Hunter Thread


Pathfinder First Edition General Discussion

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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bob Bob Bob wrote:
Rynjin wrote:


Plus, it's only minute per level. My Inquisitor is rocking +30 movement speed from Expeditious Retreat (hour/level), Scent from Bloodhound (hour/level), Darkvision (Vampire, but available to nearly every race in the books), and yeah you get the picture.
Just need to point this out, Expeditious Retreat is min/level. You'd want Longstrider for hour/level, but it's only +10 feet and Inquisitors don't get it.

Also at 8th level a Hunter can have one animal focus on for as long as she likes. taking on an additional focus for one minute per level per day. If she has no pet she can have two constant foci. in addition to the short period one.


LazarX wrote:
Bob Bob Bob wrote:
Rynjin wrote:


Plus, it's only minute per level. My Inquisitor is rocking +30 movement speed from Expeditious Retreat (hour/level), Scent from Bloodhound (hour/level), Darkvision (Vampire, but available to nearly every race in the books), and yeah you get the picture.
Just need to point this out, Expeditious Retreat is min/level. You'd want Longstrider for hour/level, but it's only +10 feet and Inquisitors don't get it.
Also at 8th level a Hunter can have one animal focus on for as long as she likes. taking on an additional focus for one minute per level per day. If she has no pet she can have two constant foci. in addition to the short period one.
Quote:

At 8th level, whenever a

hunter uses her animal focus ability, she selects two
different animal aspects for herself instead of one, and
can assign two aspects to her companion instead of one.
As with the companion’s previous aspect, the second one
does not count against the minutes per day a hunter can
take on an aspect.

It's a little unclear, but I'm pretty sure what's intended is that the COMPANION'S second focus doesn't count towards the minute limit and that the second focus still counts against limit.


Bob Bob Bob wrote:
Rynjin wrote:


Plus, it's only minute per level. My Inquisitor is rocking +30 movement speed from Expeditious Retreat (hour/level), Scent from Bloodhound (hour/level), Darkvision (Vampire, but available to nearly every race in the books), and yeah you get the picture.
Just need to point this out, Expeditious Retreat is min/level. You'd want Longstrider for hour/level, but it's only +10 feet and Inquisitors don't get it.

Whoops, you're right. I dunno how I missed that.

Still...same duration as Animal Focus, and usable more times a day.

LazarX wrote:
Bob Bob Bob wrote:
Rynjin wrote:


Plus, it's only minute per level. My Inquisitor is rocking +30 movement speed from Expeditious Retreat (hour/level), Scent from Bloodhound (hour/level), Darkvision (Vampire, but available to nearly every race in the books), and yeah you get the picture.
Just need to point this out, Expeditious Retreat is min/level. You'd want Longstrider for hour/level, but it's only +10 feet and Inquisitors don't get it.
Also at 8th level a Hunter can have one animal focus on for as long as she likes. taking on an additional focus for one minute per level per day. If she has no pet she can have two constant foci. in addition to the short period one.

?

I think you misread it. The ANIMAL COMPANION'S second focus likewise doesn't take up duration.

And if the Hunter has no pet, he's kinda gimped.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.


1 person marked this as FAQ candidate.
LazarX wrote:
At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.

Again, unclear. Note that it says "As with the companion's previous aspect", which means that the COMPANION'S second aspect works like the previous one, NOT the Hunter's.


Yes. As with the COMPANION'S previous aspect, the second one does not count against the minutes per day.

The Hunter can select two aspects, both for himself and the AC.

The AC's are still infinite. The Hunter's are still finite.

You only get an infinite Animal Focus if your companion is dead, or you are a Feral Hunter (which, tellingly, never gets a second Animal Focus. It would be kind of a raw deal if he actually had a worse Animal Focus for just that trade-off).


Rynjin wrote:

Yes. As with the COMPANION'S previous aspect, the second one does not count against the minutes per day.

The Hunter can select two aspects, both for himself and the AC.

The AC's are still infinite. The Hunter's are still finite.

You only get an infinite Animal Focus if your companion is dead, or you are a Feral Hunter (which, tellingly, never gets a second Animal Focus. It would be kind of a raw deal if he actually had a worse Animal Focus for just that trade-off).

Where does it say the Feral Hunter doesn't get a second animal focus? It seems thay at level 8 a feral hunter has 2 permanent and 2 temporary foci.


I mean, in practice, it doesn't really matter that much either way. By the time you're level 8, you have enough minutes per day in you that you probably perform most options. The real problem with Animal Focus is that you generally have to build your equipment around Animal Focus under the assumption that you have the most optimal Animal Focus for combat active, meaning you skip the enhancement bonuses on your equipment, most likely. As a result, Animal Focus grants very little in-combat versatility because you're stuck with one mode or else you're shooting yourself in the foot pretty severely.

