Building a Hunter and his Animal Companion(s)


Advice


So after two weeks I decided to go with a hunter for my next character. I'll be using him tonight but may need some help to tweak the builds for both character and animal companion. Trying to stick as close to raw in first party resources as possible and knowing the gm as far as he is concerned it is no problem.

For the hunter I'll be using a halfling and taking the primal companion archetype.

Stats at level 7: 10 17 11 14 16 18
Alternate race traits: warslinger. May or may not be using adaptable luck.
Feats: Lucky Halfling, Mounted Combat (can be changed) Spirit's Gift and a currently unknown level 7 feat
Teamwork Feats: Friendly Fire and another feat not yet chosen
Skills (outside the norm): Bluff is at 21 (mask of stony demeanor), stealth 14, spellcraft 12 and UMD 11
Favored Class Bonus either to animal saves or hp
Items: Sling to make use of friendly fire (low damage means not much of a risk) and probably a Mithril Breastplate.

Choices between two ACs. One is Harry, an ape which will be introduced to the party as a troll and another is Puff, a T-Rex which will be introduced to the party as a rare dragon for shenanigans reasons.

Harry:
23 17 14 3 12 7
Feats: Combat Reflexes, Intimidating Prowess, Unchosen Feat
Tricks: Catfall, Cunning Pantomime, Second Chance Strike, Tangling Attack, Upending Strike along with other handle animal type tricks.
Evolutions: Improved Natural Armor x2 (total 21 when evolved), Rend (because trolls have it) Gore and Weapon training (all the way to martial)
Spirit's Gift will be used to give fast healing to make him more troll-like
Skills: Intimidate 7, Disguise 1 rank (for pushing skill sage with hat of disguise to look like a troll), Linguistics 2 ranks (for halfling and drow sign language in case of dominations)
Items: Flawed Opalescent White Pyramid Iounstone for martial proficiency with chainsaws (yes, I'm planning to use chainsaws), a chainsaw (keen if I can afford it) and hat of disguise.
No archetypes for this one because I'd rather keep share spells for buffs.

For the other feats I'm thinking of taking more teamwork feats which gives AoOs (I remember there were a few but I cannot remember exactly what they are) but other than that I'm at a loss.

Puff:
24 16 14 3 15 10
Feats: Intimidating Prowess, Flyby Attack and an unchosen feat.
Tricks: Not really that important at this time
Evolutions: Flight (Wings), Wing Buffet, Head, Bite (Not sure if powerful bite works here), Grab for bite (this leads to swallow whole later), Tail slap, Skilled (Fly)
Skills: Same as Harry except 1 rank from linguistics goes to fly.
Items: No Iounstone here unless I change the hat of disguise to the disguise iounstone.
I don't think I need share spells for this one but there aren't many archetypes to use.

Teamwork feats for this one is a lot harder I guess because I haven't figured out the playstyle (made it more for fun because we had some situations with dragons in the game) but meh.

The long term plans for this hunter is probably at level 13 to awaken the animal companions and turn them into cohorts so that Primal Transformation can be used on himself. Something like SNK's Titan as a result (hopefully a greater hat of disguise is enough to get medium for it) Considering its a long way away I haven't put much thought into it but the animal companions will probably take class levels to continue their current playstyles (if they survive that long)

So yeah some advice on feats and perhaps spells that I might want to use would be helpful. GM has given us 30k (more than WBL) if that helps and the campaign setting is in some sort of a desert with goo aberrations (at least I think its aberrations) which are immune to mind affecting effects (might be constructs as well but none of us are sure about that)

Grand Lodge

Well, first thing I think of is the Bodyguard/lookout combo.

3rd level, Bodyguard archetype on the pet will allow it to act in a surprise round. Lookout then allows you (and anyone else with the feat) to ALSO act in the surprise round. Your GM will soon give up on ambushes since the whole party will likely be acting before the enemies soon.

Spells: You get 2 great 1st level spells. Take advantage of them. Gravity Bow for your crossbow or longbow and Lead Blades for your melee fun.

