Flavorful feats / ideas for a feral hunter trying not to become OP


Advice


Yes, I know that Feral hunter and OP does not go together, but half the group I'm playing with are pretty new to D&D in general and don't put together overly powerful characters. Throw in the fact that the DM is much more concerned with Role playing than rolling dice, I want to make a character that is both fun to play and isn't the only one doing damage in combat.

I'm looking for some ideas on character progression/feats that I can pick up that would be helpful to the party instead of combat feats or teamwork feats (which I don't get for free being feral.)

Also because I want to fit my character concept, I'm ruling out dipping in other classes to add utility.

I'm choosing spells that are more utility or fit with my concept of my hunter than spells that buff me.

So feats that add utility or flavor..

Concept wise: Fiendish blood and frontier trained traits to explain my profession trapping, feral hunter class, survival and knowledge skills, precise shot instead of overflank.

Thanks for any advice on flavorful feats or spells..


If they are new you can pick a more flavorful Animal companion...instead of the optimizer damage dealers like the tiger/Lion ext.

There are a few teamwork feats I personally think a group of new players will like. Escape Route, Shake it Off and Vital Strike.

Escape ROute will help them overcome bad positioning. Having the ability to move and not provoke can help them escape from bad engages.

Shake it Off will help boost the entire group's collective saves. This helps because a lot of new players like to stack on top of each other or stay very close to one another while walking into rooms. This will help them make better saves versus AoE spells and area control spells.

Precise strike will help anyone who swings a weapon out. It is added to each attack. This also is typical on a hunter anyways.

Silver Crusade

I think you mean Precise Strike. Vital Strike is something completely different.


Louise Bishop wrote:

If they are new you can pick a more flavorful Animal companion...instead of the optimizer damage dealers like the tiger/Lion ext.

There are a few teamwork feats I personally think a group of new players will like. Escape Route, Shake it Off and Vital Strike.

Escape ROute will help them overcome bad positioning. Having the ability to move and not provoke can help them escape from bad engages.

Shake it Off will help boost the entire group's collective saves. This helps because a lot of new players like to stack on top of each other or stay very close to one another while walking into rooms. This will help them make better saves versus AoE spells and area control spells.

Vital strike will help anyone who swings a weapon out. It is added to each attack. This also is typical on a hunter anyways.

I'm a Feral Hunter, so I don't get teamwork feats for free and don't have an animal companion. Plus, most if not all of those feats require both players to have them, so they would not be very useful for other party members unless they also picked up these feats, with I'm sure isn't going to happen.


Val'bryn2 wrote:
I think you mean Precise Strike. Vital Strike is something completely different.

I did and fixed it.


Val'bryn2 wrote:
I think you mean Precise Strike. Vital Strike is something completely different.

ahh, that does make more sense, but like I replied, Feral hunter so no companion or free teamwork feats.


gmachamer wrote:
Louise Bishop wrote:

If they are new you can pick a more flavorful Animal companion...instead of the optimizer damage dealers like the tiger/Lion ext.

There are a few teamwork feats I personally think a group of new players will like. Escape Route, Shake it Off and Vital Strike.

Escape ROute will help them overcome bad positioning. Having the ability to move and not provoke can help them escape from bad engages.

Shake it Off will help boost the entire group's collective saves. This helps because a lot of new players like to stack on top of each other or stay very close to one another while walking into rooms. This will help them make better saves versus AoE spells and area control spells.

Vital strike will help anyone who swings a weapon out. It is added to each attack. This also is typical on a hunter anyways.

I'm a Feral Hunter, so I don't get teamwork feats for free and don't have an animal companion. Plus, most if not all of those feats require both players to have them, so they would not be very useful for other party members unless they also picked up these feats, with I'm sure isn't going to happen.

That is why you can talk to them about picking up some teamwork feats. Sometimes you would be surprised that people might actually want to play a group game together and play as part of a team.


Louise Bishop wrote:


That is why you can talk to them about picking up some teamwork feats. Sometimes you would be surprised that people might actually want to play a group game together and play as part of a team.

Sure, that is a good point and worth pursuing with them during the next session. SO, besides teamwork feats, any other feats that might be worth looking into.

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