Revised Hunter Discussion


Class Discussion

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Usual Suspect wrote:
Does anybody else think that Hunter is a little light on skill points? It has the full scope of skills from both the Druid and the Ranger, but no more skill points than a Druid. I feel like Hunter should have the skill points of a Ranger (6) in order to make use of a reasonable number of the skills available.

100% agree. Let's be clear on the comparison: "More Martial 3/4 Caster 3/4 BAB" is Inquisitor with 6 ranks/level.

Who can also do a pretty solid job emulating the Hunter with Animal Domain and appropriate Archetypes, while mopping up with Judgement/Bane.
Giving 6 ranks is just not that far out, and would be tossing this guy a bone.
Especially when the class could be expected to utilize Handle Animal alot, some more ranks would be nice.
(whether or not the Companion itself gets an exemption or special training bonus ala Cavalier,
the trope should plausibly be good at training/handling OTHER animals)


Quandary wrote:
Usual Suspect wrote:
Does anybody else think that Hunter is a little light on skill points? It has the full scope of skills from both the Druid and the Ranger, but no more skill points than a Druid. I feel like Hunter should have the skill points of a Ranger (6) in order to make use of a reasonable number of the skills available.

100% agree. Let's be clear on the comparison: "More Martial 3/4 Caster 3/4 BAB" is Inquisitor with 6 ranks/level.

Who can also do a pretty solid job emulating the Hunter with Animal Domain and appropriate Archetypes, while mopping up with Judgement/Bane.
Giving 6 ranks is just not that far out, and would be tossing this guy a bone.
Especially when the class could be expected to utilize Handle Animal alot, some more ranks would be nice.
(whether or not the Companion itself gets an exemption or special training bonus ala Cavalier,
the trope should plausibly be good at training/handling OTHER animals)

I think that the Hunter has been tossed enough bones.

Metal Armor Access
Full Martial Weapon Proficiency
Solid skill list
Self Buffs
Continuous buffs for his companion
Free Precise Strike for his companions opponent
Ranger Spells
Free Teamwork Feats
Free Teamwork Feats for the companion
3/4 Druid Casting
AND the most powerful animal companion in the game

That is a pretty big pile of bones in my opinion.


Except then you compare how USEFUL any of that is in comparison to other classes that can do a similar thing.

In comparison to the Ranger, it loses:

Full BaB
Prerequisite-less Feats
Favored Enemy
Favored Terrain
2 skills per level
Evasion

And gains:

Teamwork Feats (of dubious value)

A slightly more powerful Animal Companion (that the Ranger can duplicate with a single Feat...of which he has more useful ones than the Hunter)

Animal Focus (a collection of short duration buffs ranging from terrible to kinda okay sometimes. Granted, good for the AC.)

In comparison to the Druid, it loses:

3 levels of casting (HUGE downgrade)
Wild Shape (one of the best utility abilities in the game)
A number of barely useful miscellaneous features.

It gains:

Metal armor (neat, I guess. It can wear good armor SOONER at least.)

Yay?


@Weslocke: You previously wrote about the Hunter getting access to Ranger spells. Somebody already responded to you on that subject, stating that is not currently in the class as written, which is so far just cut down Druid casting with no special list (although that is one of the suggestions people have been making, and SKR seemed receptive to addressing). So why are you continuing with the same claim, ignoring people's response to your post?

To the topic of my post which you responded to, isn't ranks much more important than class skill list? A huge list is irrelevant if you don't have the ranks to use it. I'd rather shrink the list somewhat and have more ranks, to be honest, especially since gaining class skills is easy enough.


And how is the Hunter Companion the most powerful companion in the game?
I mean, that just really isn't true.
Paladin Companions simply rock out with INT, magical beast type, celestial template, teleportation and SR.
Elven, Aasimar, Ifrit, and Sylph (+?) Oracles can boost their effective Druid Level 50% with Favored Class Bonus.
Cavaliers get Expert Trainer, don't suffer Armor Penalty to Ride, and the Mount gets free Armor Training Feat.
Summoners of course get a very powerful, fully customizable/optimizable "Companion"/Eidolon.
Pack Lord Druids get bonuses to Handle Animal (and Empathy), can split their level into multiple companions,
and can use a Familiar-like Empathic link with (all) their Companion(s) (to scry, etc).