This means that Animal Focus' versatility comes from different uses in-combat and out-of-combat, but this brings up another problem; almost all the bonuses in Animal Focus can be copied through spells. Hell, most of the bonuses can be copied through items and pretty cheaply too. It begins losing steam quickly once the mid levels come around because anything it can do out-of-combat is pretty irrelevant; at best, it's a minor boost that you don't have to stress your slots/preparations that hard, but most of said spells will occupy your lower level slots anyway.

Thus, what Animal Focus really boils down to is a versatility tool early levels, but a pure money saver in mid-levels. And that wouldn't be such a problem if it weren't for the fact that AC also starts to fade off in mid-levels, meaning that worthy uses of the money you save start to become scarcer (having personally experienced this with my Bladebound Kensei Magus, this absolutely does happen when you get a heavy amount of "free equipment"). It doesn't mean Animal Focus is absolutely useless (far from it; I'd argue that it's probably better than, say, Favored Enemy without liberal use of Instant Enemy), but it's certainly worse than a lot of static bonuses like Weapon Mastery. The reason why weapon boost-style abilities are great like Magus' Arcane Pool or Warpriest's Sacred Weapon is because they stack with the base enhancements of the weapon up to a total of +10, meaning that you have to get to extremely late levels before you run into stacking issues, so you can just buy a normal set of equipment and on TOP OF THAT, add this great bonus, but that just doesn't happen with Animal Focus in the same way.

I think that's actually a big part of the Hunter from what I've seen; it's great at early levels. Animal Companion is already a stacked early game mechanic because of the base stats, but once mid-levels come around, not only does Animal Companion fall off, Animal Focus becomes less and less relevant (and the supposed boost of getting a Second Focus isn't even that good; you'd probably add some Con for some HP which is a decent band-aid, but isn't make-or-breaking like a beefy attack/damage boost) and the spell disparity between Hunters and other casters become really felt. At this point, you really gotta abuse your only real advantage (Teamwork feats) to your maximum potential.

That's why it feels so annoying to me that the Sacred Huntsmaster is better in this regard than Hunter, because one of the best new Teamwork feats (Improved Share Spell) is actually kind of crappy with the Hunter's natural attack focused buff set unless the Hunter is also natural attack based. Compare this to Inquisitor's, who can use Divine Power or Righteous Might to boost both the character and the companion at the same time.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rynjin wrote:

Yes. As with the COMPANION'S previous aspect, the second one does not count against the minutes per day.

The Hunter can select two aspects, both for himself and the AC.

The AC's are still infinite. The Hunter's are still finite.

You only get an infinite Animal Focus if your companion is dead, or you are a Feral Hunter (which, tellingly, never gets a second Animal Focus. It would be kind of a raw deal if he actually had a worse Animal Focus for just that trade-off).

After looking at the 20th level capstone, I'll have to concede the point. Like I said, I've only played to 6th so it won't change anything that I've done. Still looking forward to next level where my elven huntress can finally ride her tiger, Blizzard style. Keep in mind that the hunter gets access to the rangers spell list considerably earlier than the ranger does.


Yar. I won't deny it has some interesting features now. I think I'd have to give it the "Most Improved" award.


Pathfinder Rulebook Subscriber

So. I need help with two things

1)Sell me on Hunter over Sacred Huntsman. Cuz right now every time I try to do something with the former I end up just looking at the latter

2) Any tricks you can do with feral hunter's animal focus? Kind of cool thematically but I'm not getting any amazing tricks off the top of my head.

Rynjin wrote:
Feral Hunter (which, tellingly, never gets a second Animal Focus.

This one got me at first too, but "Second Animal Focus" is actually an entirely different and separate class feature for some reason, rather than the normal "Gain another X of Y at level Z".


Yep.


The only thing I think the hunter can do over the sacred huntsman is a natural attack pc build, with the animal soul feat. Lets you apply the unique druid and ranger buffs back on yourself, as long as you assume self-reliance on buffs, which I do when comparing classes.


Squiggit wrote:

So. I need help with two things

1)Sell me on Hunter over Sacred Huntsman. Cuz right now every time I try to do something with the former I end up just looking at the latter

2) Any tricks you can do with feral hunter's animal focus? Kind of cool thematically but I'm not getting any amazing tricks off the top of my head.

Rynjin wrote:
Feral Hunter (which, tellingly, never gets a second Animal Focus.
This one got me at first too, but "Second Animal Focus" is actually an entirely different and separate class feature for some reason, rather than the normal "Gain another X of Y at level Z".

