MP)</strong> - You won't wring much, if any, use out of this.</p><p></p><p><strong>Footwork Lure (MP)</strong> - Looks plain at first glance, but it can be <span style="color: #0000ff"><strong>pretty good</strong></span> if your Slayer was searching for a way to do Polearm tricks.</p><p></p><p><strong>Knockdown Assault (PHH 1)</strong> - While it is true that the damage is kind of sad, the ability to knock prone at will opens up other cool stuff, especially when you can use it on a charge.</p><p></p><p><strong><span style="color: #800080">Reaping Strike</span> (PHB)</strong> - An MBA (minus the perks) with a little miss damage. Profoundly underwhelming.</p><p></p><p><strong><span style="color: #ff0000">Sure Strike</span> (PHB)</strong> - Less damage than your MBA, with none of the boosts? What could possess you to think this is a good idea for a Slayer is beyond me.</p><p></p><p><strong>Threatening Rush (MP)</strong> - A charge-friendly attack that trades in a cut of your damage for a mass mark. If you wanted to supplement your friendly neighborhood Defender, this is a good way to do it.</p><p></p><p><strong><span style="color: #800080">Vicious Offensive</span> (DSCS)</strong> - Hit one, mark another. Not all that much on the "wow" factor if you ask me.</p><p></p><p><strong>Weapon Master's Strike (D 382)</strong> - There is the occasional cool effect that you want to use on this power, and it's liked by some people, but it mostly doesn't have anything to offer you, apart from a bit of extra stickiness.</p><p>[/sblock]</p><p></p><p><strong>Utility Powers: Aides to the Kill</strong></p><p><strong></strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 2, Utility</strong></strong></span></p><p></p><p>Ironically enough, the Slayer's first level of Utilities is the one that is the most wide-open. I prefer the sweet and simple usage of <strong>Single Out</strong>, but a case can be made for <strong>Pass Forward</strong> and other goodies.</p><p></p><p><strong>Level 2 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Battle Fury Stance</span> (D 382)</strong> - Your stances already do this, only better. Not for you.</p><p></p><p><strong><span style="color: #800080">Battle Leader</span> (HotFL)</strong> - Requires Diplomacy, which will cost you a feat, and a mass shift 1 is not really worth that. If you have a way to get Diplomacy, it's <strong>a bit better</strong>.</p><p></p><p><strong><span style="color: #ff0000">Boundless Endurance</span> (PHB)</strong> - It's a Stance, so it conflicts with your other powers, and the regeneration while bloodied is nothing special for you. Skip it.</p><p></p><p><strong><span style="color: #800080">Close the Gap</span> (PHH 2)</strong> - Kind of hard for you to use, since you don't have a mark.</p><p></p><p><strong><span style="color: #800080">Create Opening</span> (MP)</strong> - Marking someone and allowing an ally to shift his speed is decidedly NOT worth drawing a free attack on you.</p><p></p><p><strong>Crowd Fighting (HotFL)</strong> - A bit of damage for a secondary target when an enemy misses you (requires Streetwise as well). It's OK.</p><p></p><p><strong><span style="color: #ff0000">Defensive Stance</span> (MP)</strong> - It's a Daily Stance that requires you to slow yourself. This is so against what you do it's not even funny.</p><p></p><p><strong>Eldritch Tactics (D 395)</strong> - An Eladrin-specific option. The ability to swap positions with an ally who managed to get in over his head can be useful.</p><p></p><p><strong><span style="color: #800080">Forceful Drag</span> (MP 2)</strong> - You don't grab people too often by default, especially because the style costs you damage. Nah.</p><p></p><p><strong><span style="color: #800080">Full Extension</span> (MP 2)</strong> - A bit of extra reach is nice for when your mobility fails you, but it's not the strongest benefit out there.</p><p></p><p><strong>Get Over Here (PHB)</strong> - You give up your move action to allow an ally to reposition. While moving him to any other adjacent square is not much of a move, it's not a terrible power either.</p><p></p><p><strong><span style="color: #0000ff">Glowering Threat</span> (HotFL)</strong> - If you wanted to help hold down the frontline, this is your power, as it imposes a huge penalty to hit that can stack and work in combo with a mark from you or an ally.</p><p></p><p><strong><span style="color: #800080">Mighty Leap</span> (MP 2)</strong> - A decent jump-buffing Utility. Your Athletics check has to be fairly absurd for it to consistently beat your base speed, though, let alone beat it by enough to be worht taking..</p><p></p><p><strong>Minor Resurgence (HotFL)</strong> - A handful of THP as a minor. Not bad, but not all that awesome.</p><p></p><p><strong><span style="color: #800080">No Opening</span> (PHB)</strong> - Canceling one instance of CA against one enemy per encounter is a rather marginal benefit, even for a Utility power at a level this low.</p><p></p><p><strong><span style="color: #0000ff">Pass Forward</span> (MP)</strong> - A sweet repositioning power, it can help you effectively guarantee you will be in a flanking position, or at the very least you'll make it easy for your ally to step into one, which makes it nice to have.</p><p></p><p><strong>Push Forward (HotFL)</strong> - A decent shift that lands you adjacent to someone. Not bad.</p><p></p><p><strong>Quick Escape (MP 2)</strong> - While action economy on a grab is kind of marginal, a saving throw against effects that can inconvenience you pretty badly in immobilized and restrained is pretty darned valuable. Actually a pretty decent power.</p><p></p><p><strong><span style="color: #800080">Shielded Sides</span> (MP)</strong> - Requires a shield, and as such is of not much use to you.</p><p></p><p><strong><span style="color: #800080">Shielding Shove</span> (D 385)</strong> - Shield powers are not very appealing to me.</p><p></p><p><strong><span style="color: #800080">Shrewd Repositioning</span> (MP)</strong> - It burns up your Immediate Action, and only offers a marginal shift in response. While you can potentially use this to reposition or disengage from an enemy you want to leave to another, there are better powers for these purposes on this list.</p><p></p><p><strong>Sidestep Maneuver (DSCS)</strong> - You get some minor repositioning and an attack buff out of an Opportunity Action you weren't going to use anyway. I'm of the opinion it won't be triggered all that much anyway (enemies typically try to avoid you).</p><p></p><p><strong><span style="color: #0000ff">Single Out </span>(HotFL)</strong> - 2 turns of CA as a minor, no questions asked. This makes for a nice setup to your charging in headfirst, and it's there for you every encounter. My favorite of the powers at this level.</p><p></p><p><strong>Snagging Grip (MP 2)</strong> - Forcing an enemy to move with you if you get bounced and knocking it prone if you hit the floor is pretty solid.</p><p></p><p><strong>Sudden Sprint (HotFL)</strong> - A move equal to your Dexterity modifier as a minor action can be a useful engaging power, though engaging as a Slayer shouldn't be hard at all.</p><p></p><p><strong><span style="color: #800080">Unstoppable</span> (PHB)</strong> - While this power does offer a solid amount of THP, it only does so once per day, which isn't exactly mind-blowing.</p><p></p><p><strong>Who's Next? (D 379)</strong> - A decent upgrade to your move action when you drop an enemy, it can be useful despite its conditionality.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 6, Utility</strong></strong></span></p><p></p><p>At this level, I favor the ability to get a condition off of you before it really has an impact in <strong>Ignore Weakness</strong>, though <strong>Kirre's Roar</strong> provides a quality off-tanking option for you as well. These are the frontrunners, though there are a couple of other things you could look at.</p><p></p><p><strong>Level 6 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #800080">Agile Approach</span> (MP)</strong> - A small shift would be a nice thing, but you'd use it to generate some charge space, since getting to your target is not a problem. Unnecessary.