Mogmurch

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Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I think optimizers/anyone interested in efficiency love familiars, so getting a full BAB, d10 hit die class that gets a familiar no fuss is quite exciting. The sharing of combat feats makes it an even more resource efficient class, made all the better by Pathfinder's extensive teamwork options. Lemeres was right to point out dirty trick tactics, as they get really busted with a familiar to tag team. I'd also look at the ability to form an attack of opportunity duo like the hunter can by sharing the teamwork feats paired opportunist and broken wing gambit. This will allow either of you to draw in an attack to win 2 AoO's thanks to paired opportunist awarding one of you an AoO when the other one gets one against a target you both threaten. I think reach AoO tactics is one of the best, if not the best melee styles to build around, so having a readymade partner to achieve them with is just fantastic. In this way, the familiar becomes like extra reach, expanding the area with which you threaten AoO's, and widening your defensive capabilities to protect squishier PC's.

I would also make sure to max out UMD so that your familiar can wield wands effectively and buff you. That's action economy many martial classes dream about. Action economy is probably the biggest draw to the whole archetype to begin with. Optimizers are nuts about it.

Oh and definitely go for Improved Familiar. Whether you want a combat buddy or a skill-monkey/wand guy it's perfect and adds a lot of power to an already great class feature.


I don't think so. It's a pretty dumb restriction. There really should be a feat or an archetype at least that allows it.

Evolved Companion is a feat that gives a 1 point evolution to your companion if you can manage the 13 charisma. I like that it's permanent, but the builds are already pretty feat heavy.


Yeah bender I just found that today too... made me fizz a little. I'm sure this is old stuff to guys used to theorycrafting supermount builds but I really like where this is going with the AoO aspect and a much tankier companion. Primal Companion Hunter keeps popping up to the front of my mind since it is such an easy way to pimp out the companion. I'm pretty sure everything to do with the summoner was a major design misstep, but if you can get it to fly it offers so much more than the aspects and that was already a good class feature.

Aemesh I'm jealous I've always loved the Mammoth Rider but it's never been practical for me. Have fun!

As for the MF 12/ Hunter 8 build, Furious Guardian is the prestige class I was looking for earlier. It could be used as a one or two level dip. The second level gives a +5 bonus to save against attacking his ally if he managed to fail a save against a compulsion spell. This seems a bit less relevant for a PC since the dm could just choose a different target of attack, but it's perfect for your big bad orc NPC. I'm not quite sure how to work the prc in, but the only requirements are skills and BAB i'm pretty sure so it can definitely weasel its way in while still hitting come and get me at level 15.

I'm in love with browsing for animal companions rights now. The anklyosaurus is giving the stegasaurus a real run for its money as my favorite controller companion. The stun ability happens on every hit, it isn't some standard or full action attack and threatens to daze the target for one round. This plus broken wing gambit means a hunter could be doing the come and get me shtick by level 7.


A war bull would be an awesome companion, but I think it's a little worse mechanically than a lot of the other charger companions. I'm looking at triceratops and rhinoceros right now because I think powerful charge>trample. I stumbled upon a rage power, Boar's Charge, that allows a level 12 Barbarian to automatically critical their gore attack on a charge. This would come online by the time the build has greater ferocious companion, so you could have a rhino or tops mount that always criticals on their powerful charge. It's much less focused on the reach/combat reflexes side of things unless you go for Primal Companion Hunter and use an evolution point to give the gore reach. That's not a bad idea really, as a the three early levels would get you reach on the gore, an increased damage die, and a set of claws to hit things that get too close.

Personally I think the cavalier is a weaker version of the hunter for what you want. Hunter provides constant teamwork feat sharing as opposed to numbers/day that need an activation time. The Hunter spells are far superior for debuffing/buffing (lead blades and entangle at level 1 are greater than most of what the cavalier has to offer) and the hunter gets a buttload of free feats since each teamwork feat counts twice.

