Advice for a newbie Hunter


Advice


Hello everyone, I ask your advice to help me in the selection of feats and best suited equipment, if anyone can give me an example to build the kind of character I would do, I would be extremely grateful.
I read the class of Hunter in 'Advanced Class Guide and immediately drew my interest.
I would create a very wild Hunter, a fierce feral-style warrior very deadly.
I thought of a wolf as an animal companion and the greatsword as a weapon.
But I would like something closer to the animal world, there are weapons of bone that are not fragile, or claws to wear and use as weapons and armor of fur to represent the feral side of my character?
If possible I would like to avoid metal objects.
Any advice for a possible build, and maybe a few tricks of combat to perform with my animal companion?


You can get the bone shaped with some magic and hardened too. It will negate a lot of your worries down the road and keep your flavor.

Wolf is a great pet, for a ranger. As a hunter your list is far more open. There are many things you can choose from, are there others you would like?

I'd also suggest melee. Your pet will always be close by so you can really enjoy teamwork feats to their fullest.

Grand Lodge

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It sounds like you want a melee Hunter. Do you want to ride your Wolf, or fight alongside it? It's usually easier to ride your companion, because of the way a lot of the teamwork feats work (some want you to be adjacent, and some want you both to threaten.)

You really want to get the Pack Flanking feat for a melee Hunter. So I'd make sure you start with 13 Int and pick up Combat Expertise.

An early build for a human might look like:
Str 14+2=16
Dex 14
Con 12
Int 13
Wis 14
Cha 10

Feats
Human - Combat Expertise
1 - Combat Reflexes
Hunter 2 - Outflank
Hunter 3 - Pack Flanking
(At this point, you and your wolf are always flanking with each other, for +4 to hit.)
3 - Paired Opportunists
5 - Power Attack
Hunter 6 - Broken Wing Gambit
7 - Improved Trip
Hunter 9 - Tandem Trip
9 - Greater Trip
You can shuffle a lot of these feats around, if you're liking Trip, move Tandem Trip up maybe.

You want your companion to pick up Combat Reflexes as a feat. I like the Bodyguard archetype and either Bodyguard+ In Harm's Way, or Dodge+ Mobility+ Combat Patrol.

I don't have a good idea on primitive weapons. Because of Outflank, you'd really like a high crit weapon if possible, so a Falchion over a greatsword. I'm also a big fan of reach weapons, but those work less well with a wolf. A Fauchard plus one of the dinosaurs with reach (T-Rex!) really shines with the build above.


Cavall wrote:

You can get the bone shaped with some magic and hardened too. It will negate a lot of your worries down the road and keep your flavor.

Wolf is a great pet, for a ranger. As a hunter your list is far more open. There are many things you can choose from, are there others you would like?

I'd also suggest melee. Your pet will always be close by so you can really enjoy teamwork feats to their fullest.

I very like the idea of my character as a ferocious Tarzan/Mowgli lived with a pack of wolves and later became the alpha "wolf" of his animal companion, when the pack was killed.


ever thought of SHILLELAGH for the first couple levels anyway?


Thank you Markov for your build, gave me a clear vision of feats selections.
What about tricks for the Animal Companion, any advice?
Or spells worth to take for a Hunter?
Kefler yes I was thinking about that, but I prefer something slashing for flavor reason to emulate the attacks of my wolf.


I suggest looking at the feat "Animal Soul", it grants immunity to spells like Hold Person, Charm Person and more...

For your spellcasting, Magic Fang is good, Goodberry and Cure Light Wounds (being able to supply your own healing will win a lot of points w the party cleric).

Tricks:
Attack x 2
Flank

Those are essential.

Keep in mind that errata has been published regarding the Skirmisher tricks for hunters, so they are now limited uses per day.

I like "Rattling Strike" and "Surprise Shift".

Also keep in mind that bite attacks deal Slashing, Piercing AND Bludgeoning damage.


hunters are great BUT need to focus, as the non team feats are few.
1) what is the propose of the mount?
-- mount
-- bodyguard
-- Damage
-- debuffer (bull rush \ trip \ grapple)
2) do you melee? mounted combat? maneuvers?

wolves are great - as all cities will allow them in.
carry companion is a must spell.
undersized mount will allow more mounted options.


666bender wrote:

hunters are great BUT need to focus, as the non team feats are few.

