Hunter class


Advice


Need some advice guys. Just hit level 4 hunter and am having a hard time choosing my spells known. I have access to everything including third party.
I play ranged with a giant weasel companion. Any thoughts?


What spells do you already know?


koluminar wrote:

Need some advice guys. Just hit level 4 hunter and am having a hard time choosing my spells known. I have access to everything including third party.

I play ranged with a giant weasel companion. Any thoughts?

Barkskin seems like a good Pick for your companion and self. Long duration and lets your animal keep his neck slot for an AoMF.


I know the following currently

Lvl-0
Create water
Detect magic
Light
Purify food and drink
And guidance
Lvl-1
Keen sences
Touch of the sea
Lead blades
Gravity bow

Lvl-2
Still deciding need 2


barkskin is just amazing for AC.


I would recommend barkskin as well. Also Hunter's Eye is helpful for a ranged hunter.

Silver Crusade

Vinestrike and Barkskin are the pillars.
I recommend a 1 lvl into Brawler Wild Child at lvl 5 btw


DonKalleOne wrote:

Vinestrike and Barkskin are the pillars.

I recommend a 1 lvl into Brawler Wild Child at lvl 5 btw

For a ranged character, I do not recommend the dip. He is an archer, not Melee.


Is it worth it for an archer to take a divine hunter?

Silver Crusade

Louise Bishop wrote:
DonKalleOne wrote:

Vinestrike and Barkskin are the pillars.

I recommend a 1 lvl into Brawler Wild Child at lvl 5 btw
For a ranged character, I do not recommend the dip. He is an archer, not Melee.

Really?

I kinda think its very useful.
Unarmed strike means he always threatens in meleerange.
The int bonus for feats is always nice.
Abd the frew feat 4/day is fine there are even several ranged teamwork feats that work well and are situational.


DonKalleOne wrote:
Louise Bishop wrote:
DonKalleOne wrote:

Vinestrike and Barkskin are the pillars.

I recommend a 1 lvl into Brawler Wild Child at lvl 5 btw
For a ranged character, I do not recommend the dip. He is an archer, not Melee.

Really?

I kinda think its very useful.
Unarmed strike means he always threatens in meleerange.
The int bonus for feats is always nice.
Abd the frew feat 4/day is fine there are even several ranged teamwork feats that work well and are situational.

It is useful for Melee.

But an Archer will just 5 foot step back usually.
The 13 int pre-req is not needed for any archery feats
Most likely he will already have most ranged Teamwork feats. It can help if FORCED to melee but usually that hardly happens and the Animal companion will be front lining for him.


With the help of which the hunter-archer raises himself an attack?

Grand Lodge

I like vine strike. Entangle will help the weasel land attacks which will inturn help it grapple finally leading to you hitting more.

Other random thoughts:
Pheromone arrows
Are you using agile maneuvers (grab + con damage + full attacks are bad for enemy casters)


You might want to have Cure Light Wounds in there. I play a hunter in my current game, and I'm often the one healing the other players after combat is over.


Heather 540 wrote:
You might want to have Cure Light Wounds in there. I play a hunter in my current game, and I'm often the one healing the other players after combat is over.

At level 4 I recommend a Wand of Cure Light Wounds. Most likely his group has a dedicated healer but always worth every group member buying a wand for use on themselves to save the healer resources.


Carry companion. No more ladders stopping your pet.


Your second choice -

Lesser Restoration, this is what I'd go with. Just due to stat damage can ruin anyones day.

or

Versatile Weapon, helps you bypass a bunch of different DR without having to buy a bunch of specialty arrows.


Matt2VK wrote:

Your second choice -

Lesser Restoration, this is what I'd go with. Just due to stat damage can ruin anyones day.

or

Versatile Weapon, helps you bypass a bunch of different DR without having to buy a bunch of specialty arrows.

Yeah but why even archer if you're not going to go full green arrow with the tricky ammunition?


at level seven my dm is giving my animal companion a re-work for free to direweasel so he can be used as a mount, i plan to make full use of this and go ham on mounted archery, anybody have some advice in that regard? and thanks so much for all the spell ideas guys, your really being a big help!

Sovereign Court

Generally speaking, mounted archery is only really worth it if your mount flies. Otherwise, you're much better off having your companion be between you and the enemy. You want it to be a fighter/blocker for you. Coordinated Shot is a teamwork feat that gives you a bonus to your ranged attacks when your companion is threatening an enemy.


If you plan to ride your mount, the feat Pack Flanking could be useful. It allows you and your mount to be flanking if adjacent and threatening the same enemy.


Heather 540 wrote:
If you plan to ride your mount, the feat Pack Flanking could be useful. It allows you and your mount to be flanking if adjacent and threatening the same enemy.

He is ranged and plans to stay away from flanking anything.


Flying sounds dope. Actually theres a hunter archtype that i can use for a work around to the flight problem
Primal companion hunter
Lets you use summoner evolutions. Give the dire weasel wings, for x minutes per day. Ride and shoot. And when not flying using other feats to bolster the companion and archery combo.