Remember any feature that is not mentioned to be replaced or modified of the main class, remains for the class archetype.

Even though the Feral Hunter is very interesting version, and I decide to give it a go, I have noted that Feral Hunter entry is badly written with plenty typo, as if the editor did not even bother checking the Feral Hunter against the main Hunter class.

In the Feral Hunter entry they make reference to feature in the main Hunter that does not even exit such as "master of the wild".

With the change from "animal focus" to "feral focus" (which is essentially the same except for no limit on duration and animal companion part stripped off as it does not make sense seeing Feral Hunter does not have an animal companion), they did not change the "capstone" and the "second animal focus" to be "feral focus" based as these two were not replaced in the entry of Feral Hunter, so remain. I decided in these feature entries, just to rename "animal focus" to "feral focus" doing the same no duration limit and stripping out any animal companion reference.

What still remained from the main Hunter are these features that remain the same:


  • Hit Dice, Alignment, Starting Wealth
  • Skills
  • Weapon and armour proficiencies
  • Spells
  • Orisons
  • Chaotic, Evil, Good and Lawful Spells
  • Track
  • Teamwork Feat - only 3rd level remained, to use with summoned animals
  • Woodland Stride
  • Swift Tracker
  • One with the Wild - though strip animal companion out, make no sense, but rest does from the current aspect chosen.

Liberty's Edge

Squiggit wrote:

So. I need help with two things

1)Sell me on Hunter over Sacred Huntsman. Cuz right now every time I try to do something with the former I end up just looking at the latter

Your animal companion never gets either Skirmisher Tricks or Animal Focus as a Sacred Huntsman. Or bonus tricks. So...either the animal is a lot less effective or a bit less effective and costs a lot of gold more.

It does give you Bane in exchange, and the Inquisitor list in exchange for the Hunter one (I'd say that's a fair trade), and gains the Inquisitor out-of-combat stuff instead of the Hunter set.

In short, it's probably better personally, but you give up everything that makes a Hunter's Animal Companion better than anyone else's. So...it depends on what you're going for.


Pathfinder Rulebook Subscriber

Actually you get both Skirmisher Tricks and Animal Focus. The Huntsman's Animal Companion feature functions exactly like the hunter's (which is where the line about skirmisher tricks is) and the Huntsman's Animal Focus says its functionality is the same as well.

It's largely Inquisitor spell list + Inquisitor OOC skils + Domain vs Druid/Ranger spell list + Hunter OOC stuff + bonus tricks.

I've been having fun with the fact that it doesn't have the Divine Hunter's domain restrictions so you can take Animal Domain for two companions.

It also lacks the Packmaster's language on restricting teamwork feats and animal focus, but I'm still not entirely sure if that means the Inquisitor can spread them around.

Liberty's Edge

Squiggit wrote:
Actually you get both Skirmisher Tricks and Animal Focus. The Huntsman's Animal Companion feature functions exactly like the hunter's (which is where the line about skirmisher tricks is) and the Huntsman's Animal Focus says its functionality is the same as well.

You're right about the first, looking at it again. I'm pretty sure you're right about the second as well, though the language is confusing on a once-over. You only gain one Aniumal Focus instead of two between 8th and 16th level, though.

Squiggit wrote:

I've been having fun with the fact that it doesn't have the Divine Hunter's domain restrictions so you can take Animal Domain for two companions.

It also lacks the Packmaster's language on restricting teamwork feats and animal focus, but I'm still not entirely sure if that means the Inquisitor can spread them around.

I'd bet money this isn't intentional, and will be erattaed shortly. Nor would I (or most others I suspect) allow it as a GM.


Pathfinder Rulebook Subscriber
Deadmanwalking wrote:


You're right about the first, looking at it again. I'm not sure at all if you're right about the second...the language is a little dicey.

Possibly, but the Huntsman's second focus feature has language about this focus not costing extra minutes per day on the companion.

Admittedly that could be a lazy copy-paste, but I don't think so.

Quote:


I'd bet money this isn't intentional, and will be erattaed shortly. Now would I (or most others I suspect) allow it as a GM.

Almost undoubtably, but it's still nifty.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ssalarn wrote:
LazarX wrote:


The Ranger will make a flat out better archer or meleer, and with a one feat investment, his animal companion will be just as good as the Hunter's.
This is actually demonstrably untrue (unless there's a new feat I've overlooked). Boon Companion won't give the Ranger's animal companion the ability to utilize all of his Teamwork feats, and it won't give it the ability to basically graft the equivalent of unlimited Ranger spellcasting directly onto the pet. The Ranger also has a vastly more limited list of pets to choose from, while the Hunter gets the full druid list. During the first 5 levels of play in particular, the Hunter has the capacity to be much, much stronger in melee combat than the Ranger, and has unique archery options unavailable to most Ranger builds as well, like 1st level flight via the Roc and Undersized Mount.