1) what is the propose of the mount?
-- mount
-- bodyguard
-- Damage
-- debuffer (bull rush \ trip \ grapple)
2) do you melee? mounted combat? maneuvers?

wolves are great - as all cities will allow them in.
carry companion is a must spell.
undersized mount will allow more mounted options.

1) I think for the most part Damage and debuffer

2) Melee for the most part


Precise Strike is pretty nice for teamwork feats...
Get Improved Critical when you can, it stacks nicely with Outflank (assuming you have Combat Reflexes).


Precise strike i think would be better for an animal with many attacks like a Big Cat or a Velociraptor


xDemoquinx wrote:
Precise strike i think would be better for an animal with many attacks like a Big Cat or a Velociraptor

I consider it useful no matter what... the character will get multiple attacks, and that extra D6 can really add up.

YMMV.

Grand Lodge

You've got a LOT of good first level spell options. Consider grabbing some Pearls of Power and Pages of Spell Knowledge.
Lead Blades, Gravity Bow, Resist Energy, Heightened Awareness, Cure Light Wounds, Delay Poison, Longstrider, and Entangle are all solid choices. I'm sure I'm forgetting one or two more good onece. I'd think about getting wands of H. Awareness, CLW, and Longstrider instead of taking them as spells known, if you think wands will be readily available.

I like Vengeance Strike as a Skirmisher trick. It's probably not worth training more than one Skirmisher trick in the early levels, but the trip and shaken tricks both look nice.

In general, I'd take Attackx2, Heel, Defend, Stay, and a Skirmisher trick to start. You don't necessarily need the Maneuver(Trip) feat, since your buddy will automatically trip on an attack, but if you want him to trip without needing to hit with the bite, you might pick that up with a bonus trick at soem point.

You might bump the animals Int at 4th level, which will get you a few more tricks and open up all the feats. If you're taking the Bodyguard archetype, you'll have a good choice until at least 8th without needing to bump Int.

Grand Lodge

Read through THIS. I've laid out a template that I've used a couple different ways now and it's worked really well for me. You don't have to follow it exactly, but it spells out a lot of great choices that sound like what you're wanting to follow.


Any advice for feats for the animal companion apart the teamwork feats?

Grand Lodge

King In Red wrote:
Any advice for feats for the animal companion apart the teamwork feats?

Yeah, everything linked in my post ~_^.


King In Red wrote:
Any advice for feats for the animal companion apart the teamwork feats?

Lame as it may sound, I like Toughness a lot... and Dodge.

Do NOT give your animal companion Teamwork feats. He shares all yours anyway!

Improved Natural attack, when it qualifies...

Grand Lodge

Combat Reflexes + Bodyguard + In Harm's Way can give you a lot of extra staying power, particularly if you're mounted on the wolf. Also consider Shield Companion if you're going this route. Then you can absorb part of the hits against the wolf, and he can absorb some hits against you, preventing either of you from being focus fired down in melee.


just an idea for the wolf , since it is a one big attack animal.
1) improved natural attack (2d6 at lv 7)
2) evolved animal companion - improved natural attack (3d6)
3) strong jaw (6D6)

at level 9 that is 2 attacks at 6d6 plus 1.5 x str and power attack, plus 6d6 every time you provoke and a AOO (broken wing gambit )


a single attacker has a good bonus for penetration DR easy.
after level 9 you gain a free attack any how.

a 3+ attacker pet - will gain TON from precise strike. add amulet of lighting elemental and your tiger is now 5*(+2d6).... on a charge .

Grand Lodge

Kefler wrote:

just an idea for the wolf , since it is a one big attack animal.

1) improved natural attack (2d6 at lv 7)
2) evolved animal companion - improved natural attack (3d6)
3) strong jaw (6D6)

at level 9 that is 2 attacks at 6d6 plus 1.5 x str and power attack, plus 6d6 every time you provoke and a AOO (broken wing gambit )

A few things wrong with this...

1 and 2 don't stack as they're both size-increasing effects. You'll get 2d6 and a wasted feat--your 1d8 will go to a 2d6 and that's it. Strong Jaw is also a size-increasing effect--it goes up by two. That supercedes and includes your plus one size increase from either 1) or 2). Strong Jaw will turn your 1d8 -> 2d6 -> 3d6 and that's it.

