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Val'Ross the explorer wrote:
Charger damage focus.
In that case :1) be small. So you can ride easy and all the time.
2) monstreous mount for a flyer of dip 4 into hunter for spider climb and reduce animals.
A large roc, with redice animal will have super str, hover and charging greatness.
i see very few choose a flyer animal , why ?
also, small Vs medium hunter ? undersized mount open some options BUT - it might look ridiculous ...
i think a hunter is a great melee non damaging class. focusing on debuff.
even as a small hunter - the to hit is good enough to add a combo of shaken, dirty tricks, dazzle and more effects.
so, a normal round would be :
Fear effects don't stack into the next stage unless the ability says it does.
isnt it the other way around?normally fear stacks.
read this from the core rules:
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.
normally fear is a pyramid. but - a lot of shaken effects are capped to shaken without progression.
on the hunter (skirmisher) trick Rattling Strike it doesn't say there is a cap...
Rattling Strike (Ex): wrote:
so, can i, the hunter, hit with enforcer (or cournogon smash ) , free action invoke shaken, then the animal use the trick and foe run away?
if so, lets progress even more - the hunter take 1 level of thug rogue.
not a bad combo...
Val'Ross the explorer wrote:
Charger damage focus vs super tank?What you like more?
i think you missed on MANY OPTIONS a cavalier has. it is one of the best melee class in the game, right after barbarians.
halfing order of the dragon, helpful build.
another option, take 2 feats of monstrous mount for a flyer.
only rangers i like more...
Lord Twitchiopolis wrote:
yap.is there any fire and animal ?
fire main, animal companion and replace the spell list of animal ?
It says "that have the ability to cast..." if not chisen you cant cast it...
Yoy cant- the feat allow to get fire ball spontaneous if it is on your spell list, without evet choosing it it isnt...
Wont the feather be one of the best, off domains?
3 options come to mind.
Whats the best spell list of domains ?
Just a Mort wrote:
1/2 - orc , i guess, can be a good caster with good charisma while still keeping con 14 and str 15-16. This will allow me to fight with pet while be a great buffer / debuffer. Let me try and build some optiona
Just a Mort wrote:
nice form!i do wonder, if Lunar what is better? melee and buffer \ debuffer Vs a pure caster.
pure caster is best as a elf or humans (as aasimars are banned in our game) .
if melee - than human or 1/2 orc, but than it's is a mad character . str+con+cha needed, with a LOT lower DC of spells so debuffs are also lower.
thanks for the reply.
the cleric seem great!
Sorcerer - indeed - a strong option. with improve share spells you and the animal will both be very protected while still effecting combat well.
as for oracle > i wonder....
first of all, as hunter you can have as level 2 spell - reduce animal - acting 2\hours \level.
the size alter the tactics a lot.
a large (huge?) mount - open reach and power of dual fighting but also attract a lot of enemy fire power - and at high levels it is risky.
i LOVE the following build:
if taken order of the sword - you get yourself a super str charger - even if mount is medium (after a spell).
if you want to be super tank, take order of the dragon, helpful halfling. your party will admire you.
i played a cleric healer with feather domain.
i love casters with a pet. so -
so, which of the builds above \ new builds you got in mind will be the "best" (most fun, powerful to play) ?
1) a feather domain + glory \ travel cleric?
Its a wonderfull character.
i just love hunter level 3. the ability to use team feats with the animal open, not a strong option - but a tactical and fun option.
now - i got a dilemma - where to head next?
5-20 levels of cavalier, order of the sword .
Cavalier will add Team feats to the whole party, the free feats will add some charging options on top of the team work. the smite will be a boss killer.
a barbarian will add free str to mount and rider. special actions like spell sunder that NO melee can do, dirty tricks and special effects.
Ranger will add Trapfinding, free feats and TON of skills. lower damage though.
hunter will make the animal companion as the main character - more team working and decent buffer.
so- where to proceed?
Home brew world, i can mix ANY 2 domains .
Fire add nice blasting. A missing area of clerics.
Healing add super heals.saves a lit of spells
Rage/combat can buff the ac well.
Or - try to go melee and not caster of i already took a big ally?
Another thought is sorcceror and not a cleric, better list of spells/fewer selection and survival.
is my damage supreme? ofc not. but i still can grab my +3 cold greatsword and do 180 damage.
i can grapple ANYTHING, with ease. and pin \ hog tie in 1 round .
all with AC of 6, but DR of 8.(16 once a round). i play smart and mostly win.
next level i am taking a level in ranger trapper - just for trapfinding - we got no rogue.
lastly - my lore warden X , maneuver master monk 2 was great fun to play. huge cmb, stacking effects and ran into shadows (eldritch heritage - shadow.)
i was thinking this : ranger with shield style.
it solves the big issue of mounted charge build on what to do when you cant charge.
I feel that this is usually enough for me to not have problems with larger mounts.
it will allow you to move with a mount. not charge with one.i find the up side of halfling on a medium mount well worth it.
the lower damage is just a tag less - but the movement options? wow.
Sorry, english isnt a mother's tounge.
how so ?there is no way to do maneuver at range...
although i read things otherwise - it matter little , as there is also animal soul chain to add a pet.
fighter is not there only for damage,
zen archer is amazing, in that they also have super saves, especially if dwarf is taken and will have enough feats to add non archery to the build.
Rangers are my favorites. full of feats but also a animal companion.
my only issue with archery is that it is a bit boring - you do so much damage there is no point in anything else.
That is why i love the animal companion aid ( lunar, nature or battle with heritage). I send in pet, while i buff us both with the team feat - than we switch.
A cleric of nature + (shadow, tactics,travel etc ) is also amazing with sacred summons, but... Battle oracle sure hold their own...
Another weird tanking idea is to hinder foe greatly. (Again working better as cleric but...)