Occult Slayer... ideas and opinions please.

Rashak Mani

First Post
Thinking of making an occult slayer (Complete Warrior). I have high Wis and Str. Other stats are good... only two are 11 and 12.Tending towards starting as a cleric and slightly possible getting 2 lvls of melee types in order to get quicker acess to the Occult Slayer PrC.

Pre Requisites: Know Arcana 4, Spellcraft 3 BAB +5

So what do you think if the Occ.Slayer ? Good, bad or useless ?
Any suggestion of which clas fits in better ? Druid maybe ? Is it viable going pure melee type ?
Anyone ever used this PrC ?

Thanks
 

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Rashak Mani said:
Thinking of making an occult slayer (Complete Warrior). I have high Wis and Str. Other stats are good... only two are 11 and 12.Tending towards starting as a cleric and slightly possible getting 2 lvls of melee types in order to get quicker acess to the Occult Slayer PrC.

Pre Requisites: Know Arcana 4, Spellcraft 3 BAB +5

So what do you think if the Occ.Slayer ? Good, bad or useless ?
Any suggestion of which clas fits in better ? Druid maybe ? Is it viable going pure melee type ?
Anyone ever used this PrC ?

Thanks
It seems like a really good source of magical defense for a warrior type. Dipping into arcane spellcasters or even clerics in order to join it quicker seems like a bit of a waste - I'd try to do it with some sort of pure melee.
 

Saeviomagy said:
It seems like a really good source of magical defense for a warrior type. Dipping into arcane spellcasters or even clerics in order to join it quicker seems like a bit of a waste - I'd try to do it with some sort of pure melee.

The problem is spending those skill points getting cross class skills like Know.Arcana and Spellcraft. BTW going pure melee makes it faster if I could find the skill points. Maybe using the new ranger.
 

one of the pcs from my City if the spider queen game:

monk 2 fighter 4 ocult slayer 4

BAB/grab +9/+18; HP 97; Sv For +15, Ref +14, Will +15; Init +11; Spd 40 ft;

Str 20 Dex 24 Con 18 Int 12 Wis 18 Cha 8

Skills: hide +17, Climb +13, tumble +12, jump +20, Know(arcana) +5, sense motive +7, spellcraft +16

Feats: EWP(spiked chain), imp init, Wepon focus(spiked chain), weapon spec(spiked chain), mage slayer, power attack, Combat reflexes(b), imp grap (b), weapon finese.


AC: 26 (+7 dex, +5 monk, +3 armor, +1 deflection), FF 19, Touch 23.

atk: +2 adamantite spiked chain +19/+14 (2d4+11)
MW Composite str +5 long bow +17/+12 (1d8+5, crit x3)
Unarmed +16/+11 or +14/+14/+9 (1d6+5)

Class abilities: Flurry of blows(-2), unarmed strike (d6), evasion, Magic defence +2, weapon bond, vicious strike, mind over magic 2/day, nondetection cloak (CL 4), Auravision.

Equip: Gloves of dex +4, +2 adamantite spiked chain, headband of wis +2, belt of str +2, amulet of health +2, bracelets of armor +3, ring of prot +1, vest of res +2, boots of striding and spriting, cloak of elven kind. potions of fly x2, potion of haste, potion of cure serious wounds, 3x potion of cure light wounds.
 
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This build is for a dwarf. 32 point buy, but there is lots of room for variation.

Initial stats: Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 8
After racial Mods: Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 6

1. Ranger 1- FE, Track*, Weapon Focus: Light Mace
2. Fighter 1- Combat Reflexes*
3. Ranger 2- TWF*, Lightning Mace (style)
4. Fighter 2- Improved Initiative*
5. Ranger 3- Endurance*, +1 str
(skills: craft trapmaking 5 ranks, knowledge arcana 4 ranks (CC), knowledge dungeoneering 2 ranks, knowledge geography 8 ranks, move silently 2 ranks, spellcraft 3 ranks (CC), survival 2 ranks= 33 skill points out of 40 + 8 x int bonus)
6. Occult Slayer 1- magical defense +1, weapon bond, Blind Fight
7. Occult Slayer 2- vicious strike, mind over magic 1/day
8. Occult Slayer 3- auravision, magical defense +2, +1 Str
9. Occult Slayer 4- mind over magic 2/day, nondetection cloak, Improved Critical: Light Mace
10. Occult Slayer 5- blank thoughts, magical defense +3
11. Fighter 3
12. Fighter 4- Weapon Specialization: Light Mace*, Improved TWF (Dex 17), +1 Dex
13. Barbarian 1- fast movement, rage 1/day
14. Barbarian 2- uncanny dodge
15. Dark Hunter 1- improved stonecunning, Power Critical: Light Mace
16. Horizon Walker 1- underground (120 foot darkvision), +1 Str
17. Dark Hunter 2- enhanced darkvision (+30 feet)
18. Dark Hunter 3- sneak attack +1d6, General Feat
19. Horizon Walker 2- desert (no fatigue)
20. Horizon Walker 3- plains (+4 spot), +1 Str

The Occult Slayer's magical defense bonuses (against spells and spell-like abilities) synergize well with a dwarf's innate bonus. The +1d6 damage from weapon bond against creatures with spells or spell-like abilities helps against anything from dragons to demons.