Also, animal companions can't get Improved Natural Attack until lvl 8 as that's the first time they get a feat where they have enough BAB. When they get enough BAB at lvl 7 they don't get their next feat until lvl 8. That's moot if your GM allows you to retrain your Animal Companion, but if he's just growing organically, he can't get it that early.

666bender wrote:

a single attacker has a good bonus for penetration DR easy.

after level 9 you gain a free attack any how.

a 3+ attacker pet - will gain TON from precise strike. add amulet of lighting elemental and your tiger is now 5*(+2d6).... on a charge .

..what amulet?


Quote:

Advice for a newbie-hunter

Hello everyone, I ask your advice to help me in the selection of feats and best suited equipment, if anyone can give me an example to build the kind of character I would do, I would be extremely grateful.

Hunting newbies is really simple. Besides the general advices found in this part of the messageboard you do not need any special skills or feats.

/joke
Sorry, could not resist.


claudekennilol wrote:
Kefler wrote:

just an idea for the wolf , since it is a one big attack animal.

1) improved natural attack (2d6 at lv 7)
2) evolved animal companion - improved natural attack (3d6)
3) strong jaw (6D6)

at level 9 that is 2 attacks at 6d6 plus 1.5 x str and power attack, plus 6d6 every time you provoke and a AOO (broken wing gambit )

A few things wrong with this...

1 and 2 don't stack as they're both size-increasing effects. You'll get 2d6 and a wasted feat--your 1d8 will go to a 2d6 and that's it. Strong Jaw is also a size-increasing effect--it goes up by two. That supercedes and includes your plus one size increase from either 1) or 2). Strong Jaw will turn your 1d8 -> 2d6 -> 3d6 and that's it.

Also, animal companions can't get Improved Natural Attack until lvl 8 as that's the first time they get a feat where they have enough BAB. When they get enough BAB at lvl 7 they don't get their next feat until lvl 8. That's moot if your GM allows you to retrain your Animal Companion, but if he's just growing organically, he can't get it that early.

666bender wrote:

a single attacker has a good bonus for penetration DR easy.

after level 9 you gain a free attack any how.

a 3+ attacker pet - will gain TON from precise strike. add amulet of lighting elemental and your tiger is now 5*(+2d6).... on a charge .

..what amulet?

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical


If you are going for a wild type hunter you could take 1 level barbarian and a badger pet and

Amplified Rage (Teamwork)

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

or no levels barbarian , a badger pet and

Sympathetic Rage (Combat)
Seeing an ally rage fills you with your own fury.
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued.

Grand Lodge

Kefler wrote:

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical

Yes, you can find it HERE


claudekennilol wrote:
Kefler wrote:

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical

Yes, you can find it HERE

fairly new faq

well i guess you could do animal growth and strong jaw , or that dire collar item thing

Grand Lodge

Kefler wrote:
claudekennilol wrote:
Kefler wrote:

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical

Yes, you can find it HERE

fairly new faq

well i guess you could do animal growth and strong jaw , or that dire collar item thing

Yeah, those would work just fine (assuming you meant "animal growth + strong jaw" or "dire collar + strong jaw")


melee build + melee \ debuffer AC hassome options.

first : expertise + pack flanking is a MUST. you both need the to hits.
broken wing gambit = ultimate defense \ vengeance.

you need power attack and a reach weapon.

pet need to choose 1-2 of the following : grapple \ trip \ bull rush
trip = wolf
grapple = grab ability
bull rush = he push - you AOO

Grand Lodge

666bender wrote:

melee build + melee \ debuffer AC hassome options.

first : expertise + pack flanking is a MUST. you both need the to hits.
broken wing gambit = ultimate defense \ vengeance.

you need power attack and a reach weapon.

pet need to choose 1-2 of the following : grapple \ trip \ bull rush
trip = wolf
grapple = grab ability
bull rush = he push - you AOO

Wielding a reach weapon is going to negate Pack Flanking.


I have a question about this rule: "The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it"
what does it mean?
Is at a will?
I can change animal focus on my animal companion all the day (Situation A: a dark cave = animal focus bat on my companion ----> Situation B: attack of goblin = animal focus bull on my companion) or can change the animal focus x times depend on my hunter levels (2 levels of Hunter = 2 animal focus?).

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