If you want a character that has that kind of feel with challenge-eque things I would suggest a ranger/hunter build. You can use the first level spell, hunter's howl (that you would get much quicker because of how the hunter spell list works) to make any enemy in the radius a favored enemy and scare those that are already enemies. This can have a much greater potential swing of buffing/debuffing than the one on one action that the cavalier provides. Add in rapid shot and two levels of ranger seems like an awesome way to make a switch hitter that's still capable of these crazy AoO shenanigans.


the Boon companion feat at level three makes up for the four levels of mounted fury not accounted for by its mount ability. Beast Rider even gives two more "free levels" of non companion progression classes if desired. I can't remember the name of it, but there is a rage and teamwork themed prestige class that could fit in well as a two level dip, but since that wouldn't be until after level 15 I didn't really bother with it. I tried to make the build I posted as functional as possible from level one onwards since most play starts low level and doesn't get past the mid levels.

My problem with Mammoth Rider is that a permanently huge companion can be a real problem of logistics if you're not playing in a campaign with constant open spaces. Not having half of your teamwork centric character be able to enter most dungeons/buildings is going to be so frustrating.

As for the build I'm thinking that full blooded Orc might be even more optimal. With bull aspect and rage a level three Mounted Fury/ Hunter could easily have a 26 strength: 16(base)+4(Orc)+4(Rage)+2(Bull Aspect)=26

That's a +12 to damage on those reach attacks at level 3!


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I would think about forgoing the tentacle and simply roleplaying long arms as very bendy and slim with multiple joints or something of the sort. The natural attack cap gets filled up pretty quickly as cnetarian mentioned.

Other than that it's really not hard to optimize a synthesist. Just role with a half-elf for the favored class bonus and pick up a couple of extra evolution feats if you want and you can make something scary powerful.

claws+grab+rake is an awesome way to stack damage for sure. If you're not super attached to the biped form then the serpentine form can add some more fun to this with constrict and the final embrace feat tree. This really busts grappling open if you want to look for ways to push your damage potential without falling back on pounce builds. If you want to make swallow hole a major part of the build at level nine I would consider getting the pull evolution on whatever attack you've given reach. You can get this effect by taking a five foot step after your reach attack but I really like the flavor it adds to the visual of a big mouthed monster pulling things closer and gobbling them up.

Synthesist 20 is probably your best bet, but consider a one level dip of monk. Improved Unarmed Strike can be made very potent with the feat monastic legacy, a monk's robe and the size increases of the eidolon. The free feat helps if you want to focus on grappling, or any other combat manuever really. What I like the most from the dip is the AC bonus. You're not armored when you put on your eidolon suit anyways, so it stays relevant. Because you get all of your eidolon's physical stats you're free to make your wisdom and charisma as high as possible. There's definitely roleplaying potential there as well with a young monk expelled from his studies because of his newfound link to some horrible beast.


I'm not sure if I like the feat progressions on those builds. Broken Wing Gambit and Paired Opportunist end up dead feats for one of the two for a couple levels on either build. I'm gonna keep harping the use of hunter, since it gets Broken Wing Gambit (the heart of the tactics really) online the fastest.

Here's a revised build for a Half-Orc Mounted Fury/Hunter with a Stegasaurus companion. At large size the steg has 10 foot reach and a 2d8(awesome for size modifiers+vital strike) attack that can trip on hit. This is perfect for the tactics desired. Consider Primal Companion Hunter for this, that archetype is just dirty

Level 1: Mounted Fury 1: Combat Reflexes
Level 2: Mounted Fury 2: RP-Lesser Beast Totem
Level 3: Hunter 1: Boon Companion
Level 4: Hunter 2: Outflank
Level 5: Hunter 3: Paired Opportunist, Broken Wing Gambit
Level 6: Mounted Fury 3:
Level 7: Mounted Fury 4: Beast Rider, RP-Ferocious Mount
Level 8: Mounted Fury 5:
Level 9: Mounted Fury 6: Power Attack, RP-Beast Totem
Level 10: Mounted Fury 7:
Level 11: Mounted Fury 8: Lunge, RP- Greater Ferocious Companion
Level 12: Mounted Fury 9:
Level 13: Mounted Fury 10: RP-Greater Beast Totem, Open Feat
Level 14: Mounted Fury 11:
Level 15: Mounted Fury 12: RP-Come and Get Me, Open Feat (If you haven't picked it up yet get dazing assault here)

For levels one and two just use a horse, but then the Hunter companion comes online. I went with ferocious companion over mount since they are functionally the same while mounted but the companion version offers greater versatility. You're not going to be able to be mounted all of the time...