</p><p></p><p><strong>Battle Awareness (PHB)</strong> - A big bonus to initiative once per day. It can see use if you really, really want to go first (though you have good initiative pretty much by default).</p><p></p><p><strong>Bewitching Glare (D 395)</strong> - An Eladrin-specific option. The ability to inconvenience your foe at range, then yank him to you if he misses is more of a Defender thing to do, but it's a solid option for an off-tank.</p><p></p><p><strong><span style="color: #800080">Bodyguard's Stance</span> (D 382)</strong> - A Stance for a bit of off-tanking. It's OK if that's what you want to do, but I contend that you'd rather flank with an ally and kill the monster, rather than hover adjacent to him and take damage.</p><p></p><p><strong>Daring Shot (PHH 1)</strong> - A mass mark, which is solid for off-tanking, and a little THP to make up for the extra attention you're drawing. It's all right.</p><p></p><p><strong><span style="color: #0000ff">Dauntless Endurance</span> (HotFL)</strong> - Reroll a saving throw. That's a pretty good thing to have every encounter.</p><p></p><p><strong><span style="color: #800080">Defensive Training</span> (PHB)</strong> - +2 to NADs as a Daily Stance? Meh.</p><p></p><p><strong><span style="color: #0000ff">Get Up!</span> (HotFL)</strong> - This is actually a pretty useful power, since healing an ally as a minor probably doesn't impede you in any way, and it's about as close to being a Leader as you'll get. Note that it requires you be trained in Heal.</p><p></p><p><strong>Helping Hands (HotFL)</strong> - Granting an ally a save is some OK off-Leader potential.</p><p></p><p><strong><span style="color: #00ccff">Ignore Weakness</span> (HotFL)</strong> - Now this is what I'm talking about! Shaking off an effect before it becomes relevant is pretty darned amazing if you ask me.</p><p></p><p><strong><span style="color: #ff0000">Intimidating Reminder</span> (D 385)</strong> - Requires a Shield, and all it does is -2 to Fortitude while occupying your Stance slot. No.</p><p></p><p><strong><span style="color: #0000ff">Kirre's Roar </span>(DSCS)</strong> - Resist all equal to your Dexterity is sweet, and a mass mark this large can help you define the frontline. A decent power, even if you don't want to off-tank.</p><p></p><p><strong><span style="color: #800080">Knight's Challenge</span> (HotFL)</strong> - Conditional targeting, and it yanks a target to you (you want to charge into them). Not really made with you in mind.</p><p></p><p><strong>Line Breaker (HotFL)</strong> - If you really need to punch through the enemy's line, this provides a big bonus to all defenses against OA's.</p><p></p><p><strong><span style="color: #800080">Line in the Sand</span> (D 379)</strong> - It sounds nice at first blush (free CA!), but the zone doesn't travel with you. That's not worth being a Daily if you ask me.</p><p></p><p><strong><span style="color: #800080">Makeshift Shield</span> (MP 2)</strong> - This looks positively brilliant for a Slayer... until you see the requirement of needing to have a hand free. You could maybe do some shenanigans with quick-swapping or the like to use the power, but that poses other consequences (weak OA's and granted attacks, for one). If your DM lets a grip switch on a two-handed weapon qualify for this power, it gets <span style="color: #00ccff"><strong>a hell of a lot better</strong></span>.</p><p></p><p><strong><span style="color: #800080">Rapid Advance</span> (HotFL)</strong> - You don't have the Constitution modifier to make the bonus anything more than an afterthought.</p><p></p><p><strong><span style="color: #ff0000">Ready to Retaliate</span> (MP 2)</strong> - Mark anyone who attacks you, as a Stance. Not made with your context in mind.</p><p></p><p><strong>Rejoin the Fray (MP 2)</strong> - A shift on a heal, or stand up + shift if you were prone. That's pretty decent.</p><p></p><p><strong><span style="color: #800080">Rock Steady</span> (MP)</strong> - While it eats up your Stance slot and it is a Daily, being immune to prone keeps it from being totally useless (though it's still not recommended).</p><p></p><p><strong>Settling the Score (MP)</strong> - A solid bonus to hit all encounter long when an enemy hits you. It can see some use.</p><p></p><p><strong><span style="color: #ff0000">Strong Focus</span> (MP)</strong> - Your Wisdom will at best be average, and it's not like this power is all that useful even if your Wisdom is great. Avoid.</p><p></p><p><strong><span style="color: #0000ff">Unbalancing Dodge</span> (MP 2)</strong> - A pretty solid penalty to attacks and defenses on an enemy that misses you. Another power that can see good use.</p><p></p><p><strong>Unbreakable (PHB)</strong> - A bit of damage reduction against an incoming attack. Scales very poorly, since you're not paying much attention to your Constitution.</p><p></p><p><strong>Veteran's Gambit (HotFL)</strong> - A bit of extra defenses for a turn against an enemy after he hits you. It's OK, I guess, but I would have liked to have gotten a shot to avoid the triggering attack instead.</p><p></p><p><strong><span style="color: #ff0000">Vigiliant Protector</span> (MP)</strong> - Requires a Shield, is a Stance, and wants you to give up AC. The trifecta of taboo for a Slayer.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 10, Utility</strong></strong></span></p><p></p><p>At this level, you pick up another sweet power to keep conditions off you in <strong>Clearheaded</strong>. That said, there are a few other sweet picks to be had here for you, so you could look around and see what's available.</p><p></p><p><strong>Level 10 Utility List</strong></p><p>[sblock]</p><p><strong>Another Day (DSCS)</strong> - Some Immediate Action repositioning when you get hit. It can help set up a charge, which is nice.</p><p></p><p><strong>Arcane Instincts (D 395)</strong> - An Eladrin-specific option. Laying on some resistance to an elemental burst that just tagged the whole party is pretty solid to have.</p><p></p><p><strong><span style="color: #800080">Battlefield Healing</span> (HotFL)</strong> - Healing is awesome. Healing at the expense of your attack... not so much.</p><p></p><p><strong><span style="color: #800080">Body Shield</span> (MP 2)</strong> - Grabbing shenanigans are decidedly not what you're built to do.</p><p></p><p><strong><span style="color: #00ccff">Clearheaded</span> (HotFL)</strong> - The ability to wriggle free of these dangerous conditions before they significantly affect your turn is nothing short of amazing for a Striker, or any character, really.</p><p></p><p><strong>Defensive Advance (HotFL)</strong> - The ability to engage with a bonus to defenses is nice, but you usually want to rev back and then charge in. Still can be useful, though.</p><p></p><p><strong><span style="color: #0000ff">Defensive Resurgence</span> (MP)</strong> - A healing surge as a minor is sweet, and an AC bonus is some pretty major icing on top of it, especially considering how high your Dexterity will be. Something to look at.</p><p></p><p><strong>Fearsome Threat (HotFL)</strong> - CA unless they come for you. Can be a decent way to get yourself some CA, or to off-tank for a bit. It is weakened by the fact that it's on the enemy's terms, though.</p><p></p><p><strong><span style="color: #0000ff">Fighter's Grit</span> (MP 2)</strong> - The ability to ignore some conditons for a while can be a good way to keep you up and running.</p><p></p><p><strong><span style="color: #ff0000">Fist of Lightning</span> (MP 2)</strong> - Don't fight unarmed.</p><p></p><p><strong><span style="color: #ff0000">Grappler's Stance</span> (MP 2)</strong> - Grabbing people isn't what you do, especially at the expense of your Stances.</p><p></p><p><strong><span style="color: #800080">Grim Presence</span> (HotFL)</strong> - Conditional targeting, and a mass push is all you get to show for it. Meh.</p><p></p><p><strong>Hold Your Ground (HotFL)</strong> - Negating forced movement and proning is bound to be useful regularly.