EndlessTravesties |
Hunter (Primal Companion) - Boon Companion Monk (Sohei) - Wheeling Charge Monk - Trick Riding, Escape Route Fighter (Lore Warden) - Mounted Combat Fighter - Indomitable Mount, Iron Will Hunter - Outflank Hunter - Pack Flanking, Precise Strikes
Big cat companion.
Crank dex.
Rider does nothing but stay alive. Slap all your resources into +++ mithral chain and a steel shield. Fighting defensively with combat expertise from LW and appropriate gear your AC is 32 at 7th. You have no damage and don't need a weapon besides unarmed strike from monk, and that exists only to threaten so your mount can get bonuses from Pack Flanking.
Your mount, assuming you grab the energy attacks evolution from Primal Hunter, will be hitting for a staggering 1d6+7+4d6 on the WEAKEST of his five attacks on a charge - all of which are at a +16 bonus to hit due to pack flanking and other shit. The DPR vs a CR7 creature is something like 122. You'll be churning through anything you can reach like cardboard.
Defensively, you have 32 AC and your worst save is will at +11. Trick Riding and Indomitable Mount let you sub in your +17 ride check to save your mount from attacks and spells, and his 23 AC isn't shabby. Escape Route prevents you from taking AoOs for moving so you'll be able to charge creatures with reach without fear. Slap an Aegis of Recovery on both of you and it's not even fair anymore.
So you can put out enough damage to solo most bosses in a single charge, you have stupid AC and saves, you can charge anything without fearing AoOs, your mount is going to be nigh untouchable and none of this is reliant on buffs. You can operate like this from round one. And thanks to stupid high dex and reactionary you're going to go first a LOT.
Thoughts?
avr |
It could be an issue when you have to fight in awkward terrain. Climbing down a cliff, in a narrow or low-ceilinged passage, anywhere that acrobatics checks might be required - animal companions get very few skill points, remember. If there's someone in the party willing to cast fly or air walk on your cat some of those will be mitigated.
Wicky1976 |
page 198 of the Core Rulebook: "If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn."
Sohei ability: Devoted Guardian (Ex): At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts
Animal companion archetype: Bodyguard: At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level. This replaces evasion.
Teamwork look out feat (shared): Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. IF BOTH YOU AND YOUR ALLY WOULD BE ABLE TO ACT WITHOUT THE USE OF THIS FEAT, YOU MAY BOTH TAKE A STANDARD AND MOVE ACTION (OR A FULL ROUND ACTION) DURING THE SURPRISE ROUND
with this setup the cats 40 feet charge on the surprise round (normally)can becomes an 80 feet charge. 40 feet is not that much if you intend to wheel... Maybe its not an immediate priority but at higher level it could be something you want to build for
Moonheart |
Thoughts?
As someone who built a character only centered on a mount, let me tell you my story.
I had that 5-attack at level 1 animal that I could ride, and was truly pround of the theorical damage it could do.
Alas, if there was indeed some fights where my companion was devasting every foe in sight, I ran in aweful issues more than I was actually performing as good as on paper.
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First, there are indoor places. Some are not reported as hostile from the beginning and people tell you that you can't enter with your animal inside... some are just too narrow to ride...
There are also moments when an animal doesn't have the possibility to reach the foes. I was using a flying animal and roofs became a huge problem, but you can imagine just an archer in a tree for you: your cat won't be able to climb with an armored adventurer on his back, so it's powerless.
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Then, companions have low hp for frontliners. No D12 hp, no 1 hit dice per level ratio...
Long story short: My animal felt into negative hp an amazing amount of times since the begging on the campaign when using it has a main frontliner and not just a helper... and... that's a companion who had 31 buffed AC as soon as level 3!
You say your one have 23 AC, my feeling is that he could get butchered in a blink of eye until, I'll say, level 8.
Which is quite a long time for a build only focused on that animal.
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After this, another problem occured when levels grew: Spellcasters.
Any decent medium-level spellcaster tend to try to disable a melee by throwing mind affecting spells at him, and animals have all weak will saves.
When your animal is hit by a confusion or domination effect, you suddently wish he would not make so much damage, and be a bit more tougher. You also wish you could strike it with non-lethal damage efficiently.
And if you're the one hit with a disabling effect, that's almost worst.
Your animal will not recieve orders from you in that state, and you DM will then perhaps refuse that you make him do any intelligent strategical move.
Your animal could just run in a trap that his intellect is not enough to figure, with you on his back. Or flee. Or confuse an allied NPC for a foe... whatever.
Without your guidance, it's just a strong animal after all, and riding him put you in range of ALL the nastier save-or-suck spells in every spellcaster list... meani g this IS going to happen.
Believe me. I experienced that, and it hurts. A lot.
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So, long story short...
From my experience, build a character that do not do anything relevant without his animal companion is just a terrible idea.
When the companion can act, even if he's good, you're dividing your potential per 2.... and when he can't, you become just a dead weight for your party.
The best rider, in my opinion, and now the one of my party, is the rider which is dangerous on foot... and even deadlier on his mount.
Why just do 5 attacks per round when you could do 5 from your mount, then 4 from yourself, for exemple?
My character is now a riding spellcaster. Her bird does 5 attack per round WHILE she hit the other targets with a fireball during the same round.
Ok, I had to sacrifice some power of my animal to get my character efficient without the help of her pet... but as a combination, they became a lot deadlier like that, and much more able to handle special annoying situations.
A standard sohei would also outdamage your pet by combining his mount damage and the flurry of blows he can do with a simple lance.
Or by doing a spirited pounce charge.