I have no idea how melee is going to pan out (since the animal companion is going to be a big help with providing flanking bonuses and so on), but to say that the Hunter is going to outclass the Ranger in ranged combat is comically wrong. The Hunter has exactly one buff (Aspect of the Falcon) to hit, which doesn't scale at all with higher levels. It is a 3/4 BAB class with no class features which augment his to-hit bonuses in ranged combat. It doesn't get the early access to great feats (Improved Precise Shot, for example) the Ranger gets.

I know you are in love with the class, but you are trying way to hard to prop it up as super-duper-good. In melee, you may well be right. At ranged combat... not so much. And of course the iconic Hunter is a ranged character, which continues the proud tradition of Paizo iconics choosing poorly in their class options. ^^


After reading over the class, it's apparent that the best contribution the hunter has to offer from an optimization standpoint is a 1 level dip going into a build with an animal companion already. A single level nabs skirmisher tricks and a constant animal focus on your companion plus 2 good saves, gravity bow and/or lead blades, 1/day animal focus on yourself and wild empathy. Three levels is also cool, giving you 2 free teamwork feats (or 1 and precise shot) and automatic sharing of feats. After that, though, the class dips off a lot in what it has to offer. It's just a shame the class abilities for the later levels are so bland.

Cool build I could see:
Hunter 1/Lunar Oracle 18/Mammoth Rider 1. Lose 2 caster levels, but your companion will be pretty amazing. Entangled and Shaken conditions inflicted from the companion via skirmisher tricks + dazing spell goodness from the caster could be very nasty.

Sovereign Court

When boosting companions the "Spirit Gift" feat from the ACG is great. You caan give your AC a diffrent shaman spirit animal ability every day. The list of options includes DR 5/Ad, constant blur,fast healing, and water breathing.

Grand Lodge

The sad thing is the Hunter would actually be a great class . . . if the Druid didn't exist. And technically the fact that it's mechanically weaker is a good thing for balance's sake. It's not like it's terrible - I'd still rank it a solid Tier 3 alongside Paladins and Bards.

But the problem is the Druid DOES exist, so I struggle to find a reason you'd choose a Hunter instead.


Need clarification on Hunter feature "Nature Training" with respect to Feral Hunter, which still remains as nothing of Feral Hunter replaces this feature. To me it seems to be entirely focussed on animal companion, which Feral Hunter does not have.

I think the designer of Hunter class should look at Feral Hunter again and provide an errata document containing corrections to editing mistakes that took place with initial release of the Advance Class Guide.


Has anyone considered taking only 1 level in Hunter, and killing the companion? If you never get a new one, you get infinite use of the focus.

An Oracle with life link and one level as Verminous Hunter can get Fast Healing 1. Out of combat, the oracle can heal all but the last 1-4 hp of damage on everyone else without expending resources. (Thanks to Zeke for pointing out the Fast Healing).

A tank can take a level in Verminous Hunter to get +2 to natural armor, plus better F and R saves, and spells.

Being able to switch among +2 enhancement bonuses to certain abilities, darkvision, +4 competence bonuses to skill checks, is a very powerful class ability for a one-level dip into Hunter. You can leave it at 'bear' for +1hp/level in your off-hours, which is almost the same as Toughness.


Scott Romanowski wrote:
Being able to switch among +2 enhancement bonuses to certain abilities, darkvision, +4 competence bonuses to skill checks, is a very powerful class ability for a one-level dip into Hunter. You can leave it at 'bear' for +1hp/level in your off-hours, which is almost the same as Toughness.

Powerful for early game. After a certain point, you're not going to be that hard pressed for money to just buy additional enhancement gear and skill gear. Animal Focus will always only be a money saver, so if you're only dipping for Animal Focus, you're only saying that you just want a little money and that money savings isn't proportional to your level.

As for all the talk about Hunter being worse than Ranger at pure combat, that's 100% true. It's why that to get a good Hunter, what you need to do is to use what Hunter DOES have, namely teamwork feats. Unfortunately, with the lack of good Teamwork feats for ranged, this leaves ranged Hunters a bit out in the cold, although you could still abuse certain tricks with the few good Teamwork feats you could get. For example, Improved Share Spell with Bow Spirit and Bloodsworn Retribution is pretty reasonable.

