Mage Slayer or Phalanx Fighting?

Herzog

Adventurer
I'm currently slightly rebuilding a character, and the rebuild nets me one extra feat.

Disregarding other options, which of these two feats (Mage Slayer from complete arcane, Phalanx Fighting from complete warrior) would you take, given that I will probably NOT benefit from a second character with the feat?

[sblock]For those who do not know the feats:
mage slayer gives a +1 on will saves, and makes it impossible for spellcasters to cast defensively when threatened by you.
Phalanx Fighting gives you a +1 to AC, with an additional +2 AC and +1 on reflex saves if you stand next to someone else with the feat.[/sblock]
 

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Neither feat is particularly good. There's probably better ways to get the +1 ac, and in most situations the spellcaster is just going to 5' step anyway. Without knowing more about your character, I'd have to suggest you can probably do better with something else entirely.
 

A bit more info:

[sblock=stats]
Male Dwarf Master (Craftsman)2 Fighter2 Spellthief1 Ranger1 ; Medium Humanoid (Dwarf); HD (2d6)+(2d10)+(1d6)+(1d8)+24; hp 55; Init +4; Spd Walk 20 ft.; AC 10, touch 10, flat-footed 10, Base Atk +4; Grp +7; Atk: ; Full Atk: ; SA: Applied Craftmanship, +4 Dodge bonus to Armor Class against monsters of the giant type, +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, Favored Enemy (Dragon) (Ex), MasterCraftsman, Sneak Attack, Stability, Stonecunning, +2 racial bonus on Appraise and Craft checks that are related to stone or metal, Trapfinding, Wild Empathy (Ex), Steal Spell (Su) ~ up to level 1, max of 1 levels stored; SQ: Darkvision (60 ft.); AL: NG; SV Fort +9, Ref +2, Will +4; STR 16, DEX 10, CON 18, INT 8, WIS 12, CHA 13 . Skills and Feats: Appraise +1, Craft (Blacksmithing) +14, Craft (Carpentry) +6, Craft (Untrained) +1, Disable Device +8, Handle Animal +2, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +0, Open Lock +7, Search +4, Search (Notice unusual stonework) +6, Speak Language +1, Spellcraft +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Improved Shield Bash, Martial Weapon Proficiency, Nimble Fingers, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Craft (Blacksmithing)), Tower Shield Proficiency, Track, Weapon Focus (Axe (Throwing)).


NB: Master is from the War of the Lance sourcebook.
[/sblock]
[sblock=books]Allowed books are
Complete Arcane
Complete Divine
Complete Warrior
Complete Adventurer
Player Handbook
(and the Dragonlance books on special request, as evident by the Master Class from the War of the Lance book)
[/sblock]

I'm working towards TWF with Heavy Shield (going to pick up ranger 2->TWF and OTWF) and the Occult Slayer PrC.

I was attracted to Phalanx Fighting because it requires you to be fighting with a light weapon and heavy shield (which I will probably be doing, considering my light weapon focus and shield bash) and liked the idea of the extra AC.

I was thinking of picking up Mage Slayer to work towards Pierce Magical Protection. Although, since I would be taking OTWF at lvl 9, that would have to wait until lvl 12. Unless I completely drop the TWF thing and concentrate on Mage Slayer feats....
 
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Mage Slayer is a much better feat if you have a reach weapon -- that way, arcane casters won't get the choice to simply 5' step away from you and then cast defensively. My cohort has a natural 10' reach, 20' when using a MIC item 3x/day, and that usually shuts down a good amount of defensive casting when we need to do so.
 

Okay, I see a couple good options to pursue. To follow up on the weapon focus, I'd want quick-draw and brutal throw, plus the standard ranged weapon feats (point-blank, precise, rapid shot).

If you're going for a shield-bashing build, the shield charge tree looks like a good line to pursue (unfortunately you don't have the int for expertise and improved trip). Hurling charge is not from the approved books, but you might talk to your dm about letting you take it later-- it lets you attack with your thrown weapon as part of a charge attack.

Your next ranger level, you're going to have to decide whether to go for the throwing build or the two-weapon fighting shield-bashing build. The feat you take should directly improve the build you choose. Feats are precious at this point, and you should use them to increase your effectiveness in your primary fighting abilities.
 

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