Good Teamwork feats for mythic mongrelman hunter


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Due to an inglorious death and a great GM, I'm going to be playing a mongrelman hunter in our Wrath of the Righteous game soon.

I'm trying to determine what teamwork feats would work best with his animal companion and was hoping you, the community, might offer some good suggestions.

I already have a plan for most of my character's career, but I'm not terribly experienced with teamwork feats yet, and don't know of all that's out there, and so have not year planned out that portion of the character.


Stealth Synergy is pretty useful for scouting and ambush.
Outflank is good, gang up and team up can be good.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I like Pack Flanking, but how do I qualify for it without having to waste a feat on Combat Expertise?


Ravingdork wrote:
I like Pack Flanking, but how do I qualify for it without having to waste a feat on Combat Expertise?

There's really no way around it that I've found. But Pack Flanking is a must have for Hunters in my opinion.

My Hunter just got his 1st mythic tier and I'm trying to figure out what I'm going to do.


Depending on the campaign, try Blades Above and Below instead. I'm not familiar with Wrath of the Righteous' bestiary, but if one of you can manage to match the size of your enemies, it saves you the Combat Expertise feat tax. Otherwise get Combat Expertise from method 2 of your wayfinder resonance.


Are you interested in getting the mythic versions of any of your feats, or do you plan to use those for something else? Those may have a big impact on your final abilities.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GM Rednal wrote:
Are you interested in getting the mythic versions of any of your feats, or do you plan to use those for something else? Those may have a big impact on your final abilities.

I plan on taking Mythic Power Attack and Mythic Vital Strike. The rest are going into Extra Path Ability and Dual Path.


...Edited as per Mythic Solutions, or the original variants? *This is an important distinction*


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Originals I guess. I don't have access to Mythic Solutions and my group is notorious for not really trusting 3rd party content.


I think the Spheres of Power Wiki is going to get to that soon (they're in the middle of adding stuff to the mythic rules section of the site), but I really can't over-emphasize how useful it is for correcting some of the problems for Mythic play. Best three bucks you'd spend for that game. Also, I think a lot of the people who wrote the original Mythic Adventures contributed to the book it's from. So... 3PP, yes. Amateur stuff, no.

Mythic Power Attack is pretty strong, but Mythic Vital Strike's original is just flat-out broken, since it can easily be read to let you deal as much as 32x your normal bonuses if you have the whole Vital Strike line. As a GM, I would not encourage using the unmodified version under any circumstances.

You'll be stomping over your enemies anyway, so I'd suggest passing on those two feats and looking for options that will give you new abilities instead of raising your numbers. Past a certain point, more attack buffs don't make much of a difference anyway, y'know? XD


I second the opinion that 3rd party stuff to fix mythic is unlikely to make it worse... as it is currently the most broken game system I have come across in 30+ years


Yeah, Legendary Games does an excellent job with their mythic stuff.

I'd say it's better balanced then Mythic Adventures even. :-)

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