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So, I'm about to start a new game of Pathfinder because my GM picked up the ACG and it inspired him to run a new one. this won't be an adventure path, but something a bit more sandbox-y, meaning that there's no "optimal" build to make use of environment or enemy types, so don't worry about that.

I'm going with a human hunter character, and the one thing that caught my attention rather firmly was that Hunters can take teamwork feats without screwing up the builds of their teammates. They don't even screw up their companion builds if they have one in mind, since the animal companions get the teamwork feats proliferated to them. However, I also understand this might end up not being the optimal route, and I'm here to try and figure that out.

First off, my party makeup consistes of, at the moment, a swashbuckler, an arcanist, a bard, myself, and one player who's as of yet undecided, but is leaning towards a divine caster to help round out the party.

So, my question is; what are the good teamwork feats? What feats are traps? Should I even go with teamwork when I could just burn all of my feats on evolved companion and similar? What sort of stat loadout for my human should I go for, since it's 25 point buy?

Oh, yeah, and I decided to go for a t-rex as my animal companion, because I love the 2d6 bite and grab, and since I can use Strong Jaw and Animal Growth to turn it into an absolute chompy powerhouse at mid levels.

thanks to anybody that decides to help out. I've never really built with an animal companion or teamwork feats before, so it's giving me trouble.


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pick outflank as your lv2 feat and then get pack flanking and ride your companion. As long as you both threaten you'll be flanking for a +4. Coordinated Maneuvers if you want to do maneuvers. Feint Partner and Improved Feint Partner are nice. Paired Opportunists can be nice if you can set up lots of attacks of opportunity. Improved Spell Sharing with Animal Soul can get some good stuff going if not PFS.

Silver Crusade

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Pack flanking, IMO is the best team work feat yet made you and your AC get +4 to hit and count as flanking when ajecant to your opponent. You have to pay a feat tax of combat expertise to pick it up but I think it is well worth it.


Huh. I hadn't even seen pack flanking in the ACG; somehow must have missed it. I'm glad you guys caught it, though, because hot damn is that ever good.

Hmm. Looking at my feat progression, as long as I take 13 intelligence, I can pick up combat expertise right away, in addition to evolved companion (improved damage). Outflank at level 2, pack flanking for the free level 3 teamwork feat, and precise strike to add a bit of early game damage to the mix, I suppose. Would result in me doing weapon damage+1d6, and my companion dealing 3d6+4 damage per hit, which is frankly already pretty impressive for that level.


I hope you've got some good ability scores. Int 13 for pack flanking, Cha 13 for evolved companion, on top of the other stats a hunter wants sounds kind of expensive. I'm not necessarily saying don't do it, just that opportunity cost is a harsh mistress.

Ghorrin Redblade


They have a 25 point buy. They have enough to be good and have these 13s.


Mmm, well in that case, rock on! :)

Silver Crusade

Even with 25 point buy there are not enough build points. To have all the ability scores you need. To have both Int and Cha at 13. With out sacrificing Str, Dex, or Con. The following is just a example: Str 18 Dex 12 Con 14 Int 14 Wis 14 Cha 8 or Str 18 Dex 10 Con 14 Int 10 Wis 14 Cha 14. With being human I recommend going with Int over Cha. This opens up both Combat Expertise, and Fast Learner. Both are good feet's that will help any build you do. I do not suggest going with any animal companion that will be large size. As there will be times when it is no able to fit, or just out right not welcome in town. You will still have the town problem with some animal companions.

Team work, and other feet's you should look at.
Improved Spell Sharing : Any spell you cast as a buff effects you and your animal companion for 1/2 the duration each. There are many spells you get that will go very well with is feet. Allowing you to cast fewer spells.
Swap Places : This only works if your the same size. But it allows you as a free action to change places with your animal companion.
Lookout : As long as one of you can act in the surprise round you both act in the surprise round. If you can both act in the surprise round. You both have full round of actions. Not just one move or standard.
Escape Route : An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. This combined with Swap Places means there are few times when you will provoke AO.
Coordinated Distraction : This increases the DC of concentration checks when you both threaten a caster. So after you close with a caster it's very hard for them to cast spells.
Step Up : So caster can not 5ft step way from you and your companion.

Scarab Sages

Escape Route is a solid one, especially if you're going with a melee build.

Precise Strike is free bonus damage, especially handy if you have an animal companion with multiple natural attacks.

Eventually you'll want Coordinated Charge for a melee build as that can really help you crank things up a notch. Particularly good for the big cat AnC and others that get Pounce since you can use it to squeeze two full attacks into a single round.

I suggest going with a two-handed reach weapon and making sure your companion picks up the Aiding Attack trick; combined with Outflank that'll get you an extra +6 to-hit when your flanking AnC successfully lands an attack and you'll be able to afford a somewhat lower STR so you can spread your stats to accomodate the other feats you're looking at. You're also a 6 level caster so remember that you can easily boost your stats and abilities; you probably don't need an 18 in STR to start with to maintain your effectiveness. You can pick up the point or two of lost damage with something like lead blades and your pet is already capable of being one of the best to-hit boosters in the game all by itself.

Grand Lodge

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Lookout + Bodyguard AC Archetype means never being surprised. Bodyguard also opens up Bodyguard feat and In Harm's Way for your early feats (before Int 3), which are great on mounts (basically letting the AC take hits for you.)

If you're taking Evolved Companion, I would recommend Reach over Improved Damage. You should check with your GM and make sure they'll give you 10' reach on the T-Rex at Large/7th level. But the extra 5' will still be worth it then I think. With a Reach weapon and 10' Reach AC, Snake Focus and Paired Opportunists is +6(+8 @8th) that stacks with almost everything.

If Spirit's Gift is allowed, consider Life (Fast Healing 1) Stone (DR 5/-) or Heavens (5' Fly speed) any of which is awesome. In Harm's Way + Fast Healing 1 will let you go on for quite a while.

Ask your GM how they're handling Skirmisher tricks for the AC. ACG says you can teach them to your buddy, but they're written from a Ranger perspective, so it 's not clear which ones you can use and how many times/day you can use them. Sic 'Em, Vengeance Strike, and Upend all look cool, depending on how they're interpreted.

Consider getting yourself or your AC an Amulet of Might Fists (Menacing) to bump your flank to +6 against adjacent foes.

When you get to 5th, I'd pick up Broken Wing Gambit. At 6th:
H,1,3,5 -> Combat Reflexes, Evolved Companion, Combat Expertise, Broken Wing Gambit
Bonus Feats -> Outflank, Pack Flanking, Paired Opportunists.

Someone attacking you:
Eats two attacks of opportunity on the way in, at +10 (+4 flanking, +6 AoO)
Assume those hit and you active BWG.
Eats two more AoO when they attack you (although they get +2/2), still at +10.
If you use one of those to Trip, it's quite likely to work (+10!) and give them a -4 to hit you (because your AoO interrupts their attack) and a +4 to follow-up attacks. If the T-Rex grabs, that's another -2.

If any of those crit, you get two more AoO.
At 8th, you'll get another +2.
Menacing is another +2 to the BWG attacks (you won't be adjacent for the Reach attacks.

I've got a similar build from the playtest for PFS, but it looks to improve dramatically with the full ACG. It's not that surprising how quickly stacking +4 to hit bonuses add up. :)

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