Another thing that I'm surprised people aren't talking about; isn't Primal Companion archetype utterly insane compared to Animal Focus? I don't see why you would EVER play a base Hunter over Primal Companion archetype at any point.


c873788 wrote:
jikl2001 wrote:

I looked for this thread because it personally felt to me that the Hunter class just wasn't very good. It seems to me that both the Druid and the Ranger are superior options. Upon reading your posts, though, you guys see a lot more potential in it than I do. Maybe I'm missing something...

I think you are missing a lot.

I have a 3rd level ranged focus hunter with PBS, Precise Strike and Rapid Shot. My tiger animal companion has dark vision, energy resistance 5 to cold, electricity and acid. My tiger has a 23AC without being boosted in any way and DR5/Adamantine.

Let's imagine he's attacking the enemy now. He gets 3 attacks and gets to roll twice for each attack and take the highest roll. Each attack he can use a free action to entangle for 1 round as well as the shaken condition for 1d4 rounds. There are no saves for this. The tiger just has to hit with one of his 2 rolls for each of his 3 attacks.

Next round my hunter shoots twice and let's assume hits once. Hitting that opponent with my arrow has now granted my tiger with +2 to hit and +2 damage against that opponent for the next hour.

This is all at 3rd level. Oh, and my tiger can smite once per day.

There are lots of hidden gems for the Hunter if you just know where to look.

I think you didn't read the part where I explained that if indeed the pet can use skirmisher ranger tricks an unlimited times per day, that makes this class very powerful, perhaps too powerful. Considering the skirmisher ranger has a very limited number of uses per day for the skirmisher tricks, it seems unlikely to me that this was the intention. And if the Animal Companion has to abide by the strict number of uses per day the ranger has, then I believe this ability is too weak, because most animals have a low WIS score. And I specifically pointed out that the Big Cat is pretty much the only Animal Companion that stands a chance of making this class a viable threat in the damage department. I didn't miss any of that.


Pathfinder Rulebook Subscriber

You learn the skirmisher tricks as normal tricks, so I'd learn towards unlimited personally. Strong? Yes, but the hunter's entire gimmick is having a really strong pet.

Sovereign Court

Entangling Dire Kitty attack of Doom! With these skirmisher tricks, I think most of the fun is going to come from coming up for name for the special attacks.


Squiggit wrote:
You learn the skirmisher tricks as normal tricks, so I'd learn towards unlimited personally. Strong? Yes, but the hunter's entire gimmick is having a really strong pet.

The ranger would get WIS + 1/2 ranger level per day. This is an extremely limited number of uses per day. A level 7 ranger would, on average have 5-6 uses per day. In combination with the fact that a lot of these tricks are free actions that can be used per attack, this means that the right Animal Companion (Big Cat) would quite easily blow through what would normally be an entire's day's worth of skirmisher trick uses every single round of combat. To me that just screams overpowered.

The alternative, however, would mean the Animal Companion would get too few uses, to the point of making it nearly useless. The Big Cat has a WIS of 6 IIRC. That means at level 7, the Big Cat would have only a single use per day. That's just too few to make it worth getting at all.

Hmm... I just thought of something. Perhaps if the Animal Companion's uses per day were limited by the Hunter's WIS + 1/2 Hunter level, rather than it's own, it may make more sense. That would make the ability fairly strong, but not overpowered. However, I feel the Hunter would still be a weak class if you go that route. I don't know... perhaps it's designed to be unlimited use per day to make up for the fact that the Hunter gets little else of any use. But I feel that anytime anything that's normally "per day" becomes "at will", it deserves a good bit of scrutiny.


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"Overpowered"?

None of these tricks are good enough that they require a per day limit, at all. That's why the Skirmisher Ranger is so bad.


The comparison between Ranger skirmisher's uses and animal companion uses isn't really that useful in terms of power level. I don't know about the intent per say, but, in all honesty, none of these tricks scream out "broken!" if they were used an unlimited times per day. Probably the best one would be perma-entangle, but even that's not TOO insane and more an outlier than anything.

Silver Crusade RPG Superstar 2014 Top 16

The way it's written, it says "teach your companion" the tricks. I know a lot of people are suggesting that that means the companion is the one doing everything, but I don't see it that way. I see it as you teach the companion to do whatever is required to pull off the tricks, which might include giving the HUNTER some ability. And then there are some others that just don't work for the companion at all.

Let's see some examples here:

Chameleon Step:

Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

This trick could either be seen as not applying to companions at all because it says "The Ranger" or it could be seen as an ability that the companion gets to use instead. So either it's not a legal option for the Hunter to teach to her companion, or she teaches her companion to use a Move action to move twice her speed, taking no penalties on Stealth, unlimited times per day. if you CAN teach this to your companion, it's EXTREMELY powerful, essentially doubling your companion's speed at all times.

