Hunter Advice


Advice


So I'm making a hunter for the fun of it.

build:
half orc Hunter 3 VMC Barbarian

Init +2; Senses ; Perception +7

DEFENSE
AC 18; Touch 12; Flat-Footed 16
HP 27; Wounds —; Non-Lethal —

Fort +6 ; Ref +6 ; Will +3
DR —; Immune —; Resist —; SR —

OFFENSE
Speed 30ft; With Armor 20ft;
Melee +7 +1 Scimitar (1d6+7, 18-20 x2); ;
Melee +9 +1 Scimitar rage (1d6+10, 18-20 x2); ;
Melee +14 +1 Scimitar rage flank (1d6+13, 18-20 x2); ;
Melee +15 +1 Scimitar Rage Flank Hunter focus (1d6+14, 18-20 x2); ;
Spells Known/Prepared

STATISTICS
Str 18, Dex 14, Con 14, Int 11, Wis 13, Cha 7

Base Atk +2; CMB +5
Feats Outflank, Amplified Rage, overwhelm

Skills Handle Animal +5, Knowledge Dungeoneering +6, Knowledge Nature +6, Perception +7, Spellcraft +6, Survival +7

Languages Common, Orc

SQ Animal companion, Animal Focus, Nature Training, Wild Empathy, Precise Companion, Track, Hunter Tactics, Rage 8/day

Gear Cloak of resistance +1, +1 scimitar, Breastplate; Money

Currently I need help picking out spells and any general advice would be nice.

I also haven't done my AC's stats yet but it is going to be a badger so that I can use amplified rage.

Do badgers qualify for the Extra Rage feat?


For level 0 spells, grab Light, Create Water, Guidance, and Read/Detect Magic. Magic Fang would be helpful for your Companion, and Lead Blades would be good for you. Stone Call is a decent level 2 Area Spell. You might also want to use Longstrider to increase your speed. Strong Jaw is a level 3 spell that increase your Companion's base damage by 2 sizes. And of course, it's always good to have a lot of people who can cast Cure Light Wounds.

When it comes to Hunters, Teamwork Feats are your friends. Precise Strike gives you a Sneak Attack-like damage bonus and Pack Flanking makes sure you always have the flanking bonuses as long as you and your Companion stay side-by-side. It's even better if you have a Companion you can use as a mount.

Broken Wing Gambit can be useful for forcing an opponent to provoke an AoO from one of you. If you go that route, Paired Opportunists and Combat Reflexes are a must. I am not kidding. I'm playing a Hunter right now and she and her boar do massive amounts of damage. Finally, a few Evolved Companion feats can give your Companion an extra attack or increased damage or natural armor.

And don't forget that if you multiclass, the feat Boon Companion will allow your Companion to level up with you, up to 4 non-companion class levels.

Oh, and put Keen on your Scimitar as soon as possible. The more you crit, the more AoOs your Companion gets from Outflank.


Pack flanking is a bit far down the line, because this build utilizes VMC I don't have the feats to make the 2 feat investment for it. I thought Overwhelm would work but I just re read it and realized it's really bad.


I also currently don't qualify for combat expertise because I don;t have 13 int.


I don't know how VMC works. But Hunters get bonus Teamwork feats every 3 levels and share them with their companions. So whenever you get a bonus feat from your Hunter levels, think about which ones will work with your build.


Badgers rage 'as a barbarian for 6 rounds per day', and extra rage requires the rage class feature - which barbarians have. I think that's close enough to qualify.

Notable offensive teamwork feats are broken wing gambit, precise strike, wild flanking, paired opportunists and seize the moment. And coordinated charge later on. Lookout and escape route are worth considering for non-offensive teamwork feats.

You may want a trait like cheat death, akitonian ferocity or similar due to the bad things which can happen when you fall unconscious while raging.

Grand Lodge

Pack flanking should be added to the list.


A one level dip into wild child brawler will still advance your badger, and will let you skip the pq on combat expertise as well as yeilding a couple other fun toys.


fearcypher wrote:
Str 18, Dex 14, Con 14, Int 11, Wis 13, Cha 7

If you're going to be a beatstick, you might as well dip barbarian at 1st w/Extra Rage, and give your 20pt starting array a more generous layout. E.g., starting with a pre-racial 15,14,14,14,12,07 improves your Int and Wis, and the 15>17>(21:rage) Str will rock the socks off the straight-class. A bump, a belt, and Enlarge gets you to 26 after 4th.

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