Shadow Lodge

I have to ask this; is there a reason that more Teamwork feats have been added? Hunter just don't seem to be the class that should be using Teamwork feats. I really think that they should be tossed from this class all together.


Just call it Beastmaster. Maybe Paizo will even re-name it that.


Usual Suspect wrote:
I have to ask this; is there a reason that more Teamwork feats have been added? Hunter just don't seem to be the class that should be using Teamwork feats. I really think that they should be tossed from this class all together.

It's teamwork with their pet, specifically, which is more or less the core idea behind the class. They can incidentally use that expertise to work with other party members that have teamwork feats.


Joyd wrote:
Usual Suspect wrote:
I have to ask this; is there a reason that more Teamwork feats have been added? Hunter just don't seem to be the class that should be using Teamwork feats. I really think that they should be tossed from this class all together.
It's teamwork with their pet, specifically, which is more or less the core idea behind the class. They can incidentally use that expertise to work with other party members that have teamwork feats.

It's a new class that has the ability to take and use teamwork feats without other players having to have them. Cavaliers can just give them to other people and Inquisitors can use them even if nobody else does. This is a third option for people who like teamwork feats but can't seem to convince other people to take them -- a problem I tend to have.


Dispari Scuro wrote:
Joyd wrote:
Usual Suspect wrote:
I have to ask this; is there a reason that more Teamwork feats have been added? Hunter just don't seem to be the class that should be using Teamwork feats. I really think that they should be tossed from this class all together.
It's teamwork with their pet, specifically, which is more or less the core idea behind the class. They can incidentally use that expertise to work with other party members that have teamwork feats.
It's a new class that has the ability to take and use teamwork feats without other players having to have them. Cavaliers can just give them to other people and Inquisitors can use them even if nobody else does. This is a third option for people who like teamwork feats but can't seem to convince other people to take them -- a problem I tend to have.

We just need an Arcane Spellcaster with teamwork feats as a class bonus and we will be set for a full party.

Designer, RPG Superstar Judge

I've removed another post and replies quoting it. Please follow the rules at Paizo.com, and do not try to get around moderation by staff.


Pathfinder Rulebook Subscriber

I don't see Handle Animal as something you'd need to keep maxed out all of your levels. Assuming you max Perception, Stealth, and Survival, you still have plenty of points to spill into Handle Animal, Knowledge (nature), Spellcraft, etc.


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Quandary wrote:

And how is the Hunter Companion the most powerful companion in the game?

I mean, that just really isn't true.
Paladin Companions simply rock out with INT, magical beast type, celestial template, teleportation and SR.
Elven, Aasimar, Ifrit, and Sylph (+?) Oracles can boost their effective Druid Level 50% with Favored Class Bonus.
Cavaliers get Expert Trainer, don't suffer Armor Penalty to Ride, and the Mount gets free Armor Training Feat.
Summoners of course get a very powerful, fully customizable/optimizable "Companion"/Eidolon.
Pack Lord Druids get bonuses to Handle Animal (and Empathy), can split their level into multiple companions,
and can use a Familiar-like Empathic link with (all) their Companion(s) (to scry, etc).

Interesting point on the Paladin. Perhaps our companion can be looked at in respect to that? Since it's a hunter's pet, I can't really see any template but advanced working, but that might be too strong. Perhaps smaller bonuses and skill bonuses? Like more skill points and survival being a class skill for our animals? Perhaps our animal companion could get bonus feats too? Or as someone suggested earlier, the animal companion could use the Hunter's class level in place of its BAB?

Sovereign Court

So let's take a look at the actual teamwork feats that are going to be used:

-Lookout, paired opportunist and Precise Strike are probably going to be the choice for the first teamwork feat.