Heel:

Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

This is an obvious one, the Hunter can teach her companion to essentially move away from an enemy without provoking AOOs, unlimited times per day. This is powerful, but not broken or anything since it takes an immediate action from the Hunter, taking up his Swift action next round.

Sic'Em:

Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.

This is why the Hunter doesn't want to have to use Heel. With this ability, he can use a Swift action to give his companion an attack that doesn't require ANY of the companion's actions. This is really REALLY excellent, and seems like it's one of the best options to be gained from this class ability. In fact, this one to me seems overpowered, and is the main reason I'm making a Hunter for PFS.

Tangling Attack:

Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

What about this one? Can it be taught to your companion, to let them entangle a creature every time they hit one? Doesn't sound broken, you say? Well, if you say that one's okay, then you have to allow the following one, since it has the same text:

Surprise Shift:

Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Now, you can use the animal companion's Swift action to move an extra 5 feet every round (no AOOs), AND use the Hunter's Swift action to have it attack an extra time. Are you seeing how these can be extremely powerful, yet?

So basically, I think the devs need to tell us exactly which Skirmisher tricks we can teach our companions, otherwise the Hunter is going to truly replace both the druid and the ranger. And perhaps the summoner. Because the companion is going to become a GOD in combat.


Replace the Druid and the Summoner?

Now that's a hilarious thought. Yeah no. Skirmisher tricks do not make up for 9th level casting and the Eidolon is still better.

Quote:
In fact, this one to me seems overpowered

Really? A single extra attack every round from a class of character that doesn't even have particularly amazing attacks is what you call overpowered? Nevermind that that trick probably doesn't work.

Quote:
AND use the Hunter's Swift action to have it attack an extra time.

How are you doing that when the Hunter doesn't know any tricks?


Honestly, I don't think the Skirmisher issue is going to get resolved without some FAQing/DM fiat. We might as well let it lie until then, although I think the consensus is "it's not broken to let it happen unlimited times per day".

Speaking back on the Hunter power level, I think that the best options for "hunters" in terms of class/archetype are the following:

For melee: Use Primal Companion Hunter or Sacred Huntsmaster. Don't use base Hunter, as Primal Companion is potentially insane and the accelerated Animal Focus has nothing compared to the Sacred Huntsmaster superior spell list and additional features
For ranged: Use Divine Hunter or Primal Companion Hunter or Sacred Huntsmaster/Preacher combo. Since teamwork feats aren't as powerful for ranged, I don't think Primal Companion Hunter as much appeal here...maybe someone can come up with a list of usable teamwork feats for that?

Is this a reasonable list?


Pathfinder Rulebook Subscriber

I like animal domain sacred huntsman for double companions without the painful penalties Packmaster has (seriously the idea behind packmaster is cool but half level animal companions are useless and quarter level companions are a liability).

Divine Hunter I feel like is entirely eclipsed by Sacred Huntsman unless you really need druid spells.


The Divine Hunter is mostly because, if you're Ranged, you're looking to skip Teamwork feats, leaving the comparison between Divine Hunter and Sacred Huntsmaster/Preacher. I think that skipping Preacher's Determination is way more plausible in these cases and that, combined with the fact that double Animal Focus is actually more useful for ranged characters (Dex/Str plus spending money on magic ammunition) than melee leaves Divine Hunter in a better spot compared to Sacred Huntsmaster because they gain double Animal Focus faster. Also consider Divine Hunter can still take Primal Companion as well. Plus, if you're skipping teamwork feats, you're also skipping Improved Share Spell, which lowers the value of the Inquisitor spell list.

Now, if you're still sticking with teamwork feats despite that, then yes, Sacred Huntsmaster still blows Divine Hunter out of the water.


cartmanbeck wrote:
The way it's written, it says "teach your companion" the tricks. I know a lot of people are suggesting that that means the companion is the one doing everything, but I don't see it that way. I see it as you teach the companion to do whatever is required to pull off the tricks, which might include giving the HUNTER some ability. And then there are some others that just don't work for the companion at all.

That is exactly how I read it.


Is it just me or does Animal Focus seem to be missing something? I feel it's mostly due to you being unable to get a third Animal Focus. That dead level at level 16 is staring me right in the face and it feels like the missing third animal focus should fit perfectly there.


So, in reference to a melee hunter build... Clearly you'll want to pick up Pack Flanking to get that awesome +4 flanking bonus at all times. The only drawback is Combat Expertise as the prerequisite... What would you guys suggest for a followup feat to work with Combat Expertise, if anything? Or should one just swallow the burned feat for a pretty awesome benefit?

