Primal companion even though nerfed, sounds interesting to use. Giving my t-rex constrict sounds amazing. So, the objective is right now to get the teamwork feats on the hunter to enable the t-rex and then making the companion as strong a possible. I might even take combat patrol in the hunter to enable the companion further. Again, having a mindless companion sounds super interesting. But has of course its drawbacks.
So I have the standard outflank build set up like this. Hunter with a t-rex For now its human but I think something more interesting would be gnome or aasimar. Hunter1: (hb):combat expertise (h1):power attack 2: outflank 3: combat reflexes (btwf): paired opportunist 5: pack flanking 6 improved spell sharing 7: evolved companion or something else. Totem beast maybe 8:?? 9: snapping flank Maybe I can fit planar focus in there somewhere I guess the plan for the t-rex would be narrow frame and power attack. Possibly dirty fighting too. I don't see the point in getting improved natural attack since I would eventually be giving it strong jaw. Any further ideas? I thought it might be cool to get some butterfly sting shenanigans going. You could probably do a dex build too. 3 or 4 level rogue dip too much? Would cost me one more feat in boon companion and delay spell progression. Again I have this idea of having a small gnome just there to buff/enable the animal companion Again, I could still see myself doing this on a hunting cactus or slithering sundew or something. Even though it is weaker than the t-rex.
What evolutions would you give a t-rex through the evolved companion feat? I plan on doing a paired opportunist build and eventually using strong jaw to boost his bite so picking an evolution that improves his bite wouldn't stack with it. Maybe claws for the extra attacks while full attacking. Or just the simple improved natural armor.
So, I have narrowed it down what I might want my hunter companion to do in tandem with myself. The one key thing I want to do I be able to ride it as a mount in and out of combat. Obviously I want us to fight as a team in combat. Scouting is always a plus but not required. Having high wis skills is probably needed since I will be the only wisdom character. So, perception, sense motive, survival and stuff.
Derek Dalton wrote: Speaking about Vermins here's an idea. Dueragar get a racial trait that allows them to treat vermin critters with an Int of one. It's not much but it's something. Their race uses vermin for everything so worth a look there, That sounds super interesting actually. I'll have to take a look at that. Although having a mindless creature does have its advantages.
Necroing the shit out of this post and wondering if anyone has advice on getting the best out of a plant master hunter. I could do a broken wing gambit build with the hunting cactus. Or something with a snapping flytrap. It all sounds very good but in general the plant companions feel really bad. all the poisons they have that I thought would bridge the gap to normnal companions have REALLY low save DC's.
I do agree after playing the build that it is very strong but there are definite weaknesses. Mainly my will save(I have been dominated and almost killed one of my co PCs).
I did decide to go fighter because I really wanted as many feats as I could because they are what makes the build fun to play(along with Mauser). So maybe if we can find out a not as strong version of the build(But still fun), it would be more approachable.
I am making a Hunter build for PFS that uses all the AOO teamwork feats and even though it is tempting to just go T-Rex, I can't deny those two archetypes fascinate me. Riding a Giant mantis or a Puffball(!!) into combat sounds pretty damn amazing. The problem is they are just straight up worse than the normal animal companions. Vermin are mindless and even if that makes them immune to mind affecting it means that you get no skills/feats. And the plant companions stats are just so much worse than the dinosaur ones. They even only have two magic item slots. BUT... Imagine riding a Puffball into combat!
I have come to the conclusion that snake style is not good for this build unless you have some way to to get reach on your natural attack.
LuniasM wrote: I've tried to teach many new players Pathfinder and it's a pretty daunting prospect in most cases, to the point that I teach my current group rules as they come up rather than trying to get them to learn everything. I'm all for a system that's easier to teach, pick up, and play. What? Teaching people the game as the rules come up is literally the best way to teach it. Learn by playing
David knott 242 wrote:
What is the Gillman favored class bonus? I can't find it anywhere.
I would like to throw you a curve-bullet and recommend a (double)sling build! Halfling mutagenic warrior fighter vl1 Point blank, precise
I wonder how much damage it would do compared to the other classic archer builds, assuming you have the correct gear like stat belts, gloves of dueling and a high enough magic weapon.
I wonder what a halfling slinger fighter wielding a double sling could do at lvl 12.
Halfling mutagenic warrior fighter vl1 Point blank, precise
Be a Halfling. Take Slipslinger style with the warslinger alternate halfling trait and use the double sling! Will probably need to be a fighter for all the feats. Additional bonus if you get the trained throw advanced weapon training since the sling is in the fighter thrown weapon group. Here is what it might look like. Mutagenic warrior fighter Stats: 20 point buy STR: 14 DEX: 18 CON: 12 INT: 12 WIS: 10 CHA: 9 lvl1 Point blank, precise
I like mutagenic warrior since you eventually get flight and you even solve the fact of your low damage die with AWT: Focused weapon. |