calagnar wrote:
You sold me pretty much the eye for talent, i think i will drop the improved trip to get it, will even invert the order in wich to aqire paired opportunist and combatt reflexes. For the tricks, is it just RAI that since an animal companion with int 1 hax max 3, and with 2 max 6 trick it then scales 3 tricks for intelligence point or is it ruled somewhere? With some of the basic ones definitly needed, and most of the skirmishers ones that are awesome every extra trick is very good, and this could make worth investing in the AC int more than the usual 3 at the forth HD @Selvaxri thanks!
Selvaxri wrote:
The drill sergant could be a good choice, f i read it right, at level 2 in exchange for bravery he gets a teamwork feat(over the regual combat feat gained a level 2) plus the ability to grant that feat to allies with standard, and at 9 a second teamwork feat and the ability to grant them both with swift action, but the ability is restricted to only these teamwork feats, and not usable with other feats he could select on his own? it's still very good for the small featues it loses in respect of vanilla fighter even if the standard action before level 9 seems very expensive in action economy for an ability with so much limited uses for day
Firebug wrote:
Thanks, i tought so, but was dubios, would not have been unreasonable even the other way around since the inquisitor is very powerful imho
calagnar wrote:
Thanks for the feedback, a few questions, how do you get up to 17 tricks? At level 10 I wuold count 11, 6 base, 4 animal companion and 1 hunter bonus trick Eye for talent seems good, but the question is, if using up the human bonus feat for that, might it not be worth at that point to give up even the skilled bonus a take that sweet +2 stat for yourself? I didn't thinks of using the FCB for the pets skill points, but i now see why, giving upp 1 HP for level on the PC the AC doubles his skill points, especially at lower levels to unlock the +3 from traint i love this idea! As for the stat array if leaving out combat expertise has sense, but the point why i find pack flanking very useful, especially in a party with a rogue is that having it means: Beaing able to flank when charging, beeing able to flank and leaving a "real" flanking square for the rogue, being able to stay in a position that allows us to use BOTH flanking and adiacent teamwork reletad feats. As far as equipment having outflank i think i will always choose and 18/20 crit weapon, and since you cant cast while wilding weapon and shild, might as well go 2h with the well known falchion 0o0o0 O 0o0o0 wrote:
Thanks, yes the party seems rather nice, i switched to hunter to have a limited dive spell casting from bounty hunter that was my initial choice (the now fighter was supposed to be an inquisitor), spell kenning could help! Firebug wrote:
The outflank, is really the only thing worth mentioning, not only because bonus, but even early acces, at level 2 instead of 6, then reflexes in usually considered the least important save, while will is the most, woodland stride and wild empathy even in a non urban setting are more fluff than real abilities, and the inquisitor gets the same traking bonus of the hunter. I still like the hunter very much, but after level 5 with the bane, and level 6 where in inquisitor can select outflank you basically have the same skills plus a lot of extra stuff, you need to invest a trait to get handle animal as a class skill and short of a feat, but for all you get its well worth it. But since i actually have to play even the first leves, and since the huntmaster seems maybe to much powerful for the level of optimization the rest of the party will involve probably i will stick to hunter. a reason instead to lean to the huntmaster wuold be his spell list, in a team with no other divine caster it could be more useful to have that list even if usually the ranger early acces spells are considerd more powerful.
plaidwandering wrote:
Exactly my tought, even if I'm now considering to go sacred hunt master, I would lose one feat but gain bane and a lot of other cool stuff and get better saves and initiative
I was thinking of doing a hunter as well and came up with the same dilemma of the sacred hunt master. My conclusion is that hunter is better at levels 1-4 and inquisitor is better at 5+
P.S. considered the party composition do you agree that a Hunter built like this wuold be more useful than a bounty hunter slayer built like http://paizo.com/threads/rzs2u0xa?Melee-debuffer-advice ? I like both as flavor, but i think that maybe the hunter would be more useful for the teamwork feats synergie and addig a moderate divine casting in a party with no other divine caster a diffrent spells not available to skalds or wizards
Hello, i need advice on a possible Hunter charter i might make, have to start in just 2 days, so i must complete at least the basics before that. The race must be human and buy point will be set at 20. The rest of the party will be wizard, skald, fighter, and UC rogue, the last 2 will be taking teamwork feats as well, even if I don't know the exact build. Reading some guides this is what i've come up with: Traits group fighter (need advie for the other 2, our GM allows flaws, other than the classic +2 at initiative anything good ofr hunters?) Stats str 16 (14+2)
FCB +1 hit point to make up for the low constituion for a melee d8 charter Feat selection
the 13 and 15 feats could be iron will and improved, or other teamwork feats from precise strike, tandem trip, look out, duck and cover, or escape route. Is this feat selection good? Should I drop the trip feats to gain faster the other ones and/or add something else(i really would like to get shake it off and improved spell sharing earlier)? Last but very important, I have no idea on what animal companion to choose, and what feats to choose on it, other than combat reflexes. It needs to have at least dex 13 for the feat, and wuold prefer one with a single big attack, to get the most out of the aoo instead of one with 3 waker attacks. Can some one help me here? I saw a lot of people going with the t-rex, is it the strongest? Thanks to all for any advice you can give
OldRolero wrote:
Cornugon smash requires BAB +6 so it's not avilable that soon, plus if you leave bounty hunter before level 7 you can'tt study a target with swift acion, that is quaite good. For that reasons i decided to revisit my build quite a bit and this is what i came up with a full bounty hunter with no dipping. The idea is that since the PC needs to be played from first level he goes with enforcer instead of cornugon smash, a using the TWF style he has a lot more opportuinits to do dirty tricks and use enforcer, if we added power attack probably the miss chance would be to high, and thus not worth it. Human (focused study alternate racial) traits blades of mercy(my GM allows to use it with sneak attak), bred for war 1 Enforcer, Skill focus intimidate
The mid level feats can be mixed up a bit, depending if we want to get first better dirty tricks, better improvments on the intimidate, or more attack for round, and thus more chances to trigger the above effects more often. For example we could delay signature skill to level 7 and take improved dirty trick at 5 and greater at 6 With the buy point instead I really cant' make up my mind, i think that str 16+2=18, dex 14 and wis 12 are a must, could be wrong. Some stat arrays could be (human +2 bonus always included in STR, 20 buy point): most min maxes array
medium array
all 12 array
NO min max array
What stat array wuold you choose?