I mean you could pick an Improved Combat Maneuver feat, but with only 3/4 BAB I'm not sure the hunter is really the class to waste feats on combat maneuvers.

Pack Flanking wrote:

Pack Flanking (Teamwork)

You and your companion creature are adept at fighting together against foes.
Prerequisites: Int 13, Combat Expertise, ability to acquire an animal companion.
Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that
opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.


AncientSpark wrote:
Powerful for early game. After a certain point, you're not going to be that hard pressed for money to just buy additional enhancement gear and skill gear. Animal Focus will always only be a money saver, so if you're only dipping for Animal Focus, you're only saying that you just want a little money and that money savings isn't proportional to your level.

A ring of regeneration costs 90Kgp. Fast Healing 1 isn't as powerful but it duplicates most of the ring's powers. From the CR, a slotless widgit of infernal healing would cost 16Kgp. The dip also lets you duplicate a slotless amulet of natural armor +2, 16Kgp. or add a +2 bonus to certain abilities. Adding a +2 ability boost to an ability boosting item costs 6Kgp, but this is slotless so double the cost.

We're not talking about it taking hundreds of gp to duplicate these features, but tens of thousands of gp. I don't think that's "a little money".

Scarab Sages

magnuskn wrote:
Ssalarn wrote:
LazarX wrote:


The Ranger will make a flat out better archer or meleer, and with a one feat investment, his animal companion will be just as good as the Hunter's.
This is actually demonstrably untrue (unless there's a new feat I've overlooked). Boon Companion won't give the Ranger's animal companion the ability to utilize all of his Teamwork feats, and it won't give it the ability to basically graft the equivalent of unlimited Ranger spellcasting directly onto the pet. The Ranger also has a vastly more limited list of pets to choose from, while the Hunter gets the full druid list. During the first 5 levels of play in particular, the Hunter has the capacity to be much, much stronger in melee combat than the Ranger, and has unique archery options unavailable to most Ranger builds as well, like 1st level flight via the Roc and Undersized Mount.

I have no idea how melee is going to pan out (since the animal companion is going to be a big help with providing flanking bonuses and so on), but to say that the Hunter is going to outclass the Ranger in ranged combat is comically wrong. The Hunter has exactly one buff (Aspect of the Falcon) to hit, which doesn't scale at all with higher levels. It is a 3/4 BAB class with no class features which augment his to-hit bonuses in ranged combat. It doesn't get the early access to great feats (Improved Precise Shot, for example) the Ranger gets.

I know you are in love with the class, but you are trying way to hard to prop it up as super-duper-good. In melee, you may well be right. At ranged combat... not so much. And of course the iconic Hunter is a ranged character, which continues the proud tradition of Paizo iconics choosing poorly in their class options. ^^

Maybe you should learn to read instead of being condescending. I said that the Hunter has unique options for archery not available to most Ranger builds; I didn't make any claim about comparative power in that department, though I suspect early access to flight is going to be just as valuable (if not moreso) as bonus combat feats when it comes to contributing via ranged combat at lower levels.


Scott Romanowski wrote:
AncientSpark wrote:
Powerful for early game. After a certain point, you're not going to be that hard pressed for money to just buy additional enhancement gear and skill gear. Animal Focus will always only be a money saver, so if you're only dipping for Animal Focus, you're only saying that you just want a little money and that money savings isn't proportional to your level.

A ring of regeneration costs 90Kgp. Fast Healing 1 isn't as powerful but it duplicates most of the ring's powers. From the CR, a slotless widgit of infernal healing would cost 16Kgp. The dip also lets you duplicate a slotless amulet of natural armor +2, 16Kgp. or add a +2 bonus to certain abilities. Adding a +2 ability boost to an ability boosting item costs 6Kgp, but this is slotless so double the cost.

We're not talking about it taking hundreds of gp to duplicate these features, but tens of thousands of gp. I don't think that's "a little money".

It sounds like you're dipping for the Vermin archetype. Which I, admittedly, kind of skipped over, cause I have zero experience with it. It does strike me silly that the Vermin focuses are way better than the regular Animal Foci, but, eh, I guess you have a point there.

Silver Crusade

Just a quick question, can you switch one animal focus for another when it is already activated (without expending another minute of animal focus per day). I assume so, but I just wanted to be clear about this.


I find the conceit that if any remotely similar class has more raw power, no one would want to take any class other than the most powerful one annoying; sometimes 'powerful enough to contribute' and 'has the particular set of abilities and flavor you want' are enough.


AncientSpark: I don't think I would ever take Divine Hunter. Better off to just be an Aasimar and take the Celestial Servant feat which gives the AC the celestial template. Then you can still do Primal Hunter or Sacred Huntsmaster.