-Broken Wing Gambit will probably be used by Melee Hunters, while its upgrade the wounded paw gambit from the playtest will be definitely use by ranged characters. Both feats require ranks in bluff and it isn't a class skill, guess it's something hunters will have to invest it and can't get before level 5 so their 2nd teamwork feat.

-Coordinated Charge requires two teamwork feats, bab 10 but you can as an immediate action charge as the same time as your ally. Which means that you can only select this teamwork feat permanently at level 15.

At least hunter get to shift their most recent teamwork feat at will so technically they can always be prepared for various situations. Still tho, 3 or 4 teamwork feats is more than enough in my opinion especially with the ability to shift the last one at will and replace the rest of the teamwork feat with some combat feats/styles feats would be great.


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If the Hunter's casting is degraded from the (also d8,3/4BAB) Druid,
and their melee prowess doesnt' match up to Rangers or even Inquisitors,
then clearly the Companion really does need to be a very strong feature...
In all but the Summoner the Companion is supposed to be a 2ndary or 3iary feature even when it relatively strong,
when it is THE primary class focus then it just has to be really good, period.
I think if this really is supposed to be a Pet centric Class, it should be on par with Summoner.
(and Summoner benefits from custom spell list early entry as I mentioned).

With fixing the spell list (with Summoner, Inquisitor, Bard as the default standard) and other changes mooted,
I don't think it's TOO far off, but I really think it does need more attention to be the hands-down pre-eminent Animal Companion class that is competitive as a package with other classes.
Without achieving that, the class really just doesn't have a reason to exist,
Inquisitors with Animal Domain and suitable Archetypes, Rangers (possibly w/ Boon Companion or Beastmaster Archetype), Nature Oracles (possible with Fav Class boost), and Druids themselves will just cover the trope better and more capably and more usefully to a party.


Eltacolibre wrote:

-Broken Wing Gambit will probably be used by Melee Hunters, while its upgrade the wounded paw gambit from the playtest will be definitely use by ranged characters. Both feats require ranks in bluff and it isn't a class skill, guess it's something hunters will have to invest it and can't get before level 5 so their 2nd teamwork feat.

-Coordinated Charge requires two teamwork feats, bab 10 but you can as an immediate action charge as the same time as your ally. Which means that you can only select this teamwork feat permanently at level 15.

Who cares if it's not a class skill? BWG doesn't even rely on a Bluff check, so your Skill Modifier doesn't even matter. Worst case, you can use your so-so Bluff Skill to Aid Another your allies' Bluffs.

re: Coordinated Charge, there is probably a good case for bypassing pre-req's or counting class level as full BAB for them, that sort of thing.


Sean K Reynolds wrote:
nategar05 wrote:
Sean, what do you think of some kind of mechanic to temporarily increase the effective Hunter level for determining his pet's abilities? It would certainly (AFAIK) be unique to the Hunter and would go a long way toward making them the undisputed masters of the pet combat classes.

I think that would be a really complex option; you'd basically need a separate stat block for the companion for when you use that ability. Especially as some of those changes would mean it gets extra feats, changes size, and so on.

That's actually why we changed the animal focus to always-on: if you wanted to, you could just set your companion to one focus and leave it at that.

What about using it in an archetype or as a Hunter only feat? That way it would be optional. It's really no more complicated than playing a Wildshaping Druid, a Summoner, a Conjurer, or any number of other classes with often changing stats.

For the experienced player it wouldn't be difficult to track. It would be a somewhat relatively simple way to greatly boost the AC's power.


KainPen wrote:

yes SKR said this was going to be a beast lord class,

But even the animal is still weak it needs to be upgraded a little more not much, give the animal bab +1 per hit dice. I don't care about the 1d10 hp tied to full bab, I think Devs need to get away from that concept that hit dice = what bab is.

Add an aspect of Greater Beast (granting advance or Giant Templet Animal companion as others have stated in the older thread.)