</p><p></p><p><strong><span style="color: #ff0000">Hunker Down</span> (MP)</strong> - Almost laughably unsuited for what a Slayer is going to do.</p><p></p><p><strong>Into the Fray (PHB)</strong> - Moving as a minor is good, though you're much better served by charging up to people than you are walking up to them (sometimes you don't get that choice, though).</p><p></p><p><strong><span style="color: #0000ff">Iron Defiance</span> (HotFL)</strong> - Shaving off half of an attacks' damage can be pretty useful.</p><p></p><p><strong><span style="color: #ff0000">Last Ditch Evasion</span> (PHB)</strong> - Don't stun yourself. Seriously, don't.</p><p></p><p><strong><span style="color: #ff0000">Martial Redoubt</span> (D 382)</strong> - Granting CA to give allies cover, and compromising your Stances? Not what you're expected to do.</p><p></p><p><strong><span style="color: #ff0000">Menacing Stance</span> (MP)</strong> - Compromises your Stance for a bit of off-tanking. Not what I'd be looking for.</p><p></p><p><strong><span style="color: #0000ff">Mighty Surge</span> (D 379)</strong> - A healing power with a buff is certainly sweet to have. Getting the buff every time you heal is icing on the cake.</p><p></p><p><strong><span style="color: #ff0000">Phalanx Leader</span> (PHH 2)</strong> - Requires a Shield, and as such is not very useful to you.</p><p></p><p><strong>Shield Deflection (D 385)</strong> - Despite its name, this power does not require a shield, and as such can be rather useful to a Slayer.</p><p></p><p><strong>Shooter's Nemesis (MP)</strong> - Healing in response to getting hit with a ranged attack is sort of conditional, but healing outside your turn is hardly bad at all.</p><p></p><p><strong><span style="color: #800080">Stalwart Guard</span> (PHB)</strong> - Handing around a small AC bonus in exchange for your Stance slot is a bit too conditional to be a good choice if you ask me, not to mention that it's not really in line with what you're trying to do.</p><p></p><p><strong><span style="color: #800080">Steely Persuasion</span> (MP 2)</strong> - A minor bonus to a skill check. Nah.</p><p></p><p><strong><span style="color: #800080">Strength from Pain</span> (MP)</strong> - A hefty bonus to damage when you dip below half HP, though it doesn't stack with many of your stances. Not all that great.</p><p></p><p><strong>Temporary Relief (HotFL)</strong> - Negating ongoing damage and saving against it in, all in one fell swoop. That's pretty neat to have.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 16, Utility</strong></strong></span></p><p></p><p>Not much of a choice here - someone decided to write this as a class feature for Slayers, so you're stuck with what they gave you. While <strong>Relentless Advance</strong> isn't a waste of space, it's not exactly the flashiest thing in the world, either.</p><p></p><p><strong>Relentless Advance (HotFL)</strong> - A bit of repositioning when you score a kill once per encounter. Profoundly average.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 22, Utility</strong></strong></span></p><p></p><p>Again, not a whole lot of choice, since it was written as a class feature. Fortunately for you, <strong>Slayer's Defiance </strong>can be pretty awesome.</p><p></p><p><strong><span style="color: #00ccff">Slayer's Defiance</span> (HotFL)</strong> - A hefty dose of autodamage for two turns, which will in all likelihood do wonders for your nova damage. Highly recommended, especially when mixed with a healthy dose of bloodied abuse.</p><p></p><p><strong>Skill Powers: The Skills To Kill</strong></p><p></p><p>Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be looking at Skill powers for your most lackluster Utility levels (L2 and L16), but there's good stuff at plenty of different levels here.</p><p></p><p><span style="font-size: 15px"><strong><strong>Class Skills</strong></strong></span></p><p></p><p><strong>Athletics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080"></span></strong></p><p><strong><span style="color: #800080">Bounding Leap</span> (PHB 3)</strong> - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat...</p><p></p><p><strong><span style="color: #800080">Scrambling Climb</span> (PHB 3)</strong> - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.</p><p></p><p><strong>Talented Athletics (D 392) </strong>- Never truly failing hard at Athletics can be a decent safety net. Solid enough.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p></p><p><strong><span style="color: #800080">Crushing Escape</span> (DSG)</strong> - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight.</p><p></p><p><strong>Kord's Force (D 392)</strong> - If you need to make some Strength checks, this is a way to get a big boost on them.</p><p></p><p><strong>Mighty Sprint (PHB 3) </strong>- Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty solid pick.</p><p></p><p><strong><span style="color: #800080">Sudden Leap</span> (PHB 3)</strong> - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. I think it's rather unnecessary, given the existence of Pass Forward.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Incredible Stride</span> (PHB 3)</strong> - A +4 speed bonus as a Stance is a nice and meaty mobility buff, but its being a Stance kind of sucks.</p><p></p><p><strong><span style="color: #800080">Strength Against Strength</span> (D 392)</strong> - Planning for a miss? Get a slide or a prone? Ugh.</p><p>[/sblock]</p><p></p><p><strong>Endurance Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Endure Pain</span> (PHB 3)</strong> - A whole turn's worth of resistance when you are hit. Too bad it's a Daily...</p><p></p><p><strong><span style="color: #800080">Examplar of Valor</span> (D 392)</strong> - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste.</p><p></p><p><strong><span style="color: #0000ff">Grit and Spittle</span> (D 385)</strong> - Though it burns up a healing surge (you have a few to spare, though), granting yourself mass saves is great to have on a Slayer.</p><p></p><p><strong>Invigorating Presence (PHB 3)</strong> - A second wind with some mass THP attached once per day. Starts out strong, but it loses steam later on.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Internal Reserves</span> (D 392)</strong> - +4 to a save is nice, but as a Daily? Come on.</p><p></p><p><strong>Third Wind (PHB 3)</strong> - A very solid self-healing ability. Not a bad pick.</p><p></p><p><strong>Walk it Off (PHB 3)</strong> - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Enter the Crucible</span> (DSG)</strong> - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily.</p><p></p><p><strong><span style="color: #00ccff">Reactive Surge</span> (PHB 3)</strong> - Healing in response to getting Bloodied every Encounter? Downright amazing for you.</p><p></p><p><strong>Steeled Against It (D 392)</strong> - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Diehard (PHB 3)</strong> - Being dazed sure beats being dead.</p><p>[/sblock]</p><p></p><p><strong>Heal Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Healer’s Gift</span> (PHB 3)</strong> - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no.</p><p></p><p><strong>Iron Resurgence (DSG)</strong> - Not exactly efficient and the range is bad, but it at least gives you a good access to healing.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080"></span></strong></p><p><strong><span style="color: #800080">Delay Poison </span>(PHB 3)</strong> - Certainly <strong>better</strong> in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you.</p><p></p><p><strong><span style="color: #800080">Physician's Care </span>(PHB 3)</strong> - Healing is nice, but not as a standard action.</p><p></p><p><strong>Swift Recovery (PHB 3)</strong> - This is a pretty solid power. The range does it no favors, but it can see use.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Time Out</span> (PHB 3)</strong> - This is <span style="color: #0000ff"><strong>sweet</strong></span> if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Miraculous Treatment</span> (PHB 3)</strong> - Again, healing is awesome, but not if it sacrifices your ability to attack.