AncientSpark wrote:

I mean, in practice, it doesn't really matter that much either way. By the time you're level 8, you have enough minutes per day in you that you probably perform most options. The real problem with Animal Focus is that you generally have to build your equipment around Animal Focus under the assumption that you have the most optimal Animal Focus for combat active, meaning you skip the enhancement bonuses on your equipment, most likely. As a result, Animal Focus grants very little in-combat versatility because you're stuck with one mode or else you're shooting yourself in the foot pretty severely.

This means that Animal Focus' versatility comes from different uses in-combat and out-of-combat, but this brings up another problem; almost all the bonuses in Animal Focus can be copied through spells. Hell, most of the bonuses can be copied through items and pretty cheaply too. It begins losing steam quickly once the mid levels come around because anything it can do out-of-combat is pretty irrelevant; at best, it's a minor boost that you don't have to stress your slots/preparations that hard, but most of said spells will occupy your lower level slots anyway.

Thus, what Animal Focus really boils down to is a versatility tool early levels, but a pure money saver in mid-levels. And that wouldn't be such a problem if it weren't for the fact that AC also starts to fade off in mid-levels, meaning that worthy uses of the money you save start to become scarcer (having personally experienced this with my Bladebound Kensei Magus, this absolutely does happen when you get a heavy amount of "free equipment"). It doesn't mean Animal Focus is absolutely useless (far from it; I'd argue that it's probably better than, say, Favored Enemy without liberal use of Instant Enemy), but it's certainly worse than a lot of static bonuses like Weapon Mastery. The reason why weapon boost-style abilities are great like Magus' Arcane Pool or Warpriest's Sacred Weapon is because they stack with the base enhancements of the weapon up to a total...

If i were to make a Hunter i would ask my GM to house rule that Animal Focus bonuses can stack with Equipment. With that i think the hunter becomes a balanced class... Agree?


I think that would be good.

Here's a good question.
Can you choose the same focus twice? It doesn't specify (like some other abilities) that you can or can't.
If you do or if your animal dies; do they not stack, or does add together asthe total benefit of "animal focus"? Since it's pretty easy to come up with situations where your animal dies and you end up with double up. I guess next turn yo ucan use a swift action to change one.

Also anyone have much more practice with the feral hunter? I like its sounds. I kind of wish they had a way to take on just part of a wyld shape; like just grow certain aspects instead of full transform (or even unable to full transform and only take on certain things). I can't think of a way other than mythic stuff for it.


DarkOne the Drow wrote:

Need clarification on Hunter feature "Nature Training" with respect to Feral Hunter, which still remains as nothing of Feral Hunter replaces this feature. To me it seems to be entirely focussed on animal companion, which Feral Hunter does not have.

I think the designer of Hunter class should look at Feral Hunter again and provide an errata document containing corrections to editing mistakes that took place with initial release of the Advance Class Guide.

Does the nature training really do anything at all? For the base hunter that is? Are there any feats that rely on ranger or druid level and modify the animal companion?

On the feral hunter: I don't see any reason why I would ever play it. Wildshape is too complex to make work well and if one wants to summon stuff there is the summoner. Instead of playing a feral hunter I'd rather play a base hunter without an AC or a druid (if I want wildshape).


Faelyn wrote:

So, in reference to a melee hunter build... Clearly you'll want to pick up Pack Flanking to get that awesome +4 flanking bonus at all times.

That's not the only great thing about the feat. Normally it is impossible to use both, outflank and paired opportunists. With this you can have both. That means that if either of you scores a crit, both you and your AC get a AOO at +4. And this is in addition to the +4 for outflanking.

But despite that I'm not sure the sacred huntsman isn't better than the hunter. Don't just look at what is traded away but look at what both PCs have. The power of the inquisition (or domain) depends strongly on what you choose. But sometimes the balancing is strange. You can see this when comparing inquisitions and domains. Even without the spells most domains are just superior to the inquisitions.

Silver Crusade

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Full Name Kyomi Wind Stalker
Race Kitsune
Classes/Levels Hunter 1
Gender Female
Size Medium
Age 21
Special Abilities: Low-Light Vision, Change Shape, Agile, Kitsune Magic, Natural Weapon, Animal Focus, Nature Training, Wild Empathy
Alignment: Chaotic Neutral
Deity Daikitsu
Location Forest of Spirits
Languages Common, Sylvan, Tengu, Aklo
Strength 10
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 14
Charisma 12

hey companion is and ankylosaurus. any one care to help me finish making her or have any advice like should i do an archetype or not?

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