Also change the spell to bard casting as other suggested, with druid spell list. Even make it cast off Cha instead of wisdom. It would make sense that someone with a Strong personality to have a powerful animal following him. This why handle animal function off CHA instead of wisdom correct. Let his spells do the same if this is meant to be a beast lord class.

these things and the class will be fine. all other options and improved ment can come in the form of feats or new aspects.

That's yet another vote for spontaneous bard-like progression. Mr. Reynolds? Thoughts/comments?

The Hunter herself is also still far too weak of a combatant (needs a combat style or something, at least). I also think the incremental natural traps bonus I proposed is a really good flavor addition that doesn't add any balance issues, but fills in a lot of empty levels. :)

Also, sorry if I went overboard with the snark. I'm British, it comes naturally. :D


Quandary wrote:

@Weslocke: You previously wrote about the Hunter getting access to Ranger spells. Somebody already responded to you on that subject, stating that is not currently in the class as written, which is so far just cut down Druid casting with no special list (although that is one of the suggestions people have been making, and SKR seemed receptive to addressing). So why are you continuing with the same claim, ignoring people's response to your post?

To the topic of my post which you responded to, isn't ranks much more important than class skill list? A huge list is irrelevant if you don't have the ranks to use it. I'd rather shrink the list somewhat and have more ranks, to be honest, especially since gaining class skills is easy enough.

Sorry, Quandary. I missed the response to that post. I mistakenly believed that I read it had been added. My bad. And I apologize for accidentally mixing one incorrect bone in amongst so, so many other perfectly accurate ones. Jason Buhlman asked us for as much playtest data as quickly as possible, so I have been hurrying to perform as much playtest today as possible. If that haste means that I accidentally misread a post or two then so be it.

You are correct that skill ranks are important. Access is equally important, but a huge skill list is never irrelevant. It is the difference between more build options and less, no matter how many skill points the class may get. I would have no problem with the skill points being boosted if it lost a few skills or maybe got a more limited selection of martial weapon proficiencies or lost access to metal armor. I just feel that the class has been thrown enough bones. Possibly even too many.

The Paladins animal companion gets that Magical Beast type at 11th. After that it is no longer an animal. Companion, yes. Animal? Sorry, but no. Once it is immune to spells that affect animals it just is not an animal anymore. The summoners eidolon is, again, not an animal. Cavaliers do get expert trainer and their animals do get one free feat. The Hunters animal companion mirrors the effects of six free teamwork feats and one of those is changeable at will. The elf, aasimar, ifrit and sylph animal companions will simply never be able to attain that type of synergy with their masters. No matter how many favored class bonuses get dumped into them.

I have been playtesting a ranged hunter build this evening. That is why I took so long to respond. The ranged hunter (7th) in the test had no problem at all handling APL+2 encounters solo with much less effort than one would expect. It could quite easily achieve an opening attack total of +16 before activating its Deadly aim and Rapid Shot feats when working in concert with its animal companion. With deadly aim and str bonuses it could deal d8+d6+10 dmg per shot with its Composite (+4) Flaming Longbow +1. I will post on my experience in the playtest forum tomorrow.

It is more than capable as is. In fact, my playtesters are of the opinion that this class is already too capable.

This is just my two cents, but it is based on actual playtest, not just theory craft.


Weslocke wrote:

It is more than capable as is. In fact, my playtesters are of the opinion that this class is already too capable.

This is just my two cents, but it is based on actual playtest, not just theory craft.

Do you think the animal companion has had too many advantages put into it?


Weslocke wrote:
Sorry, Quandary. I missed the response to that post. I mistakenly believed that I read it had been added. My bad. And I apologize for accidentally mixing one incorrect bone in amongst so, so many other perfectly accurate ones. Jason Buhlman asked us for as much playtest data as quickly as possible, so I have been hurrying to perform as much playtest today as possible. If that haste means that I accidentally misread a post or two then so be it.

While playtest data is useful, I believe the preferred methodology is playtesting with the classes as they are in the packet. I'm not sure what methodology you were using to add ranger spells to the class when you playtested it (did you just combine the lists or something?), but if you're adding significant additional abilities to the class beyond what's written, that might give you unusual results in playtesting.