</p><p>[/sblock]</p><p></p><p><strong>Intimidate Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Ominous Threat (PHB 3)</strong> - A decent off-tanking ability, it marks and gets a mark off your buddy.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Demoralize Foe (PHB 3)</strong> - A free debuff when you hit is always nice for messing with your opponent.</p><p></p><p><strong><span style="color: #800080">Everybody Move</span> (PHB 3)</strong> - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in.</p><p></p><p><strong><span style="color: #0000ff">Scatter the Cowards</span> (DSG)</strong> - This is potentially interesting, as immunity to minions can keep them from bogging you down and a push on an opponent that misses you can make some charge room for you. A rather nice power.</p><p></p><p><strong>Try the Stick (PHB 3)</strong> - Subbing Intimidate for Diplomacy can work for you: though your Intimidate likely isn't all that high, at least it's trained.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Snap Out of It (PHB 3)</strong> - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded.</p><p>[/sblock]</p><p></p><p><strong>Streetwise Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">City Rat</span> (PHB 3)</strong> - I'm not sure how often you will be skulking about, but even then your Streetwise (based off Charisma) shouldn't be so much better than your Stealth (based off Dexterity), even if Stealth is untrained, to justify taking this.</p><p></p><p><strong><span style="color: #ff0000">Nose for Trouble</span> (PHB 3)</strong> - Your initiative check will rarely lose to your Streetwise check.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">City Dweller</span> (PHB 3)</strong> - Once per day is too steep a limitation for this level of power.</p><p></p><p><strong>Slow Pursuit (PHB 3)</strong> - Rather conditional, but creating difficult terrain can help mess with people.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Navigate Crowds</span> (PHB 3)</strong> - An excellent mobility power for you, this can get you right in the thick of things quickly, or it can set up a charge, depending on your needs.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong><strong>Recommended Non-Class Skills</strong></strong></span></p><p></p><p>I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat.</p><p></p><p><strong>Acrobatics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #0000ff">Agile Recovery</span> (PHB 3) - Forever changes standing up to a Minor Action. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><span style="color: #800080">Dodge Step</span> (PHB 3) - The trigger goes off too late for you to avoid a hit. Unimpressive.</p><p></p><p>Graceful Maneuver (PHB 3) - A decent repositioning ability, though half your speed is not all that much.</p><p></p><p><span style="color: #800080">Perfect Balance</span> (PHB 3) - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Meh.</p><p></p><p><strong><span style="color: #800080">Timely Dodge</span> (DSG)</strong> - It lets you get out of your opponent's way, but an ally might take the fall for you. I'd actually argue that you're better suited to take one to the chin than most of your allies.</p><p></p><p><span style="color: #0000ff">Tumbling Dodge</span> (PHB 3) - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #800080">Drop and Roll</span> (PHB 3) - How often does this really come up? Not enough to occupy a Utility slot in my experience.</p><p></p><p><strong>Familiar Footing (DSG)</strong> - Difficult terrain protection for an encounter. Solid.</p><p></p><p>Rapid Escape (PHB 3) - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p>Reflexive Dodge (PHB 3) - A solid DR ability, that comes with a shift attached.</p><p>[/sblock]</p><p></p><p><strong>Perception Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Far Sight</span> (PHB 3)</strong> - Most of you won't be attacking at Range enough for this to be truly useful, and some of the ones that will be get this on the house.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Foil Ambush</span> (DSG)</strong> - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh.</p><p></p><p><strong>Guided Shot (PHB 3)</strong> - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough.</p><p></p><p><strong><span style="color: #800080">Trapfinding </span>(PHB 3)</strong> - Chances are you won't have Thievery.</p><p></p><p><strong><span style="color: #800080">Warning of Peril</span> (PHB 3)</strong> - Your Passive Perception officially covers a huge area. A solid scouting aid outside of combat, though marginal in it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Focused Sight (PHB 3)</strong> - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns.</p><p></p><p><strong>Perfect Sight (PHB 3)</strong> - A touch of blindsight. It could be rather useful.</p><p></p><p><strong>Spot Weakness (PHB 3)</strong> - A healthy damage buff for one attack per encounter. It can be neat.</p><p></p><p><strong><span style="color: #ff0000">Uncanny Instincts</span> (PHB 3)</strong> - Your Perception shouldn't be higher than your initiative.</p><p>[/sblock]</p><p></p><p><strong>Stealth Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Elude Senses (DSG)</strong> - One turn of respite from the better ways to be found out can be nice, but not many Slayers truly depend on hiding.</p><p></p><p><strong><span style="color: #800080">Obscured Avoidance</span> (PHB 3)</strong> - Conditional mark avoidance. Not all that great, considering you're likely going to want to mark the enemies that are capable of doing the same, so your allies have more freedom to operate.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Concealed Shift</span> (PHB 3)</strong> - Shift you when you’re missed if you have cover/concealment. Meh.</p><p></p><p><strong>Immersed in Darkness (DSG)</strong> - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open.</p><p></p><p><strong>Shrouding Gloom (PHB 3)</strong> - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Crowd Cover (PHB 3)</strong> - A pretty solid defensive power, this can result in +2 to all defenses against a target of a Ranged attack, and redirection if you make it miss. Ranged only is kind of conditional, but hey.</p><p></p><p><strong>Persistent Tail (PHB 3)</strong> - A decent power to keep yourself out of sight. Great out-of-combat utility for this one.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Deepening Gloom</span> (PHB 3)</strong> - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.</p><p>[/sblock]</p><p></p><p><strong>Thievery Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Fast Hands (PHB 3)</strong> - A miniature Quick-Draw Trick for anyone who’ll train in the skill. While you do get this for free as a feature, having more uses of it could conceivably be useful.</p><p></p><p><strong><span style="color: #800080">Lock Tap</span> (PHB 3)</strong> - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway.</p><p></p><p><strong><span style="color: #800080">Quick Palm</span> (PHB 3)</strong> - Again, action economy on a Thievery check, but for something you're more likely to need to do fast.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Hasty Retreat (PHB 3)</strong> - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like.</p><p></p><p><strong>Quick Switch (PHB 3)</strong> - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice.</p><p></p><p><strong><span style="color: #800080">Stolen Defense</span> (PHB 3)</strong> - This is Anticipate Maneuver... Leader edition. You could just flank, you know.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Disruptive Stunt</span> (PHB 3)</strong> - An attack debuff as part of an opportunity-free move action? Nice.