Auravision is a free action, though only the presence of magical auras can be found, not their type. Vicious strike is useful if you have to guard a wizard- the readied action to attack does double damage if it succeeds. Nondetection cloak is not as powerful as it sounds- a caster who makes a level check DC 20 can overcome it. Blank thoughts, however, gives immunity to mind-affecting abilities, which is worth an incredible amount. It means, though, that the good will saves provided by the class are rendered irrelevant.

Probably the best ability is mind over magic. A spell turning effect that can be activated as a free action. It would be wise to invest heavily in spellcraft so that one uses it on a worthwhile spell. This can turn the tide of a battle in which magic is involved!

Skill choices early on in the build meet the pre-reqs for later classes. An incredible 150 foot darkvision is eventually achieved. Immunity to fatigue, a little sneak attack damage, improved speed (from barbarian)... nothing earth shattering in the final levels, but BAB is good, Fort saves are very good, weapon specialization is accessble, the character is immune to mind affecting effects, and can actually reflect some magical attacks.

The problem with builds that rely on Ranger bonus feats is that heavy armor can't be worn. And if you have TWF or archery effects, a shield is problematic (except possibly using Shield Bash). In this build the Ranger level "unlocks" the skills needed for the Horizon Walker (otherwise Knowledge: Geography would reach 8 ranks only at level 13), provides a favored enemy bonus and lots of skill points. Track is fairly small bonus. This build requires 11 cross-class skill ranks (4 knowledge geography, 4 knowledge arcana, 3 spellcraft), or 22 skill points. An intelligence of 12 is needed for a non-human to meet the requirements, even if Ranger levels are used to purchase the pre-req's for Occult Slayer.

The "Horizon Slayer"

1. Ranger 1- Track*, Improved Initiative
2. Fighter 1- Bonus Feat
3. Fighter 2- Bonus Feat, Endurance
4. Fighter 3
5. Fighter 4- Bonus Feat
6. Horizon Walker 1- desert (immune to fatigue), General Feat
7. Occult Slayer 1
8. Occult Slayer 2
9. Occult Slayer 3- General Feat
10. Occult Slayer 4
11. Occult Slayer 5
12+ Horizon Walker- General Feat

If your Dex is 16 (or higher), use mithral Full-Plate+2 and a shield +2 instead of having +3/+3. It is cheaper, and your skill checks and saves are better.
 

Hex Blade is definately the way to go for Occult Slayers as they get Arcane Resistance (Cha mod to saves vs. arcane spells) and Mettle (evasion but for Fort/Will), my PCs just faced off against 2 of them yesterday, mwuhahahah :)

Charles and Richard Ordune, male human Hex Blade 5/Occult Slayer 5: CR 10; Medium-size Humanoid (human); HD 5d10+5d8+20; hp 110; Init +5; Spd 40 ft; AC 21; Melee +14/+9 Greatsword (2d6+4 +1d6 elemental); AL LN; SV Fort +9, Ref +9, Will +9 (Increase by +8 vs. spells); Str 14, Dex 12, Con 14, Int 13, Wis 14, Cha 16.
Skills and Feats: Concentration +11, Diplomacy (Charles) +12, Intimidate (Richard) +12, Knowledge (Arcana) +12, Sense Motive +11, Spell craft +14; Double Team (+4 when flanking), Expertise, Improved Initiative, Lightning Reflexes, Weapon Focus (Greatsword).
Equipment: +1 Flaming (Charles) or Shocking (Richard) Greatsword, +2 Full Plate Armor, Cloak of Resistance +2.
Spells Known/Per Day (Expeditious Retreat, cast)
Hexblade Powers: Hexblade’s Curse 2/day (Free action within 60‘, -2 penalty to attack rolls/saves/ability-skill checks/weapon damage rolls for 1 hr. unless victim makes a save vs. DC 15), Arcane Resistance, Mettle, Summon Familiar (Weasel), Bonus Feat (useless).
Occult Slayer Powers: Magical Defense +3, Weapon Bond (+1d6 to spell casters), Vicious Strike (double damage if readied to disrupt spellcasting), Mind of Magic 2/day (Spell Turning as a 10th level spell caster), Auravision (Detect Magic as free action), Nondetection Cloak (Caster level 5), Blank Thoughts (immune to mind-affecting effects).
 
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Rashak Mani said:
City of the Spider Queen is a tough one... how well does your occult slayer fare ?


I realy don´t know, it is a replacement pc, his last one was killed by the vampire cleric... I remade all the NPCs of the adventure (to make them compatible with 3.5 and well all my players are min-maxers I as a DM can min-max too) But it look good, good AC good saves good attack, and the mage killer feat for the miniatures handbook.. I love it :-D
 

Consider the utility of an Archer OS..using Manyshot on the readied action to disrupt, you would be an excellent mage killer. If not, the spiked chain is great for the reach.

6 ranger, cross class into Kn: Arcana and Spellcraft, archery path, favored enemy Humans +4 and maybe Aberrations +2, or another humanoid race.
 

I like the Hex Blade idea. Not sure what level they get Mettle at, but taking that many levels and puting the rest into fighter could work pretty well.

I hadn't even considered Taren's idea of an archer, very nice. Does the class require melee weaponry? I can't remember.

A way to partially mimic this would be to get a Sword of Readiness from A&EG. It allows you to ready full attacks if you don't move more than 5' that turn. Not as useful if they move away as an archer's readied many shot would be, but still could be nice.
 

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