Verminous Hunter Build


Advice


Hey guys, just looking to get a bit of advice to help build a Verminous Hunter.

For some details of the character we are starting at level 5 with a 25 point buy, I was going to be playing it as a melee combatant with a reach weapon (currently looking at the bardiche).

Any tips or suggestion are welcome.

Grand Lodge

Be a human with the Eye for Talent alternate racial trait. This gives you a +2 to any ability score on your vermin companion. Personally I would advice putting it into intelligence so that your vermin companion can obtain feats and learn more than just one + Bonus Tricks.


Vermin without an intelligence score can actually be a bonus. If you want to give them intelligence then you may as well stick with vanilla hunter. The fact they lack intelligence actually means they are immune to mind-affecting effects. The Praying Mantis is really good for pinning down your enemy so you can pick on them. That's why you can actually get Precise Shot as a bonus feat. The companions' design is to hold down your enemies so you can shoot them. You could also go flanking though. I would put ability score bonuses into constitution, as that boosts the poisons. Also, bonus tricks should be enough for this. You don't really need the companion to do that much you can't just push it to do.


If you are only missing out on one or two feats, mindless isn't that bad. But by 3 feats, you will pretty much have to put a point into intelligence or you miss out on too much.

If you dont mind being a little heartless, get eye for talent, and put the boost in strength. Then when your companion hits 5 hd, kill or release it and grab one with the boost to intelligence.


Hey guys just wondering if you had any suggestions on what to do with my scorpion companion. I want to keep toughness but I couldn't think of what to do with the other two feats other than to make him a bit harder to put down permanently. Any suggestions are welcome.

Tark
Giant scorpion (Pathfinder RPG Ultimate Magic)
N Medium vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
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Defense
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 32 (5d8+10)
Fort +5, Ref +2, Will +1
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee 2 claws +4 (1d4+1 plus grab), sting +4 (1d4+1)
Special Attacks poison
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Statistics
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Str 12, Dex 13, Con 12, Int 3, Wis 10, Cha 2
Base Atk +3; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Feats Diehard, Endurance, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Precise Strike[APG], Toughness
Tricks Attack, Come, Defend, Down, Fighting, Guard, Heel, Stay, Work
Skills Acrobatics +1 (+5 to jump), Climb +5, Perception +5, Stealth +6
SQ animal focus, come, defend, fighting, guard, heel, woodland stride, work
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Special Abilities
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Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Poison: Sting-injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Vermin Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Woodland Stride (Ex) Move through undergrowth at normal speed.
Work [Trick] The animal pulls or pushes a medium or heavy load.
Worm (Su) When assuming this aspect, gain listed competence bonus to Perception.

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Well, if you aren't real quick with applying healing, die hard just encourages the enemy to hit you again when you are at negative hp, so I would look at other feats. Weapon focus in either claw or grapple (I believe that focus in claw should add to your Grab CMD), ability focus in poison to boost the dc, or power attack would boost your offense. If you are worried more about defense, shore up whichever save seems most important in this campaign, probably will, maybe fort. Combat reflexes and bodygaurd could be cool to boost defense for your hunter.

I also don't see enough tricks listed, do you have them all trainded? Remember that you can teach skirmisher tricks to Mr. Stingy, some of them are kinda fun.

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