Advice on a second level spell for a hunter


Advice


Setup:
I'm playing a glaive wielding hunter with a deinonychus companion in a party with a learned dualist fighter, a rogue, a gunslinger, and a spiritualist. We just hit level 5, and in a lot of the previous combats its become apparent that I'm the main damage dealer of the party and also effectively the main tank mostly because some of the members are new. My character isn't great at too much out of combat, which is fine because it lets the others shine in the RP. Going forward I'm attempting to tweak the character a bit so he's not taking up the entire spotlight in combat.

Question:
I'm looking for a new level two spell, and wanted to consult the various minds of the forums as to what might be the best/most fun addition to the character. I already have Barkskin for combat and Carry Companion for flavor and RP purpose (dinosaurs tend to turn heads in towns). I'm aiming against anything that makes me do just more damage (though vine strike looks beautiful for a deinonychus), as I've got that pretty in hand right now. Things I've been considering are Burst of Radiance, Hunter's Lore, and Versatile Weapon.

I welcome any suggestions or questions you all have.


more barkskin? .... haha

the hunter list, as far as I am aware, doesn't have many nor that good of damage buff spells. So whatever spell you think looks cool is probably fine.

Grand Lodge

Acute Senses is great, especially when it scales to +20 Perception at 8th.

I took Frigid Touch too. I use it almost exclusively through Spell Storing Armor, but it does a great job of shutting down Full Attacks.


For fun utility creat treasure map, insect scouts, soften earth and stone,maybe climbing beanstalk.


If you didn't take resist energy at level 1 take protection from energy at level 2.

2 or 3 other party members are dex based martials and you don't want to hog the spotlight and teach them the game? Start of combat by casting cats grace on the one struggling most...


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Sense vitals Especially if you're doing the "flank with animal companion as long as you are adjacent" build

Silver Crusade

Lesser Restoration? Both you and the Spiritualist can get it but one of you really ought to. It's a lifesaver.

Tar ball is a good debuff the rest of the party will enjoy.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Flame blade, flaming sphere, frost fall, resist energy, lesser restoration, stone call, summon swarm, tar ball, and whip of spiders are all pretty good choices.


Ryan Freire wrote:
Sense vitals Especially if you're doing the "flank with animal companion as long as you are adjacent" build

Wow, that's a really good call for damage...

If you would have Rogue levels that modify sneak attack dice into D8 (skulking slayer for two handed, knife fighter for daggers) would the damage of sense vitals also be D8 based..?


Kris Verschaeve wrote:
Ryan Freire wrote:
Sense vitals Especially if you're doing the "flank with animal companion as long as you are adjacent" build

Wow, that's a really good call for damage...

If you would have Rogue levels that modify sneak attack dice into D8 (skulking slayer for two handed, knife fighter for daggers) would the damage of sense vitals also be D8 based..?

yeah i figure either cat or raptor, the flank with companion suite, eventually coordinated charge + precise strike for pouncing sneaks all around + this, outflank, a ranseur.....good times.

Sovereign Court

Spike Growth and Wind Wall can both be useful battlefield control spells, depending on your typical terrain and enemies.

Eagle Eye is great for scouting if no one has flight.

Gust of Wind can do all kinds of things.

Lesser Restoration is classically good, especially in party with minimal divine magic.

Protection From Energy is one of those spells that Hunter get cheatyface access to - I believe they get it earlier than any other class in the game thanks to the Ranger spell list being balanced for 1/2 casters.

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