I definitely feel the class compares poorly to similar classes (summoner, druid, ranger, and inquisitor). Not to suggest that the summoner is a good baseline but the hunter should be noticeably better with it's pet than the other three classes and right now it gets marginal benefits at a comparably large expense (druid casting, wildshape, and other abilities; ranger BAB, hitdice, Combat style, and favored enemy/terrain)

Given it's a ranger alternate class more customization on what the hunter's combat role is would be nice. Perhaps something simple like melee, ranged, or spell based-- or even a delayed port of ranger combat styles. The issue with abilities being related to a single combat style limits character .

But the focus of the class seems to be one of a beast master (I'd vote for that as it's final name). If it is to be a beast master it should get a better animal companion than the druid or ranger. While the animal aspect bonus is nice, it won't compare to a summoner, or even a druid with the better spellcasting to buff it.

I'd suggest several options like:
+ Give the animal companion a small pool of evolution points for an extremely restricted list of eidolon evolutions: Improved damage, improved natural armor, skilled, ability increase, etc...

+ Allow the Hunter to spontaneously heal like a cleric, but only the animal companion. Alternatively, as suggested in this thread, grant the hunter the ability to lay-on hands with it's animal companion.

+ Grant an ability that automatically increases the animals intelligence so that the 1/4 level increase can be spent on combat stats.

+ Grant accelerated access to summon nature's ally so that the spell casting ends at level 9 (similar to the summoner).

Just some brainstorming on possible methods to scale the class up appropriately, patch some shortcomings, and prevent the class from becoming too shoehorned into a single style of play.

PS: anyone know if the ACG will come with archetypes? Many issues, especially shoehorned playstyle, can be addressed with archetypes.


Cambrian wrote:

I'd suggest several options like:

+ Give the animal companion a small pool of evolution points for an extremely restricted list of eidolon evolutions: Improved damage, improved natural armor, skilled, ability increase, etc...

The animal companion already has a built-in buff system. I think the focus should be on making the AC and the hunter fight on equal terms. The hunter should not be completely pooched if she fights alone. The idea should be that as a team, they really hit hard.

Cambrian wrote:
+ Allow the Hunter to spontaneously heal like a cleric, but only the animal companion. Alternatively, as suggested in this thread, grant the hunter the ability to lay-on hands with it's animal companion.

Just give them spontaneous casting period. Maybe she can use a healing spell on her pet 1/day for free or something.

Cambrian wrote:
+ Grant an ability that automatically increases the animals intelligence so that the 1/4 level increase can be spent on combat stats.

That...could be useful. Basically, the hunter's companion is just inherently smarter?

Cambrian wrote:
+ Grant accelerated access to summon nature's ally so that the spell casting ends at level 9 (similar to the summoner).

We've already got a summoner, and it's not part of this class, so let's not do that.


Cambrian wrote:
+ Give the animal companion a small pool of evolution points for an extremely restricted list of eidolon evolutions: Improved damage, improved natural armor, skilled, ability increase, etc...

The Summoner's eidolon is much more powerful than the animal companion, even with teamwork feats and the Paladin's holy mount is also stronger. Maybe just give them the advanced template and 3 Intelligence.

Cambrian wrote:

+ Allow the Hunter to spontaneously heal like a cleric, but only the animal companion. Alternatively, as suggested in this thread, grant the hunter the ability to lay-on hands with it's animal companion.

LadyWurm wrote:
Just give them spontaneous casting period. Maybe she can use a healing spell on her pet 1/day for free or something.

I like the idea of this being a spontaneous caster.

Cambrian wrote:
+ Grant an ability that automatically increases the animals intelligence so that the 1/4 level increase can be spent on combat stats.

This needs to be a thing.

Cambrian wrote:
+ Grant accelerated access to summon nature's ally so that the spell casting ends at level 9 (similar to the summoner).

The class's fluff isn't built around summoning animals. It's built around their animal companions, so let's strengthen that bond.