Claxon wrote:
I missed hurtful with all the intimidate feats, that seems very useful if i manage to squeeze it in. Cornugon smash, just like enforcer uses free action. The tyrant antipaladin could be intresting, for the party a caotich evil would of been a NO NO but a lawful evil could work. If ai stay with the bounty hunter however i'm starting to question the cornugon smash route, since most creatures that are not fear immune wuold anywhay even take nonlethal damage maybe its best to just take enforcer, it kicks in itout BaB 6, saves from using a feat on power attack, that for a standard fighter is good, but if i need to make a lot of manuvers i thinks the to hit chance loss would be more than the benefit, and wold make at that point even intresting to use a shield to get a better AC. with the feat spared from power attack i could get hurtful, and with the one spared from furios focus later on with intimidatig prowess to bump up antoher 5 points more or less on the intimidating check. Question for i didin't find a clear answer, if i select the blade of mercy trait can i use it to do non lethal sneak attak? I read some people say yes and some no, but not anything that sounded official ruling. Second trait would be bred of war, or the overused reactionary. For the previous shaman post I realised, that half of stuff is nonsense, because i didn't read correctly the class, still i really am not sure for the monk dip
666bender wrote:
Is the one level monk dip worth it for a full casting class? Speaker of the past gets some pretty good stff, from ancestors and time, but if i can skip the good stuff time gives, like erase from time, temporal celerity and time hop, the Occult mistery seems like an upgrade from the ancestors, has most of the same useful things, but the phantom touch scales with level from shaken, to frightened to panicked, and with your level 1 unseen servant you can even pick up what the enemy drops fleeing for extra fun!
A question on the bounty hunters 2 level class feature dirty trick, the ability lets you make a dirty trick instead of applying the sneak attack damage(but you still do your regular damage), if you take any rogue/slayer/ninja trick that would add additional effect on your sneak attack wuold thesee additional effect anyway kick in or not? I'm leaning to belive not but if was a yes i might try to squeeze in something.
I like the shaman idea, always loved eveil eye, and ill omen, was looking for a good build but could not find it.
For the bounty hunter triple cheking all the feat prerequisites etc this would be the final version if i decide for a non caster PC: Human focused study alternate racial trait, slayer favored class 1/6 slayer talent
1 brawler combat expertise, human bonus skill focus intimidate
Notable tactis used other than the obvious dirty trick and cornugon smash is especially at lower leves abuse the brawlers martial flexibility to get the enorcer feat that he can use with unarmed strikes, later on he might prefer to use the floating feat to get the next up on the chain if he meets the BaB prerequisits. I'm not usually a fan of dipping, but here the brawler really is a good dip. Gear to seek in order of importance(correct me if i'm wrong please):
Noticed now, if i'm not missing something, that for the dirty trick, you need even the combat expertise feat, and Int 13, so need to mix up things a bit. So if we stay with slayer bounty hunter it wuold become:
If we mix in the brawler instead we could go:
Is this corret?
For cleric, don't feel like playing one this time, maybe oracole or better shaman for the campaign setting.
Thanks for the build Derpdidruid, quite simple and effetive. At second level the bounty hunter archetype loses the slayer talent, but since i'm restricted to human only as race i will just take up the feat from first level, or i could let the thing kick in later and tke it instead of blood reader, to trade the human bonus feat to get the alternative racial feature that gives you at various levels 3 skill focus starting with intimidate. For stat array, the class really seems like strenght focuesd, but needing a little bit ov everithing, so maybe str 16+2=18 and the rest all 12 could be appealing., as for advanice after level 4 i could see both sticking to bounty hunter, or even going directly in to brawler. The best thing of the fighter route could be the feat swapping ability, so messing a bit around you could start at level 1 with enforcer or dazzling display, to make an example, then go bounty hunter, and later when you reach the fourth level of fighter and alredy have cornogen smash swap that feat away.
Hello everyone, for the next campaign i intend to build a melee debuffing PC, and wuold like some advice on possibile optimizied builds.
Some of the options I am thinking of are:
If other classes i didin't mention could fit well the role i'm open to every possibility. With all of them i would like to pair cornugon smash or similar feats, for the rest the mesmerist has all debuffs built in, the spiritualist is similar but with pet, and I love pet classes, the shaman i find very attractive because like cleric or druid dosen't have spells known but can setup for each day with much flexibilty, and the fighter has insted respect to the spell casting classes less versatility but has probably a more relayable damage output to compensate for the fewer debuff capabilities. PochiPooom has not participated in any online campaigns. |