At your level you are looking at 1st and 2nd level spells, perferably ones that complement your existing talents. The two main attributes of the hunter that you want to emphasize are your animal companion, and your animal focus ability.
Being able to add +2 to your strength or Dex at demand should not be understated, it's a really awesome power. (Nevermind that the other options aren't slacking either).

Druids (especially at low levels) have some lame spells, but considering the above here's the best of the best:

Ant Haul - triples carrying capacity for 2 hours per level. Combine this with a 3-4 minute increase in stength by 2 points, your character will have short periods where he can move boulders, pick up horses, etc. Not handy in combat, but very handy outside of combat.

Aspect of the Falcon - Combine this with the abillity to increase your DEx by 2, you can become an instant missile weapon devestator. Or combine this with your "falcon" animal focus and you'll be able to see a butterfly on the far side of the moon.

Charm animal - Make more temporary animal friends.

Cure lt wounds - always handy.

Deadeyes's lore - If in a campaign where you may use your tracking skills also handy with your animal focus and other abilities.

Entagle - one of the few low level druid spells that's really good in combat.

Goodberry - An often overlooked spell that is VERY handy. You can make 2d4 berries a day, each of which last 1 day per level. If you do this right you can end up with 20 or so minor healing spells that only costs you 1 spell slot a day.

Longstrider - combine with animal focus, you'll be like a gazelle.

Monkey FIsh - combine with animal focus you'll be like a realy monkey or fish.

Obscuring mist - Druid classic

Shilleagh - Always overlooked, but gives you a +1 quarterstaff any time you need it.

Stonefist - handy, especially if unarmed.

Summon nature's ally - classic.

Summon minor ally - handy

Thunderstomp - I just like this spell, knocking people prone is handy.

Touch of combustion - handy.

Touch of the sea - combined with your skills can practically make you a dolphin (handy if in a sea based campaign).

Now, 2nd level is the spell level that's like a desert for Druids, but I reccomend:

Ant Haul Communal - Oh the things you can do.

Aspect of the bear - combine with animal focus

Barkskin

Bear's endurance - Combine with animal focus

Bull's Strength - Combine with animal focus

Cat's grace - combine with animal focus

Flame blade - classic.

Flaming sphere - classic

Fog Cloud - classic

Glide - handy

Heat metal - classic

Ironskin

Owl's wisdom

Summon swarm

Warp wood


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At lower levels I like shield companion for the long duration AC and save boost if nothing else (I wish they scaled though :(). If you are planning on staying out of combat you also increase your ACs effective HPs using your own.


Just built a third Hunter, first two in a short lived campaign and third intended for PFS. Somehow I had missed Shield Companion, that is an interesting one (especially for ranged Hunters, put those hit points to work!).

Hunters have limited spells known. They have to include ones you use all the time, plus maybe a few emergency spells where a potion, scroll or wand won't do.

At first level, my melee Hunter is planning: Summon Nature's Ally (free), Lead Blades, Glide, Endure Elements, Resist Energy, Liberating Command and Longstrider. Glide to tactical use and for turning a sudden death plunge into a safe landing (maybe subject to GM cooperation blurring the line on immediate actions). Endure Elements just to avoid burning through wands on long treks through hot or cold climates (a favorite of PFS). Resist Energy is awesome. Liberating Command might free a caster and save your butt. At higher levels, Longstrider becomes an all day speed boost (wand at low levels, once wand burns out switch to spell).

At second level: Summon Nature's Ally (free), +4 stat, Barkskin, Lockjaw, Shield Companion. Lockjaw is good for shutting down an enemy caster with a companion that doesn't yet have Grab, trade away at level 8.

Wands for frequently used spells which don't benefit much from increasing caster levels or just to cover low levels: Cure Light Wounds, Longstrider, Gravity Bow, Shillelagh, Heightened Awareness, Magic Fang, Lead Blades.

Scrolls for infrequently used spells: Ant Haul, Monkey Fish, Touch of the Sea (and potion in a sponge), lesser restoration, Communal Delay Poison, Mass Featherstep, Communal Resist Energy, Blessings of the Mole.

Now that I think of it, Glide is probably dropping to a scroll. Hard to justify casting a spell while falling unless it's a LONG fall (>150'). Maybe need a snapleaf or rely on a wizard with Featherfall.


And don't forget Mnemonic Vestments, not just for Sorcerers. Use a spell slot to power a scroll, lots of versatility for seldom used spells.

Vestments cost 5000gp, but you save 150gp for each second level spell, 375gp for a third, 700gp for a fourth.


Dm reccomends deepwood sniper from 3.5 since im such a shooty character. Any advice?


Depending on where your adventures take you, the carry companion spell can be invaluable. There are places a companion shouldn't/couldn't/wouldn't go, and this spell gives you options. This is not the case with some GM's and with some campaigns, but who knows? My hunter's first companion died as a result of an unfortunate set of specific circumstances.

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