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6998612, member: 6803540"] [b]Slayer Stances: Kill, and Look Good Doing It[/b] As mentioned before, the Essentials model for Martial Classes is distinctive because of its reliance on the basic attack. To supplement it, you get a choice between a handful of At-Will Stances, each with a different effect. You get to pick two from this list at L1, and another at L7 and L17, so don't sweat it if you didn't have room for a Stance you liked at the beginning of your career: you'll have another go. [b][COLOR=#0000ff]Battle Wrath[/COLOR] (HotFL)[/b] - A straight extra-damage Stance, this power actually shines pretty brightly during Heroic Tier for a Slayer (so it's a pretty good pick to start your career with), and though it loses a bit of steam at higher levels, it's still a good choice overall. [b][COLOR=#00ccff]Berserker's Charge[/COLOR] (HotFL)[/b] - A sizable bonus to accuracy and speed while charging. Note that it's not restricted to basic attacks, so any goodies you lift from elsewhere can get in on the fun. If there was one Stance that I would recommend to virtually any Slayer, this would be it. [b]Duelist's Assault (HotFL)[/b] - Twice the extra damage of Battle Wrath, if you can get yourself some isolation. Not something that will usually happen for you without a bit of setup, but it can be a fine choice later on in your career. [b][COLOR=#0000ff]Mobile Blade[/COLOR] (HotFL)[/b] - A move action after an attack can certainly help your tactical movement (especially to generate space for yourself after a charge), though it is kind of risky unless you used forced movement on the enemy somehow or are resistant enough to OA's that you don't care what happens. Also note that this Stance is pretty good at letting you keep your distance, should you whip out a Longbow and start shooting things. [b] Poised Assault (HotFL)[/b] - A straight-up bonus to hit for all of your basic attacks. While it sounds good at first look, the fact of the matter is that early in your career it's out-classed by Battle Wrath, and Berserker's Charge offers a bigger bonus to hit on charges. That said, it's probably [COLOR=#0000ff][b]a good idea[/b][/COLOR] if you're making a habit of dropping Power Strikes on people while you're not charging. [b][COLOR=#800080]Unfettered Fury[/COLOR] (HotFL)[/b] - Slapping on a penalty to hit on yourself is not worth the extra damage done. Of all the Stances, this is the one that I don't like. [CENTER][Size=4][b][b]Fighter At-Will Powers[/b][/b][/size][/CENTER] While a typical Slayer has nothing to do with these powers, a Human member of the class can choose to take one of these instead of the Heroic Effort power. For their benefit, we will mention them and how they apply to a Slayer: [b]Fighter At-Wills[/b] [sblock] [Size=3][b][b]Free Hand:[/b][/b][/size] [b] [COLOR=#800080]Grappling Strike[/COLOR] (MP 2)[/b] - While grabbing could have some interesting off-Defender potential (and you have the ability score focus to be decent at grappling), the problem is that this power requires a free hand, which cuts into your damage potential. Not what I'd pick. [b][COLOR=#ff0000]Slash and Pummel[/COLOR] (MP 2)[/b] - Essentially an MBA, without the cool stuff applied to it, that requires you to cut into your damage for a secondary attack that won't break even. No. [b][/b] [Size=3][b][b]Shield:[/b][/b][/size] [b][COLOR=#ff0000]Resolute Shield[/COLOR] (D 382)[/b] - Costs you feats and damage for the ability to use an effect that doesn't even key off an important ability score for you. Avoid like the plague. [b][COLOR=#800080]Shield Feint[/COLOR] (D 385)[/b] - Costs feats and damage, but a setup buff at least has a little redeeming value to it. [b][COLOR=#800080]Tide of Iron[/COLOR] (PHB)[/b] - Again, burns feats and damage, but a push effect as an At-Will has at least a tiny something going for it. [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#ff0000]Wicked Strike[/COLOR] (D 379)[/b] - While this does count as a basic attack, you're sacrificing to-hit as compared to an MBA for extra damage using an ability modifier you won't even use all that often, and to boot you can't even use it against enemies until you mark them, which is not something you can do At-Will. Garbage. [Size=3][b][b]Two Weapons:[/b][/b][/size] [b] [COLOR=#800080]Dual Strike[/COLOR] (MP)[/b] - This power is very contrary to the Slayer credo (hit two targets for small damage rather than one target for big damage), but it's certainly [b]better [/b]for one looking for a bit of multi-targeting options. [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Brash Strike (MP)[/b] - The bonus to hit is sweet. Granting CA kind of isn't, so look for something to fix that up. That said, the extra damage won't be a whole lot of help. [b]Cleave (PHB)[/b] - A bit of extra damage to a second target. While this At-Will is pretty customizable, the options for what you want to do with it (hit hard) are a bit more limited on the Slayer chassis. [b][COLOR=#800080]Crushing Surge[/COLOR] (MP)[/b] - You won't wring much, if any, use out of this. [b]Footwork Lure (MP)[/b] - Looks plain at first glance, but it can be [COLOR=#0000ff][b]pretty good[/b][/COLOR] if your Slayer was searching for a way to do Polearm tricks. [b]Knockdown Assault (PHH 1)[/b] - While it is true that the damage is kind of sad, the ability to knock prone at will opens up other cool stuff, especially when you can use it on a charge. [b][COLOR=#800080]Reaping Strike[/COLOR] (PHB)[/b] - An MBA (minus the perks) with a little miss damage. Profoundly underwhelming. [b][COLOR=#ff0000]Sure Strike[/COLOR] (PHB)[/b] - Less damage than your MBA, with none of the boosts? What could possess you to think this is a good idea for a Slayer is beyond me. [b]Threatening Rush (MP)[/b] - A charge-friendly attack that trades in a cut of your damage for a mass mark. If you wanted to supplement your friendly neighborhood Defender, this is a good way to do it. [b][COLOR=#800080]Vicious Offensive[/COLOR] (DSCS)[/b] - Hit one, mark another. Not all that much on the "wow" factor if you ask me. [b]Weapon Master's Strike (D 382)[/b] - There is the occasional cool effect that you want to use on this power, and it's liked by some people, but it mostly doesn't have anything to offer you, apart from a bit of extra stickiness. [/sblock] [b]Utility Powers: Aides to the Kill [/b] [CENTER][Size=4][b][b]Level 2, Utility[/b][/b][/size][/CENTER] Ironically enough, the Slayer's first level of Utilities is the one that is the most wide-open. I prefer the sweet and simple usage of [b]Single Out[/b], but a case can be made for [b]Pass Forward[/b] and other goodies. [b]Level 2 Utility List[/b] [sblock] [b][COLOR=#ff0000]Battle Fury Stance[/COLOR] (D 382)[/b] - Your stances already do this, only better. Not for you. [b][COLOR=#800080]Battle Leader[/COLOR] (HotFL)[/b] - Requires Diplomacy, which will cost you a feat, and a mass shift 1 is not really worth that. If you have a way to get Diplomacy, it's [b]a bit better[/b]. [b][COLOR=#ff0000]Boundless Endurance[/COLOR] (PHB)[/b] - It's a Stance, so it conflicts with your other powers, and the regeneration while bloodied is nothing special for you. Skip it. [b][COLOR=#800080]Close the Gap[/COLOR] (PHH 2)[/b] - Kind of hard for you to use, since you don't have a mark. [b][COLOR=#800080]Create Opening[/COLOR] (MP)[/b] - Marking someone and allowing an ally to shift his speed is decidedly NOT worth drawing a free attack on you. [b]Crowd Fighting (HotFL)[/b] - A bit of damage for a secondary target when an enemy misses you (requires Streetwise as well). It's OK. [b][COLOR=#ff0000]Defensive Stance[/COLOR] (MP)[/b] - It's a Daily Stance that requires you to slow yourself. This is so against what you do it's not even funny. [b]Eldritch Tactics (D 395)[/b] - An Eladrin-specific option. The ability to swap positions with an ally who managed to get in over his head can be useful. [b][COLOR=#800080]Forceful Drag[/COLOR] (MP 2)[/b] - You don't grab people too often by default, especially because the style costs you damage. Nah. [b][COLOR=#800080]Full Extension[/COLOR] (MP 2)[/b] - A bit of extra reach is nice for when your mobility fails you, but it's not the strongest benefit out there. [b]Get Over Here (PHB)[/b] - You give up your move action to allow an ally to