Feats: I know you want Share spell and most archetypes for pets swap it out. Improved Spell Sharing almost gives it back to you. It is not exact, but close enough that you usually will not see a difference.

Also, it looks like you plan to ride Harry/Puff. If that is the case, you will want Pack Flanking. It requires Combat Expertise, but being able to use your mount with Outflank is great. Outflank is free btw at 2nd, you did not list it above, unless you are picking up the Precise Shot. If so, you can ignore the Pack Flanking.


Good first level spells?
Resist Energy
Long strider

Second?
Bloodhound
Barkskin

3rd?
Fickle Winds
Greater Magic Fang

If you're going a ranged route I suggest Deadly Aim and Rapid shot if you can.

Grand Lodge

I highly suggest riding your companion and picking up pack flanking. But that works much better for melee.

I'm guessing you're going ranged because of your high dex since dex to melee is so feat intensive so you'll want Precise Companion @ 2 instead of Outflank. I would Suggest Gravity Bow like Dafydd suggested, but you're small so your longbow would go from a 1d6 to a 1d8 (3.5 to 4.5 avg damage for +1 damage on average) which isn't as good an improvement as a medium longbow from 1d8 to 2d6 (4.5 to 7 average damage for +2.5 average damage and a higher minimum and much higher top end damage) so I'd go with other spells instead. Aspect of the Falcon is a great ranged spell no matter what your size is. Keep Watch is also an excellent spell for homebrew campaigns--as is Abundant Ammunition.

For PFS, I've got a wolf companion so I like Acid Maw for him, but it doesn't work as well for companions with lots of natural attacks (or those without a bite attack).

Teamwork feats are awesome. Like Dayfdd mentioned, lookout is good if you take the bodyguard archetype for your companion. Distracting charge is good for ranged characters.


Hohoho. Improved Spell Sharing is a thing? Thanks. Didn't know about it. Yeah I'll be able to take bodyguard now and probably use Lookout as my next teamwork feat.

Considering my BaB still leaves me with one attack I was going to go with a sling. 1d3 for small. If I keep using "free" ammo it will be 1d2. With such ridiculously low damage it would be a lot better if I make use of Friendly Fire since my animal companion will also get as its own feat. No problems of cavalier's tactician making it so the cavalier has no actual abettors.

Yeah I should have put me getting the free precise shot (which is how I am qualifying for Friendly Fire)

I actually am not riding the animal companions that often because the party is half spellcasters and they really, really like to use their aoe spells and I'm not too keen on getting caught in it. I thought of joining them and using callous casting but I don't see many good aoe damaging spells on the ranger/druid list until level 3 so I'm likely going to use the aoo feats.

So Fickle Winds = movable wind wall which doesn't interfere with your own attacks?

Aspect of the Falcon is better for crossbows though.


Oh and an extra thing I noticed about Improved Spell Sharing.

Normal share spells (as per animal companion) allows target you and spells to affect the animal companion even if they aren't the specified type.

Improved Spell Sharing seems to only work with durations?

Am I right about that?


Alright so after the game I think I need to make a more optimized character instead of an effective one. This is not because my GM is trying to kill us but more because I realized that some party members are not adverse to pointing guns at others to get what they want and the disadvantage is that these two gunslingers joined as siblings so its pretty much 2 on 1 for anyone. Not even 2 on 2 for me because Tom Dick is just pretty darned weak and the ape is only good with buffs and being close to enemies.

Yeah I started out using the ape instead of the trex because becoming a mob enforcer with a troll for muscle is funny.

In any case to confirm the details above, the feat I've taken for the Tom Dick is Combat Expertise. I figured with using my standard action for Betrayer, I can eventually use my move action for Improved Feint Partner giving my hard hitter two extra attacks with his combat expertise and at least Feint Partner removes the dex bonus for one attack. I have to wait until level 9 but should be useful. I get to do my attack and feint at range to give the ape more attacks in melee.