Power Attack at level 9 just seems wrong for a Barbarian but I'm thinking that the addition of a big steg smacking things and all of the AoO shenanigans that follow would make up for DPR.

This build seems like a serious nightmare. Once the greater versions of the beast totem and ferocious mount kick in you're playing two reach beasts with pounce and scary full attack sequences. And then the fun actually begins once the opponent tries to do anything about it. Just brutal.


If you go with hunter at level three or something, then the companion comes from that and I'm pretty sure the hunter can get a steg, or something else crazy, but I could be wrong. Whether or not the Mounted Fury's ability then stacks with hunter levels I have no idea.


A Stegasaurus seems like a great mount for this build with its trip attack, reach and surprising dexterity for AoOs.

Just a Mort is right, it's all in fitting in the feats with this build so I'd probably go human. I was thinking it would be really nice to be able to share the teamwork feats with your companion, since I'm pretty sure that's the only way you could really go ham and stack come and get me with broken wing gambit. Hunter 3 does it and gets a free outflank on the way. Do the levels for the companions stack? If so Mounted Fury 12/Hunter 8 seems like an awesome way to go.

How attached are you to Come and Get Me? As I see it Broken Wing Gambit does much of the same thing when you build with teamwork in mind and it has the advantage of coming as soon as level 5. If you want to play this combat style as close to advertised from the beginning I'd think about going for Broken Wing Gambit first and letting Come and Get Me come in a little later than a straight 12 barb.

Maybe something like this for a feat and class level progression

Human Mounted Fury 12/ Hunter 8
Level 1: Mounted Fury 1- Power Attack, Combat Reflexes
Level 2: Mounted Fury 2
Level 3: Hunter 1 - Boon Companion
Level 4: Hunter 2 - Outflank
Level 5: Hunter 3 - Broken Wing Gambit, Paired Opportunist

From here I'd go with Mounted Fury until Come and Get Me at level 15, unless 2nd level Hunter spells seem more important.


If your plan is to focus on bombs I would definitely use the Grenadier Archetype. Gives you free Precise Bombs, which is a necessity for a bomber, and you can use your martial weapon proficiency for the longbow.

Also I'm pretty sure deadly aim does work with bombs, I'd check with your GM, but that will make both options a lot deadlier.


Yeah I would go for the Bolt Ace archetype like Kudaku mentions. Level five gets you dex to damage and a free feat at level four helps the build along. After that the build would be super open depending on what abilities you want to add to the crossbow shell. I could see Slayer, Rogue, and Fighter working really well.

You have it right choosing human, you really need the extra feat to fuel crossbows. I'd go with this as the first five levels:

1. Bolt Ace 1: Point-Blank Shot, Precise Shot
2. Bolt Ace 2:
3. Bolt Ace 3: Rapid Reload
4. Bolt Ace 4: Rapid Shot
5. Bolt Ace 5: Crossbow Mastery
.........................
6. Fighter 1: Deadly Aim/Clustered Shot
7. Fighter 2: Weapon Focus(Heavy Crossbow), Snapshot
8. Fighter 3:
9. Fighter 4: Improved Snapshot, Combat Reflexes

Obviously not a double crossbow fighter, but I'm not convinced making the build require yet another feat is the best road to go down. A heavy crossbow should do just fine in terms of damage, but I get it if it's the flavor you're after. I really like what fighter gives to the power of the build, but it probably makes for the most focused archer type with the fewest alternate abilities.