The Exchange

Usual Suspect wrote:
I have to ask this; is there a reason that more Teamwork feats have been added? Hunter just don't seem to be the class that should be using Teamwork feats. I really think that they should be tossed from this class all together.

I believe the whole point of this class is that it's a class that works in concert with its animal companion. Teamwork feats are central to the concept of the class.

Liberty's Edge

Haryn Nailo, Lv 10 Hunter & Troublesome (Revised ACG Playtest)

I've updated him to the revised information. He was created with npc level gear. If someone wanted him with pc level gear please let me know and I'll put out a new version of him. Happy testing with him all. :)


To me the shaman and hunter runs a major risk of that if the animal companion for hunter and familiar for shaman are killed/removed, suddenly they become very weak characters until such time the animal companion and familiar are restored, though for shaman it is very devastating due to the replacement cost, effectively rendering the character useless if unable to pay. Definitely some thought needs to be given to this issue for all classes that great dependency on animal companions, familiars or similar creatures.


ICPD wrote:
I like the idea of this being a spontaneous caster.

I've lost count at this point, but that's at least a dozen votes for spontaneous caster. It's combat-friendly and just makes more sense.

DarkOne the Drow wrote:
To me the shaman and hunter runs a major risk of that if the animal companion for hunter and familiar for shaman are killed/removed, suddenly they become very weak characters until such time the animal companion and familiar are restored, though for shaman it is very devastating due to the replacement cost, effectively rendering the character useless if unable to pay. Definitely some thought needs to be given to this issue for all classes that great dependency on animal companions, familiars or similar creatures.

This is definitely one of the big concerns of the hunter. Yes, they should be awesome when working with their pet, but not a total flop without it. Right now, it flops hard.


Weslocke wrote:

I have been playtesting a ranged hunter build this evening. That is why I took so long to respond. The ranged hunter (7th) in the test had no problem at all handling APL+2 encounters solo with much less effort than one would expect. It could quite easily achieve an opening attack total of +16 before activating its Deadly aim and Rapid Shot feats when working in concert with its animal companion. With deadly aim and str bonuses it could deal d8+d6+10 dmg per shot with its Composite (+4) Flaming Longbow +1. I will post on my experience in the playtest forum tomorrow.

It is more than capable as is. In fact, my playtesters are of the opinion that this class is already too capable.

Again I ask, could you present your build as you playtested it for reference purposes, please? I am having a hard time trying to figure out how a level 7 hunter with a BAB of +5 can get a +16 attack bonus BEFORE applying Deadly Aim and Rapid Shot. Likewise, I only see d8 (arrow) + d6 (fire) +9 (Str +4, Deadly Aim +4, bow +1) to damage, so where's the extra +1 coming from? Not criticizing, mind you; I just want to see what the build looks like to better understand why you feel the class is already "too capable", as it seems the majority of posters, myself included, have found it to be a pretty weak combatant.


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Pathfinder Rulebook Subscriber

The druid list grants magic fang and greater magic fang, which boost the animal companion, with the idea that the animal companion may be doing most of the attacking, and the druid will be in wildshape.

Hunter is supposed to share in the attacking and has no wildshape. What does Hunter get?


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RJGrady wrote:

The druid list grants magic fang and greater magic fang, which boost the animal companion, with the idea that the animal companion may be doing most of the attacking, and the druid will be in wildshape.

Hunter is supposed to share in the attacking and has no wildshape. What does Hunter get?

Currently? Um...nothing. :D


drakkonflye wrote:
Weslocke wrote:

I have been playtesting a ranged hunter build this evening. That is why I took so long to respond. The ranged hunter (7th) in the test had no problem at all handling APL+2 encounters solo with much less effort than one would expect. It could quite easily achieve an opening attack total of +16 before activating its Deadly aim and Rapid Shot feats when working in concert with its animal companion. With deadly aim and str bonuses it could deal d8+d6+10 dmg per shot with its Composite (+4) Flaming Longbow +1. I will post on my experience in the playtest forum tomorrow.

It is more than capable as is. In fact, my playtesters are of the opinion that this class is already too capable.

