| dragonhunterq |
Faerie fire is maybe a little situational, but it's really good with an AC with scent to point out where the invisi target is. Longstrider and Lead Blades are more generally useful and both nice to have.
Combat reflexes and a reach weapon is really solid. It opens up your flanking options and is a very strong fighting style.
Consider splashing a level of Wild Child Brawler for full AC progression, martial versatility, improved unarmed strike and little to no downside. You lose a level of casting and your will save suffers a little.
| dragonhunterq |
Oops!got too caught up in my own dilemmas around 1st level spells...
A few that look practical:
Saves on food if nothing else
Because your AC just doesn't have enough abilities
For those very narrow dungeons
knowledge is power
| dragonhunterq |
As soon as it is practicable. It is pure win.
I took mine at 3rd, but that was so I could get combat expertise, and then pack flanking at 4th (I only had 12 int). If I had left it til 4th I couldn't have taken pack flanking until 5th.
[grumble]stoopid pack flanking not being a combat feat [/grumble]
Dieben
|
I play a ranged hunter in a Mummy's Mask campaign.
Suffice it to say that Reduce Animal saves an IMMENSE amount of headache when it came to narrow quarters. It also proved useful when we needed to use spells that count large creatures as two targets, like teleport.
Do not underestimate the utility of this spell.