reposition. While moving him to any other adjacent square is not much of a move, it's not a terrible power either. [b][COLOR=#0000ff]Glowering Threat[/COLOR] (HotFL)[/b] - If you wanted to help hold down the frontline, this is your power, as it imposes a huge penalty to hit that can stack and work in combo with a mark from you or an ally. [b][COLOR=#800080]Mighty Leap[/COLOR] (MP 2)[/b] - A decent jump-buffing Utility. Your Athletics check has to be fairly absurd for it to consistently beat your base speed, though, let alone beat it by enough to be worht taking.. [b]Minor Resurgence (HotFL)[/b] - A handful of THP as a minor. Not bad, but not all that awesome. [b][COLOR=#800080]No Opening[/COLOR] (PHB)[/b] - Canceling one instance of CA against one enemy per encounter is a rather marginal benefit, even for a Utility power at a level this low. [b][COLOR=#0000ff]Pass Forward[/COLOR] (MP)[/b] - A sweet repositioning power, it can help you effectively guarantee you will be in a flanking position, or at the very least you'll make it easy for your ally to step into one, which makes it nice to have. [b]Push Forward (HotFL)[/b] - A decent shift that lands you adjacent to someone. Not bad. [b]Quick Escape (MP 2)[/b] - While action economy on a grab is kind of marginal, a saving throw against effects that can inconvenience you pretty badly in immobilized and restrained is pretty darned valuable. Actually a pretty decent power. [b][COLOR=#800080]Shielded Sides[/COLOR] (MP)[/b] - Requires a shield, and as such is of not much use to you. [b][COLOR=#800080]Shielding Shove[/COLOR] (D 385)[/b] - Shield powers are not very appealing to me. [b][COLOR=#800080]Shrewd Repositioning[/COLOR] (MP)[/b] - It burns up your Immediate Action, and only offers a marginal shift in response. While you can potentially use this to reposition or disengage from an enemy you want to leave to another, there are better powers for these purposes on this list. [b]Sidestep Maneuver (DSCS)[/b] - You get some minor repositioning and an attack buff out of an Opportunity Action you weren't going to use anyway. I'm of the opinion it won't be triggered all that much anyway (enemies typically try to avoid you). [b][COLOR=#0000ff]Single Out [/COLOR](HotFL)[/b] - 2 turns of CA as a minor, no questions asked. This makes for a nice setup to your charging in headfirst, and it's there for you every encounter. My favorite of the powers at this level. [b]Snagging Grip (MP 2)[/b] - Forcing an enemy to move with you if you get bounced and knocking it prone if you hit the floor is pretty solid. [b]Sudden Sprint (HotFL)[/b] - A move equal to your Dexterity modifier as a minor action can be a useful engaging power, though engaging as a Slayer shouldn't be hard at all. [b][COLOR=#800080]Unstoppable[/COLOR] (PHB)[/b] - While this power does offer a solid amount of THP, it only does so once per day, which isn't exactly mind-blowing. [b]Who's Next? (D 379)[/b] - A decent upgrade to your move action when you drop an enemy, it can be useful despite its conditionality. [/sblock] [CENTER][Size=4][b][b]Level 6, Utility[/b][/b][/size][/CENTER] At this level, I favor the ability to get a condition off of you before it really has an impact in [b]Ignore Weakness[/b], though [b]Kirre's Roar[/b] provides a quality off-tanking option for you as well. These are the frontrunners, though there are a couple of other things you could look at. [b]Level 6 Utility List[/b] [sblock] [b][COLOR=#800080]Agile Approach[/COLOR] (MP)[/b] - A small shift would be a nice thing, but you'd use it to generate some charge space, since getting to your target is not a problem. Unnecessary. [b]Battle Awareness (PHB)[/b] - A big bonus to initiative once per day. It can see use if you really, really want to go first (though you have good initiative pretty much by default). [b]Bewitching Glare (D 395)[/b] - An Eladrin-specific option. The ability to inconvenience your foe at range, then yank him to you if he misses is more of a Defender thing to do, but it's a solid option for an off-tank. [b][COLOR=#800080]Bodyguard's Stance[/COLOR] (D 382)[/b] - A Stance for a bit of off-tanking. It's OK if that's what you want to do, but I contend that you'd rather flank with an ally and kill the monster, rather than hover adjacent to him and take damage. [b]Daring Shot (PHH 1)[/b] - A mass mark, which is solid for off-tanking, and a little THP to make up for the extra attention you're drawing. It's all right. [b][COLOR=#0000ff]Dauntless Endurance[/COLOR] (HotFL)[/b] - Reroll a saving throw. That's a pretty good thing to have every encounter. [b][COLOR=#800080]Defensive Training[/COLOR] (PHB)[/b] - +2 to NADs as a Daily Stance? Meh. [b][COLOR=#0000ff]Get Up![/COLOR] (HotFL)[/b] - This is actually a pretty useful power, since healing an ally as a minor probably doesn't impede you in any way, and it's about as close to being a Leader as you'll get. Note that it requires you be trained in Heal. [b]Helping Hands (HotFL)[/b] - Granting an ally a save is some OK off-Leader potential. [b][COLOR=#00ccff]Ignore Weakness[/COLOR] (HotFL)[/b] - Now this is what I'm talking about! Shaking off an effect before it becomes relevant is pretty darned amazing if you ask me. [b][COLOR=#ff0000]Intimidating Reminder[/COLOR] (D 385)[/b] - Requires a Shield, and all it does is -2 to Fortitude while occupying your Stance slot. No. [b][COLOR=#0000ff]Kirre's Roar [/COLOR](DSCS)[/b] - Resist all equal to your Dexterity is sweet, and a mass mark this large can help you define the frontline. A decent power, even if you don't want to off-tank. [b][COLOR=#800080]Knight's Challenge[/COLOR] (HotFL)[/b] - Conditional targeting, and it yanks a target to you (you want to charge into them). Not really made with you in mind. [b]Line Breaker (HotFL)[/b] - If you really need to punch through the enemy's line, this provides a big bonus to all defenses against OA's. [b][COLOR=#800080]Line in the Sand[/COLOR] (D 379)[/b] - It sounds nice at first blush (free CA!), but the zone doesn't travel with you. That's not worth being a Daily if you ask me. [b][COLOR=#800080]Makeshift Shield[/COLOR] (MP 2)[/b] - This looks positively brilliant for a Slayer... until you see the requirement of needing to have a hand free. You could maybe do some shenanigans with quick-swapping or the like to use the power, but that poses other consequences (weak OA's and granted attacks, for one). If your DM lets a grip switch on a two-handed weapon qualify for this power, it gets [COLOR=#00ccff][b]a hell of a lot better[/b][/COLOR]. [b][COLOR=#800080]Rapid Advance[/COLOR] (HotFL)[/b] - You don't have the Constitution modifier to make the bonus anything more than an afterthought. [b][COLOR=#ff0000]Ready to Retaliate[/COLOR] (MP 2)[/b] - Mark anyone who attacks you, as a Stance. Not made with your context in mind. [b]Rejoin the Fray (MP 2)[/b] - A shift on a heal, or stand up + shift if you were prone. That's pretty decent. [b][COLOR=#800080]Rock Steady[/COLOR] (MP)[/b] - While it eats up your Stance slot and it is a Daily, being immune to prone keeps it from being totally useless (though it's still not recommended). [b]Settling the Score (MP)[/b] - A solid bonus to hit all encounter long when an enemy hits you. It can see some use. [b][COLOR=#ff0000]Strong Focus[/COLOR] (MP)[/b] - Your Wisdom will at best be average, and it's not like this power is all that useful even if your Wisdom is great. Avoid. [b][COLOR=#0000ff]Unbalancing Dodge[/COLOR] (MP 2)[/b] - A pretty solid penalty to attacks and defenses on an enemy that misses you. Another power that can see good use. [b]Unbreakable (PHB)[/b] - A bit of damage reduction against an incoming attack. Scales very poorly, since you're not paying much attention to your Constitution. [b]Veteran's Gambit (HotFL)[/b] - A bit of extra defenses for a turn against an enemy after he hits you. It's OK, I guess, but I would have liked to have gotten a shot to avoid the triggering attack instead. [b][COLOR=#ff0000]Vigiliant Protector[/COLOR] (MP)[/b] - Requires a Shield, is a Stance, and wants you to give up AC. The trifecta