Hunter+Boon Companion would be another interesting option. It would fit nicely after that four level fighter skeleton and give you a big angry friend to protect you while you shoot.

Edit: Actually, a straight hunter could be great at this too since you can get Precise shot as a bonus on your second level. It would reach the core feats (what your fighter skeleton has) at the same speed as the bolt ace build above if using human. Then you get all of the teamwork feats+companion awesomeness, some decent spellcasting, and the ability to have a great mount. I think i might prefer this route since it offers a lot of play beyond fullround crossbow attacks


What about the gunslinger archetype that uses crossbows for a quieter approach? I can't remember the name but fifth level gets dex to damage and then you can go into shadowdancer at 6th. The character would be pretty SAD, but very feat heavy.


I really like one level of fighter for melee clerics. For one level of spellcasting you get heavy armor, any relevant weapon(probably the least relevant since their are so many ways around it), and a feat. If spellcasting isn't as much of a focus, which it seems like it won't be, then that seems like a great trade to me.

Three build styles really jump out to me that would fulfill what you want to be doing. The first is a reach cleric that uses trip tactics and buff spells to defend, the second is the sword and board cleric Vashti outlined and the third is a negative energy channeler. The last one could be a much more focused spellcaster. Just grab the biggest shield you can and spread decent AoE damage with your channels. Any of those can dedicate a good amount of their spells to healing spells.

You could also just focus on summoning with the summoning feat line. Summon a monster to help hold the front line while you heal/buff people or sword and board it.

clerics have a lot going for them.

One of my favorite five level builds I've theory'd so far is a reach cleric. I'm considering him for an upcoming campaign actually. He's made for a three person team where being self sufficient and bulky are the top priorities. I'm more than a bit biased towards trip builds, but maybe this will help fuel ideas.

Human Fighter 1/ Cleric 4
Domains: Feather(Animal), Growth(Plant)

Level 1: Fighter 1-Combat Reflexes, Combat Expertise, Improved Trip

Level 2: Cleric 1-Swift Action Enlarge from Growth Domain

Level 3: Cleric 2-Power Attack/Combat Casting

Level 4: Cleric 3-

Level 5: Cleric 4-Animal Companion from Feather Domain, Boon Companion

This post is already pretty long so I won't go into the fluff. The nuts and bolts of the build are a skilled polearm fighter that uses his nature based powers to fuel his combat and his companion's combat. First level you're just a MAD fighter with good AC and nice defensive capabilities from reach+trip. Second level the cleric madness begins with enlarge as a class spell and a swift action enlarge 3+ times a day. Fifth level I have this guy getting a full powered Axe Beak companion through the Feather Domain and Boon companion feat to form a deadly tripping duo. The feather domain also gives flight spells which are great for overcoming flying opponents immune to trips and just well, flying.

The Growth domain seems extremely powerful for any melee cleric, but neither is by any means a necessity. A bunch of other domains offer awesome tools for a melee cleric and choosing them is a great way to focus a cleric down to what it wants to do best.


Agreed on the use of the Grenadier archetype. Unless you really want to use poisons as well, getting precise bombs for free is very worth it. alchemical weapon is awesome if you have a hybridization funnel. When it becomes a swift action it can be pretty relevant.


Oh wow yeah I probably should have mentioned that the focus of the build is no longer around TWF with a net and trident. Since the net feats don't call for a trident to work I decided to focus on how net adept makes the net a perfect tool for delivering magus touch spells. The offhand is kept free for spellstrike and spell combat, while quickdraw makes up for the lack of TWF by letting the build switch effortlessly to melee combat when it's called for.


I've always liked the idea of net and trident fighters. After toying with some fighter builds I really fell in love with what the Magus could bring to using a net. The hope is that the addition of all of the Magus' magical tricks would keep a net user viable in a variety of situations across levels.