Favored class bonus was put into hp (thank god) One shot from the arcane gunner put me at 1/2 of my max hp which was worrisome even though I had a wand of CLW to pop me back to full. (max hp 57) I'm considering taking a wand of invisibility or wand of blur now to stealth on Harry and assist him from there while hoping I don't get hit although I'm unsure how it'd synergize with everything else.

For spells I've taken
Level 0: Create water, detect magic, resistance (good to spam I guess), light, spark, stabilize (for taking prisoners)
Level 1: Lead blades (more damage to the chainsaw), liberating command, obscuring mist, call animal (I'm hoping this would eventually be useful with cunning pantomime), endure elements
Level 2: Carry Companion and Reduce Animal (one makes the other redundant so I'm not sure whether I should switch out one), Wind Wall (since I can't take fickle winds yet), Locate Weakness (rerolling the 6d6/8d6 from chainsaw on a crit)
Level 3: Strong Jaw (after primal transformation and this I think the ape's nat weapons do 3d6 each), Mad Monkeys (a personal favorite spell of mine which demands a slot unfortunately)

Harry's last feat became weapon proficiency for chainsaws. His evolutions were also changed to Improved damage for bite and claws, gore, grab with bite, rend and improved natural armor x2. His attack bonuses are all at 10 and the natural weapons are primary. If anything has been proven last week is that the 1hp/s regeneration is pretty useless so I might as well be taking DR5/adamantine until Harry takes a lot of damage and needs the 1hp/sec regeneration the next day.

At the next level I'll likely take Tremorsense and use Primal Surge to give burrow (landshark combo), fly or some other attack method depending on the situation.

Unfortunately Harry's AC of 25 was pretty much useless because these guys are hitting at touch AC (modern firearms) not that it mattered since they meta'd to attack Tom Dick first. Cover for the x2 AC against firearms didn't help me either since one of them has improved precise shot from the ranger combat style (although I think I need to ask the GM to audit because he said he was an Arcane Archer as well which is impossible because he'd need a level in an arcane casting class) The GM allowed for taking AA with guns if anyone is wondering.

As for the other sibling, I don't know much other than the use of a rifle, full levels in gunslinger and somehow reaching an AC of 27. Although those two have been checking my sheets they were adamant in not allowing me to see theirs so I don't have much information besides this.

Just for precautions I think I might have to take one of the spells which can go against firearms although they seem quite limited. Bullet Ward is quite expensive to keep account of and Damp Powder doesn't last long enough. It seems Hunter's also get Summon Nature's Ally for free so I might have to read up on maximizing its effectiveness as well.

Some other spells I think which may be useful for any situation (not just the possible PVP) is Brow Gasher (despite the long time needed), Eagle Eye, Aqueous Orb (too short a duration to drown anyone in my opinion) and Badger's Ferocity (to save money on the keen chainsaw) Does anything think they may be useful at all?

In any case, any suggestions of alternate spells, feats and items would be helpful. Some advice and tactics on any potential scuffle against the gunslinger duo if it happens at all would be equally helpful. Thanks.


Seems like your best bet is not to make your character better, but to have a serious talk to these players and the GM.

Them using PVP, demanding to audit your character and refusing you the same thing, and the whole playing as sibblings thing stinks to high hell.

Sit them down and discuss the type of game you want to run and see if you can't create a more coöperative gaming environment .


The GM is pretty chilled and is one of those anything goes kind of guys. If there is pvp, then there is pvp and may the best pc win. The problem is not the GM but rather these players.

They also didn't demand to audit, I just let them freely look at this because I didn't foresee any pvp. Just that they didn't want to let me see theirs.

Officially we aren't even a legit party yet because the gm is still trying to put everyone together.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Pour sovereign glue in the barrels of their guns when they are sleeping.

Edit: hire a slumber witch with accursed hex and split hex, and pay a wizard to cast greater invisibility on her so the gunslingers can't see her coming and she doesn't become visible on using the hex.


I could but then again I'm just trying to find a way to optimize my hunter better. Lets just say the gunslingers opened my eyes to how unoptimized I was.

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