of taboo for a Slayer. [/sblock] [CENTER][Size=4][b][b]Level 10, Utility[/b][/b][/size][/CENTER] At this level, you pick up another sweet power to keep conditions off you in [b]Clearheaded[/b]. That said, there are a few other sweet picks to be had here for you, so you could look around and see what's available. [b]Level 10 Utility List[/b] [sblock] [b]Another Day (DSCS)[/b] - Some Immediate Action repositioning when you get hit. It can help set up a charge, which is nice. [b]Arcane Instincts (D 395)[/b] - An Eladrin-specific option. Laying on some resistance to an elemental burst that just tagged the whole party is pretty solid to have. [b][COLOR=#800080]Battlefield Healing[/COLOR] (HotFL)[/b] - Healing is awesome. Healing at the expense of your attack... not so much. [b][COLOR=#800080]Body Shield[/COLOR] (MP 2)[/b] - Grabbing shenanigans are decidedly not what you're built to do. [b][COLOR=#00ccff]Clearheaded[/COLOR] (HotFL)[/b] - The ability to wriggle free of these dangerous conditions before they significantly affect your turn is nothing short of amazing for a Striker, or any character, really. [b]Defensive Advance (HotFL)[/b] - The ability to engage with a bonus to defenses is nice, but you usually want to rev back and then charge in. Still can be useful, though. [b][COLOR=#0000ff]Defensive Resurgence[/COLOR] (MP)[/b] - A healing surge as a minor is sweet, and an AC bonus is some pretty major icing on top of it, especially considering how high your Dexterity will be. Something to look at. [b]Fearsome Threat (HotFL)[/b] - CA unless they come for you. Can be a decent way to get yourself some CA, or to off-tank for a bit. It is weakened by the fact that it's on the enemy's terms, though. [b][COLOR=#0000ff]Fighter's Grit[/COLOR] (MP 2)[/b] - The ability to ignore some conditons for a while can be a good way to keep you up and running. [b][COLOR=#ff0000]Fist of Lightning[/COLOR] (MP 2)[/b] - Don't fight unarmed. [b][COLOR=#ff0000]Grappler's Stance[/COLOR] (MP 2)[/b] - Grabbing people isn't what you do, especially at the expense of your Stances. [b][COLOR=#800080]Grim Presence[/COLOR] (HotFL)[/b] - Conditional targeting, and a mass push is all you get to show for it. Meh. [b]Hold Your Ground (HotFL)[/b] - Negating forced movement and proning is bound to be useful regularly. [b][COLOR=#ff0000]Hunker Down[/COLOR] (MP)[/b] - Almost laughably unsuited for what a Slayer is going to do. [b]Into the Fray (PHB)[/b] - Moving as a minor is good, though you're much better served by charging up to people than you are walking up to them (sometimes you don't get that choice, though). [b][COLOR=#0000ff]Iron Defiance[/COLOR] (HotFL)[/b] - Shaving off half of an attacks' damage can be pretty useful. [b][COLOR=#ff0000]Last Ditch Evasion[/COLOR] (PHB)[/b] - Don't stun yourself. Seriously, don't. [b][COLOR=#ff0000]Martial Redoubt[/COLOR] (D 382)[/b] - Granting CA to give allies cover, and compromising your Stances? Not what you're expected to do. [b][COLOR=#ff0000]Menacing Stance[/COLOR] (MP)[/b] - Compromises your Stance for a bit of off-tanking. Not what I'd be looking for. [b][COLOR=#0000ff]Mighty Surge[/COLOR] (D 379)[/b] - A healing power with a buff is certainly sweet to have. Getting the buff every time you heal is icing on the cake. [b][COLOR=#ff0000]Phalanx Leader[/COLOR] (PHH 2)[/b] - Requires a Shield, and as such is not very useful to you. [b]Shield Deflection (D 385)[/b] - Despite its name, this power does not require a shield, and as such can be rather useful to a Slayer. [b]Shooter's Nemesis (MP)[/b] - Healing in response to getting hit with a ranged attack is sort of conditional, but healing outside your turn is hardly bad at all. [b][COLOR=#800080]Stalwart Guard[/COLOR] (PHB)[/b] - Handing around a small AC bonus in exchange for your Stance slot is a bit too conditional to be a good choice if you ask me, not to mention that it's not really in line with what you're trying to do. [b][COLOR=#800080]Steely Persuasion[/COLOR] (MP 2)[/b] - A minor bonus to a skill check. Nah. [b][COLOR=#800080]Strength from Pain[/COLOR] (MP)[/b] - A hefty bonus to damage when you dip below half HP, though it doesn't stack with many of your stances. Not all that great. [b]Temporary Relief (HotFL)[/b] - Negating ongoing damage and saving against it in, all in one fell swoop. That's pretty neat to have. [/sblock] [CENTER][Size=4][b][b]Level 16, Utility[/b][/b][/size][/CENTER] Not much of a choice here - someone decided to write this as a class feature for Slayers, so you're stuck with what they gave you. While [b]Relentless Advance[/b] isn't a waste of space, it's not exactly the flashiest thing in the world, either. [b]Relentless Advance (HotFL)[/b] - A bit of repositioning when you score a kill once per encounter. Profoundly average.[b][/b] [CENTER][Size=4][b][b]Level 22, Utility[/b][/b][/size][/CENTER] Again, not a whole lot of choice, since it was written as a class feature. Fortunately for you, [b]Slayer's Defiance [/b]can be pretty awesome. [b][COLOR=#00ccff]Slayer's Defiance[/COLOR] (HotFL)[/b] - A hefty dose of autodamage for two turns, which will in all likelihood do wonders for your nova damage. Highly recommended, especially when mixed with a healthy dose of bloodied abuse.[b][/b] [b]Skill Powers: The Skills To Kill[/b] Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be looking at Skill powers for your most lackluster Utility levels (L2 and L16), but there's good stuff at plenty of different levels here. [Size=4][b][b]Class Skills[/b][/b][/size] [b]Athletics Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080] Bounding Leap[/COLOR] (PHB 3)[/b] - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat... [b][COLOR=#800080]Scrambling Climb[/COLOR] (PHB 3)[/b] - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns. [b]Talented Athletics (D 392) [/b]- Never truly failing hard at Athletics can be a decent safety net. Solid enough. [Size=3][b][b]Level 6:[/b][/b][/size] [b][/b] [b][COLOR=#800080]Crushing Escape[/COLOR] (DSG)[/b] - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight. [b]Kord's Force (D 392)[/b] - If you need to make some Strength checks, this is a way to get a big boost on them. [b]Mighty Sprint (PHB 3) [/b]- Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty solid pick. [b][COLOR=#800080]Sudden Leap[/COLOR] (PHB 3)[/b] - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. I think it's rather unnecessary, given the existence of Pass Forward. [b][/b] [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Incredible Stride[/COLOR] (PHB 3)[/b] - A +4 speed bonus as a Stance is a nice and meaty mobility buff, but its being a Stance kind of sucks. [b][COLOR=#800080]Strength Against Strength[/COLOR] (D 392)[/b] - Planning for a miss? Get a slide or a prone? Ugh. [/sblock] [b]Endurance Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Endure Pain[/COLOR] (PHB 3)[/b] - A whole turn's worth of resistance when you are hit. Too bad it's a Daily... [b][COLOR=#800080]Examplar of Valor[/COLOR] (D 392)[/b] - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste. [b][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385)[/b] - Though it burns up a healing surge (you have a few to spare, though), granting yourself mass saves is great to have on a Slayer. [b]Invigorating Presence (PHB 3)[/b] - A second wind with some mass THP attached once per day. Starts out strong, but it loses steam later on. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Internal Reserves[/COLOR] (D 392)[/b] - +4 to a save is nice, but as a Daily? Come on. [b]Third Wind (PHB 3)[/b] - A very solid self-healing ability. Not a bad pick. [b]Walk it Off (PHB 3)[/b] - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern. [Size=3][b][b]Level 10:[/b][/b][/size] [b][/b] [b][COLOR=#0000ff]Enter the Crucible[/COLOR] (DSG)[/b] - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily. [b][COLOR=#00ccff]Reactive Surge[/COLOR] (PHB 3)[/b] - Healing in response to getting Bloodied every Encounter? Downright amazing for you. [b]Steeled Against It (D 392)[/b] - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Diehard (PHB 3)[/b] - Being dazed sure beats being dead. [/sblock] [b]Heal Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000] Healer’s Gift[/COLOR] (PHB 3)[/b] - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no. [b]Iron Resurgence (DSG)[/b] - Not exactly efficient and the range is bad, but it at least gives you a good access to healing. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080] Delay Poison [/COLOR](PHB 3)[/b] - Certainly [b]better[/b] in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you. [b][COLOR=#800080]Physician's Care [/COLOR](PHB 3)[/b] - Healing is nice, but not as a standard action. [b]Swift Recovery (PHB 3)[/b] - This is a pretty solid power. The range does it no favors, but it can see use. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Time Out[/COLOR] (PHB 3)[/b] - This is [COLOR=#0000ff][b]sweet[/b][/COLOR] if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one). [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#800080]Miraculous Treatment[/COLOR] (PHB 3)[/b] - Again, healing is awesome, but not if it sacrifices your ability to attack. [/sblock] [b]Intimidate Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b] Ominous Threat (PHB 3)[/b] - A decent off-tanking ability, it marks and gets a mark off your buddy. [Size=3][b][b]Level 6:[/b][/b][/size] [b] Demoralize Foe (PHB 3)[/b] - A free debuff when you hit is always nice for messing with your opponent. [b][COLOR=#800080]Everybody Move[/COLOR] (PHB 3)[/b] - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in. [b][COLOR=#0000ff]Scatter the Cowards[/COLOR] (DSG)[/b] - This is potentially interesting, as immunity to minions can keep them from bogging you down and a push on an opponent that misses you can make some charge room for you. A rather nice power. [b]Try the Stick (PHB 3)[/b] - Subbing Intimidate for Diplomacy can work for you: though your Intimidate likely isn't all that high, at least it's trained. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Snap Out of It (PHB 3)[/b] - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded. [/sblock] [b]Streetwise Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]City Rat[/COLOR] (PHB 3)[/b] - I'm not sure how often you will be skulking about, but even then your Streetwise (based off Charisma) shouldn't be so much better than your Stealth (based off Dexterity), even if Stealth is untrained, to justify taking this. [b][COLOR=#ff0000]Nose for Trouble[/COLOR] (PHB 3)[/b] - Your initiative check will rarely lose to your Streetwise check. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]City Dweller[/COLOR] (PHB 3)[/b] - Once per day is too steep a limitation for this level of power. [b]Slow Pursuit (PHB 3)[/b] - Rather conditional, but creating difficult terrain can help mess with people. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff] Navigate Crowds[/COLOR] (PHB 3)[/b] - An excellent mobility power for you, this can get you right in the thick of things quickly, or it can set up a charge, depending on your needs. [/sblock] [Size=4][b][b]Recommended Non-Class Skills[/b][/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Acrobatics Powers[/b] [sblock] [Size=3][b]Level 2:[/b][/size] [COLOR=#0000ff]Agile Recovery[/COLOR] (PHB 3) - Forever changes standing up to a Minor Action. Pretty cool. [Size=3][b]Level 6:[/b][/size] [COLOR=#800080]Dodge Step[/COLOR] (PHB 3) - The trigger goes off too late for you to avoid a hit. Unimpressive. Graceful Maneuver (PHB 3) - A decent repositioning ability, though half your speed is not all that much. [COLOR=#800080]Perfect Balance[/COLOR] (PHB 3) - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Meh. [b][COLOR=#800080]Timely Dodge[/COLOR] (DSG)[/b] - It lets you get out of your opponent's way, but an ally might take the fall for you. I'd actually argue that you're better suited to take one to the chin than most of your allies. [COLOR=#0000ff]Tumbling Dodge[/COLOR] (PHB 3) - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice. [Size=3][b]Level 10:[/b][/size] [COLOR=#800080]Drop and Roll[/COLOR] (PHB 3) - How often does this really come up? Not enough to occupy a Utility slot in my experience. [b]Familiar Footing (DSG)[/b] - Difficult terrain protection for an encounter. Solid. Rapid Escape (PHB 3) - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up. [Size=3][b]Level 16:[/b][/size] Reflexive Dodge (PHB 3) - A solid DR ability, that comes with a shift attached. [/sblock] [b]Perception Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Far Sight[/COLOR] (PHB 3)[/b] - Most of you won't be attacking at Range enough for this to be truly useful, and some of the ones that will be get this on the house. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Foil Ambush[/COLOR] (DSG)[/b] - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh. [b]Guided Shot (PHB 3)[/b] - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough. [b][COLOR=#800080]Trapfinding [/COLOR](PHB 3)[/b] - Chances are you won't have Thievery. [b][COLOR=#800080]Warning of Peril[/COLOR] (PHB 3)[/b] - Your Passive Perception officially covers a huge area. A solid scouting aid outside of combat, though marginal in it. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Focused Sight (PHB 3)[/b] - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns. [b]Perfect Sight (PHB 3)[/b] - A touch of blindsight. It could be rather useful. [b]Spot Weakness (PHB 3)[/b] - A healthy damage buff for one attack per encounter. It can be neat. [b][COLOR=#ff0000]Uncanny Instincts[/COLOR] (PHB 3)[/b] - Your Perception shouldn't be higher than your initiative. [/sblock] [b]Stealth Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Elude Senses (DSG)[/b] - One turn of respite from the better ways to be found out can be nice, but not many Slayers truly depend on hiding. [b][COLOR=#800080]Obscured Avoidance[/COLOR] (PHB 3)[/b] - Conditional mark avoidance. Not all that great, considering you're likely going to want to mark the enemies that are capable of doing the same, so your allies have more freedom to operate. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Concealed Shift[/COLOR] (PHB 3)[/b] - Shift you when you’re missed if you have cover/concealment. Meh. [b]Immersed in Darkness (DSG)[/b] - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open. [b]Shrouding Gloom (PHB 3)[/b] - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Crowd Cover (PHB 3)[/b] - A pretty solid defensive power, this can result in +2 to all defenses against a target of a Ranged attack, and redirection if you make it miss. Ranged only is kind of conditional, but hey. [b]Persistent Tail (PHB 3)[/b] - A decent power to keep yourself out of sight. Great out-of-combat utility for this one. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Deepening Gloom[/COLOR] (PHB 3)[/b] - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit. [/sblock] [b]Thievery Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Fast Hands (PHB 3)[/b] - A miniature Quick-Draw Trick for anyone who’ll train in the skill. While you do get this for free as a feature, having more uses of it could conceivably be useful. [b][COLOR=#800080]Lock Tap[/COLOR] (PHB 3)[/b] - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway. [b][COLOR=#800080]Quick Palm[/COLOR] (PHB 3)[/b] - Again, action economy on a Thievery check, but for something you're more likely to need to do fast. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Hasty Retreat (PHB 3)[/b] - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like. [b]Quick Switch (PHB 3)[/b] - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice. [b][COLOR=#800080]Stolen Defense[/COLOR] (PHB 3)[/b] - This is Anticipate Maneuver... Leader edition. You could just flank, you know. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Disruptive Stunt[/COLOR] (PHB 3)[/b] - An attack debuff as part of an opportunity-free move action? Nice. [/sblock] [/QUOTE]
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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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