Teamwork based Hunter / Rogue Build Optimization


Advice

Grand Lodge

Looking for a bit of advice on how best to optimize a Hunter / Rogue character.

I was planning on going Hunter 8 / Unchained Rogue 4, which would get me up to the second animal focus on hunter, as well as unlocking weapon finesse, finesse training, and debilitating injury from the rogue side of things.

I know most of the feats I would need, but I am not entirely sure on what order to take some of the levels for best optimization.

Combat Expertise, Combat Reflexes, Pack Flanking, Escape Route, Precise Strike...these would allow me to essentially always get flanking (unless my pet and I get separated somehow) and would grant extra AoO's when either the PC or AC score a crit. (planning on wielding a kukri, so that should get me a fair number of crits)

If I can spare the feats for it, TWF with 2 keen kukris would be awesome...but not required.

Boon Companion would probably be necessary to keep my companion up to speed when I dip into rogue.

Stats are going to be a 20 point buy (PFS character) Currently the character is a Kitsune..this will be my last chance for a rebuild before she is set in stone at level 2. I was thinking of this for the stats:

Str: 10 (after -2 racial)
Dex: 16 (after +2 racial)
Con: 14
Int: 14
Wis: 14
Cha: 10 (after +2 racial)

Need at least 13 Int for Combat Expertise, need Wis for Hunter Spells, Need Dex and Con for melee...pretty MAD, so stats are a bit more generalized than specialized.

Not entirely sure on traits. Reactionary is always nice for extra initiative, I am Grand Lodge faction, so maybe Observant for +2 perception? Open to suggestions.

Here is my current plan for level progression...let me know if you think there is a better/more optimal route.

1. Hunter 1, Animal companion, animal focus, nature training, orisons, wild empathy
Feat: Combat Expertise
2. Hunter 2, Precise companion: Outflank, track
3. Rogue 1 Finesse training, sneak attack +1d6, trapfinding
Feat: Pack Flanking
4. Rogue 2 Evasion, rogue talent: Combat Trick: Precise Strike
5. Hunter 3 Hunter tactics, teamwork feat: Escape Route
Feat: Boon Companion
6. Rogue 3 Danger sense +1, finesse training, sneak attack +2d6
7. Rogue 4 Debilitating injury, rogue talent: Weapon Training – Kukri, uncanny dodge
Feat: Paired Opportunist
8. Hunter 4 Improved empathic link
9. Hunter 5 Woodland stride
Feat: Two-Weapon Fighting
10. Hunter 6 Teamwork feat: Improved Spell Sharing
11. Hunter 7 Bonus trick
Feat: Improved Two-Weapon Fighting
12. Hunter 8 Second animal focus, swift tracker
Feat: Broken Wing Gambit

Not sure if any of the hunter archetypes would benefit this character, but for the rogue levels, I was thinking about Knife Master, since I will be using Kukri to up my Sneak damage to d8s...not sure if it is worth losing trapfinding/trap sense for only 2 dice though.

For the pet, I was leaning towards a Big Cat (probably a Tiger)

Let me know what you think, or if you spot any mistakes or places I could improve the build.


I would take TWF at level 4 instead of Precise Strike. It's a bit late to take it at level 9.

Also, you could take the Swashbuckler Rogue archetype, to be able to pick the combat trick rogue talent twice, and take Precise Strike at your 4th Rogue level instead.

Sczarni

Ive seen some GMs rule that escape route requires you to be in an adjacent square; it would not work if you would share a space with your animal companion. YMMV.

Grand Lodge

Carla the Profane wrote:
Ive seen some GMs rule that escape route requires you to be in an adjacent square; it would not work if you would share a space with your animal companion. YMMV.

Those GM's must be reading a different version of the feat than I am...

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

On a different note...I realized that I had forgotten Combat Reflexes in the original post, and got to thinking about how to get my finesse and TWF online sooner...how does this plan for progression look?

1. Rogue 1 Finesse training, sneak attack +1d6, trapfinding
Feat: Combat Expertise
2. Rogue 2 Evasion, rogue talent: Combat Trick: Two-Weapon Fighting
3. Rogue 3 Danger sense +1, finesse training, sneak attack +2d6
Feat: Combat Reflexes
4. Rogue 4 Debilitating injury, rogue talent: Weapon Training – Kukri, uncanny dodge
5. Hunter 1 Animal companion, animal focus, nature training, orisons, wild empathy
Feat: Boon Companion
6. Hunter 2 Precise companion: Outflank, track
7. Hunter 3 Hunter tactics, teamwork feat: Pack Flanking
Feat: Escape Route
8. Hunter 4 Improved empathic link
9. Hunter 5 Woodland stride
Feat: Paired Opportunists
10. Hunter 6 Teamwork feat: Improved Spell Sharing
11. Hunter 7 Bonus trick
Feat: Broken Wing Gambit
12. Hunter 8 Second animal focus, swift tracker

It delays getting a companion until level 5 (but it will be a level 5 companion as soon as I get it because I will take Boon Companion at the same time). Gets me my basic finesse right away, TWF at level 2, and finesse training at 3.


Looks pretty good.

Have you considered any of the rogue archetypes?

Trapfinding and Danger sense are both pretty s&~!ty abilties, which most people more than gladly trade away.

The best way to handle magical traps is to buy a wand of Summon Nature's Ally I, and let it trigger the trap.

Grand Lodge

Knife Master and/or Scout were both on the maybe list.


How is the build going?


These suggestions may be coming late, but I you are still working on this build, I have some ideas.

Have you considered going with Tengu as a race choice? They get a +2 to Dex and Wis, which are important abilities for hunters. Tengus are also automatically proficient in all sword-like weapons, so you don't need to burn a feat or rogue talent to get proficiency in the kukri.


I would also recommend delaying escape route in favor of paired opportunists. Once you get pack flanking and outflank, paired opportunists brings this build to a whole new level.

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