First, the build with relevant feats

Half-Elf Magus 16/ Fighter(Lorewarden) 4

1. Magus 1. Net Adept, EWP:Net(Ancestral Arms)
2. Magus 2.
3. Magus 3. Quickdraw
4. Magus 4.
5. Fighter 1. Combat Reflexes, Net Manuever
6. Fighter 2. Combat Expertise, Improved Trip
7. Fighter 3. Greater Improved Trip
8. Magus 5. Net Trickery
9. Fighter 4. Improved Dirty Trick, Greater Dirty Trick
10. Magus 6.
11. Magus 7. Improved Familiar (after getting a familiar through arcana)
12. Magus 8.
13. Magus 9. Boon Companion
14. Magus 10. ?
15. Magus 11. ? Boon companion is really as far as I've built this character in my mind. I don't think it will ever be played past a 15-16 point as most Pathfinder characters, so I was focusing on making the formative levels as jam packed as possible.

This was built with playing from level one in mind but I'll be starting at fifth. Starting at fifth makes me wonder if going a full magus 5 wouldn't be better. I chose to go with starting fighter at fifth level to make sure he gets the tripping feats in a timely fashion by hitting +6 BAB by level 7. The goal of the build is to be the best net fighter and a decent alternative magus build, not the most powerful magus (which is really only the case if DPR is made the main case for power). That being said, I wonder if a full 20 magus build wouldn't be better for quicker access to stronger debuffs and battlefield control effects.

The core of the build is spell combat and spellstriking with your net. Color spray, grease, and ray of enfeeblement are all great low level options to be throwing out as you try to entangle someone with a net. These efforts can be spread out amongst several targets or concentrated on one important one. Reaching second level spells early is emphasized to get Frigid Touch as soon as possible. The stagger without a save is just gold for a controller that's sacrificing spell casting power. Sure it's only for one round, but that should be enough for allies to finish the job on a creature that can't do much of anything to defend itself or harm others.

I love quickdraw in this build. It lets it play the AoO game with nets+enlarge person to create a huge area threatened by entangles, trips, disarms and blindings. It also means you can always pull out a scimitar and keeps the old Shocking Grasp crit thing a decent means of adding some burst damage to help end fights. It's certainly not the focus of the build, but having it ready and available as a free action is great for versatility. Intensify Spell and Improved Critical are some of my top choices for late game feats for this build to diversify how it can approach combat. These could even come earlier in place of the familiar feats, but I really like the idea of having a wand wielding familiar to help with action economy in the higher levels.

I guess one of my biggest questions I have is would Magus 20 be more beneficial? The main draw is the uninterrupted casting, but I also like the idea of being able to have a fully powered mauler familiar in the early levels to hit things after the entangles.

Any comments/thoughts/criticisms are much appreciated.

Full Name

Garaos Orosia

Race

Human

Classes/Levels

Hunter/1

Gender

Male

Size

Medium

Age

27

Alignment

Chaotic Good

Deity

Various

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Garaos Orosia

Garaos Orosia
Male human Hunter 1
CG Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Kukri +4 (1d4/18-20x2) or
. . Kukri +2/+2 (1d4/18-20x2)
Ranged Shortbow +4 (1d6/x3)
Hunter spell slots (CL 1st, Concentration +3)
1st-(2/day)[][]
0-(at will)
Spells known
1st- Cure light wounds, Entangle
0- Create water, Detect magic, Light, Purify food and drink
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Statistics
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Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Weapon finesse, Two weapon fighting
Traits Pioneer, Reactionary,
Skills Acrobatics +5, Handle animal +3, Heal +6, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Stealth +8, Survival +6
Languages Common
SQ Animal companion, animal focus, nature training, orisons, spellcasting, wild empathy
Other Gear
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Special Abilities
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Quelrion
Roc
N medium animal
Init +4; Senses low light vision, Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+5 natural, +4 dex)
hp 10 (2d8+1)
Fort +0, Ref +7, Will + 4
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Offense
--------------------
Speed 20 ft. 80 ft. fly
Melee 2 talons +2 (1d4+1) bite +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness
Tricks
Skills Fly +8, Perception +5
Other Gear
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Special Abilities
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Low light vision