Again I ask, could you present your build as you playtested it for reference purposes, please? I am having a hard time trying to figure out how a level 7 hunter with a BAB of +5 can get a +16 attack bonus BEFORE applying Deadly Aim and Rapid Shot. Likewise, I only see d8 (arrow) + d6 (fire) +9 (Str +4, Deadly Aim +4, bow +1) to damage, so where's the extra +1 coming from? Not criticizing, mind you; I just want to see what the build looks like to better understand why you feel the class is already "too capable", as it seems the majority of posters, myself included, have found it to be a pretty weak combatant.

Point Blank Shot, most likely.

As for attack bonus, my rough attempt at reverse engineering: BAB +5, +6 Dex, PBS +1, Distracting Charge +2, Coordinated Shot +1, Bow +1. Total is +16. You can get the same on subsequent rounds with Enfilading Fire, assuming you've got another melee in your party.


Pathfinder Adventure Path, Rulebook Subscriber

This class had my greatest interest when the ACG was announced and I really want it to succeed. I am still hesitant to go this route over Mad Dog barbarian or Ranger with Boon Companion, but I am beginning to be swayed by the changes.

I like what others have said about letting Hunter level count as BAB for qualifying for combat feats. Getting the feats late in the game is holding the Hunter back a bit.

What about creating a fighting style, call it something like Companion Style or Team Style, and grant it as you would a Ranger's combat style with bonus feats at the same or reduced rate. You could create new feats to compliment the coordinated fighting style or have existing teamwork, archery, or melee feats in the list.


Cambrian wrote:


+ Allow the Hunter to spontaneously heal like a cleric, but only the animal companion. Alternatively, as suggested in this thread, grant the hunter the ability to lay-on hands with it's animal companion.

I like this idea. Lay-on hands for Companion only is cool.


Revised Hunter is nice, but a bit more!

-For class image, Nature sense, Trackless step, and Favored terrain are suitable.

-For Enfilading Fire and so on, Precise companion and Hunter tactics may apply to Hunter's summoned nature ally, too.

-More Animal focus variety please. At least for skills that Animal companion can have ranks.
e.g. Cat(Acrobatics), Newt(Escape artist), Crane(Fly), Lion(Intimidate), Rodent(Survival) and Frog(Swim only;for simplification).
And Will Save enhancing Focus is cool (Vermin or Dinosaur <-Animal Lord in Bestiary 3) .

-I suggest Hunter gains some bonus on Handle Animal check against Companion while using Animal Focus.

The Exchange

RJGrady wrote:

The druid list grants magic fang and greater magic fang, which boost the animal companion, with the idea that the animal companion may be doing most of the attacking, and the druid will be in wildshape.

Hunter is supposed to share in the attacking and has no wildshape. What does Hunter get?

Any of a myriad of the boosts from the animal focus ability, free teamwork feats, and an animal companion that shares the free teamwork feats so that you don't have to try to convince your friends to make characters who have tw feats, too, just to be able to use yours? I personally love this class.


Hunter should gain the following.

Add Ranger spells ,Beastshape, Plantshape, and Elementalbody to her spelllist.

At 1st level, +2 bonus on Handle animal check
At 11th level, Add Advanced or Giant template to Companion
At 15th level, Third Animal Focus
At 20th level, some astonishing change of companion. e.g. fey template

Designer, RPG Superstar Judge

The hunter is not a shapeshifting class. It might gain that ability from spells, but it is not intended as a class that automatically gets shapeshifting.


teribithia9 wrote:
RJGrady wrote:
...Hunter is supposed to share in the attacking and has no wildshape. What does Hunter get?
Any of a myriad of the boosts from the animal focus ability, free teamwork feats, and an animal companion that shares the free teamwork feats so that you don't have to try to convince your friends to make characters who have tw feats, too, just to be able to use yours? I personally love this class.

The issue is numerically it is hard to see how the hunter can keep up.

