ACG Hunter - How to transition from Playtest


Pathfinder Society

Grand Lodge 1/5

Hopefully others will do similar for other classes, but here is the simple transition for Hunters from the Playtest version to the Final version.

Stats: The only stat based ability is Spellcasting and the Casting Stat does not change, so no stat Re-Rolls needed or allowed.
Skills: +2 Skill Points Per level (went from 4+int to 6+int) Class Skills stay the same.
BAB: No Change
Saves: No Change
Weapon and Armor Proficiencies: No Change

Class Special Abilities:

Animal Focus: Looks the same, some wording on specific ones may have changed.

Precise Companion: You can now select either Precise Shot or Outflank (the later is also granted to your AC if you select it.)

Improved Empathic Link: New ability at level 4!

Everything else appears the same.

Now, for the BIG change.

Spellcasting

Hunters are now Spontaneous Casters drawing from the Druid and Ranger lists using the lower spell level where they overlap. The Spells per Day do not change, but there is now a Spells Known table that works like a Sorcerer's. Additionally, they get all Summon Nature's Ally spells for free (does not cost Spell's known slots.)

Casting is Wisdom Based just like in the Playtest.

I don't see any other changes to the base Hunter. If I missed something please speak up!

Silver Crusade 2/5 RPG Superstar 2014 Top 16

Thanks for this, Drake! I totally skipped over the free summon nature's ally spells when I read through!

So the next question is: which Ranger spells can be exploited using this new spellcasting? In other words, what are the spells that either are lower level on the Ranger spell list or are on the Ranger list and not the Druid list, that will be useful for a Hunter?

First one:
-Hunter's Howl - gives you a +2 on attack, damage, and several skill checks against an enemy (essentially making that creature your favorite enemy)

-Glide at 1st level! Not bad at all!

-Lead Blades could come in handy.

-Savage Maw is very nice for either you or your companion

4/5 *

- Named Bullet as a level 3 spell. Can get it at level 7...the same level as a wizard!

- Aspect of the Falcon at first level is also nice for an archery type of hunter.

4/5 *

- Wind Wall as a level 2 spell.

- Protection from Energy as a level 2 spell.

- Resist Energy as a level 1 spell (A way to get resist energy as a spell at character level 1!!)

Grand Lodge 3/5

Your pet might have a new Trick (@7th,) and can now be taught/learn Skirmisher Ranger tricks. Although the specifics are pretty murky.

The Bat (60/90' darkvision) and Mouse (evasion) Animal Focus's might come in handy.

I'm weirdly looking forward to more Orisons.

Scarab Sages

Abundant Ammunition could come in handy if you are ranged hunter. Especially If you are using firearms.

Sovereign Court 5/5

hunter spells are derived from the core rulebook only based on the way they worded it. it specifically calls out core rulebook chapter 10. while the war priest says all cleric spells.

they worded arcanist and skald the same way

Shadow Lodge

Sarvei taeno wrote:

hunter spells are derived from the core rulebook only based on the way they worded it. it specifically calls out core rulebook chapter 10. while the war priest says all cleric spells.

they worded arcanist and skald the same way

They refer to chapter 10 of the CRB because that's where the spell list is at, not because they're restricted as to source.

Sovereign Court 5/5

than y do they not do that with the warpriest?

Shadow Lodge

Just because they are not 100% consistent in their wording in all cases does not mean anything, really. If it was supposed to be a restriction, they would say so unambiguously, instead of using a parenthetical, which indicates a clarification (in this case, where to find the base spell lists).

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