Teamwork feats are really awesome and thematic, but the benefits are relatively small. Compared to the Druid who has an animal companion that is essentially equal in competence the Teamwork Feats, medium armor, and Animal Focus has to compete with Wildshape and better spellcasting.

Compared to the Ranger the Hunter has better spellcasting, Animal Focus, and Teamwork Feats. However the Ranger will have better HP, a full BAB, more feats (requirements dropped on some, earlier access on others), and the benefit of favored enemy.

Even if you assume that the numbers will compare (doubtful) the hunter will still have an Achilles-heel; if he loses his animal companion he has essentially lost his teamwork feats until he can get a new one-- that's a big issue considering animal companions are not the most durable creatures.

It's not a lack of love for this class (concept) that has some of us criticizing the current build-- quite the opposite. The teamwork feats are certainly core to the class and something I don't want to see dropped; but they are not doing enough to carry the class currently.


Or rather, the issue is, a Druid/Ranger/Inquisitor/etc can just buy the Teamwork feats normally if they wish
(Inquisitors only need to buy the Companion's to match Solo Tactics only if they want fully symmetry when personal usage via ST doesn't suffice)
putting them one Feat down (although Ranger Style Feats counters that, and can bypass pre-reqs to boot)
but the rest of their class features work together way better, more than enough to counter the Hunter's freed up Feats + remaining features.
Druid: Full Casting + Wildshape + Other (largely shared by Hunter)
Ranger: Weaker Casting + Full BAB + Combat Style (Prereq Bypass) + Favored Terrain (or Archetypes e.g. Tricks) + Other (largely shared by Hunter)
Inquisitor: 3/4 Casting but with custom spell list + 3/4 BAB but with Judgements and Bane + Other (different flavor from Hunter though Archetypes can change more towards Stealth and reduced MAD)
Cleric: Animal Domain + Boon Companion + War Domain with free spontaneous Feat or any other Domain could be pretty great
Summoner: Animal skinned Eidolon, better spells, you're golden...
Nature Oracle, Paladin, etc...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Quandary wrote:
Paladin Companions simply rock out with INT, magical beast type, celestial template, teleportation and SR.

And the companion is getting teleportation how? Remember that the paladin companions DO NOT change hit dice. they are only treated as magical beasts for how they are affected. They only gain the simple celestial template which gives them SR, darkvision, energy reistance, and one smite at 11th level.

Prior to that they are just standard animal companions. Where as the Hunter has the exact same only with a greater choice of companions, and a unique animal buff which gets doubled at 10th.


LazarX wrote:
Quandary wrote:
Paladin Companions simply rock out with INT, magical beast type, celestial template, teleportation and SR.

And the companion is getting teleportation how? Remember that the paladin companions DO NOT change hit dice. they are only treated as magical beasts for how they are affected. They only gain the simple celestial template which gives them SR, darkvision, energy reistance, and one smite at 11th level.

Prior to that they are just standard animal companions. Where as the Hunter has the exact same only with a greater choice of companions, and a unique animal buff which gets doubled at 10th.

Not teleportation per se, but you can "call" it to you from anywhere and it will appear. That's a boon that the Druid/Hunter pet doesn't get.


Thank you. ;-)

I was aware of the nuance while writing that, but as a one word reference,
"calling" did not feel as comprehensible/tangible as simply "teleportation",
which seemed sufficient to communicate the topic to anybody passingly familiar with Paladin Mounts.


Will the Handle Animal skill be updated so that Hunters can Handle as a free action and Push as a move action, the way Druids and Rangers can?

Designer, RPG Superstar Judge

Ron Feldman wrote:
Will the Handle Animal skill be updated so that Hunters can Handle as a free action and Push as a move action, the way Druids and Rangers can?

That's actually a feature of the animal companion ability (link, share spells, etc., all automatically happen at the appropriate druid-equivalent level), so it doesn't need to be stated in the hunter class (for example, the ranger class doesn't call out those abilities, it just points at the druid class). I'll make sure the hunter class uses the ranger class text for proper pointing, which says:

"This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3."

(Except the hunter isn't at –3, of course.)

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