Beastkin Hobgoblin Build?


Advice


Have an idea for a character lineage that has a history of bad relationship choices. This eventually leads to (or starts with) a hobgoblin whose S/O is an inflicted were creature that doesn't want to be cured, leading to a Beastkin hobgoblin.

I'm drawing blanks on what werecreature to choose, however. I'm not a full on munchkin or powergamer, but I hate making choices for flavor that end up never really getting used. What are some builds that either stretch the versatility of a hobgoblin -beastkin fusion or make it worth blending into combat style? Is standard werewolf good enough to sacrifice a fly speed or echolocation as a werebat? Is pest form especially good with a specific class? Is there any synergy with the hobgoblin ancestry feats and Beastkin that I am missing?

My group is kind of all over the place. We play every Saturday night and have definitely done some 1-20 games, but we've also dropped games the moment something shiny has come along and 3 out of 5 of us wanted to try it so it could go either way when building short or long term.


It will depend a lot on which class you want to play.

If you're going to play as a caster, heritage probably won't bring you anything really useful.

If you play as a rogue, Pack Tactics feat becomes something interesting if your party have other 2 melees.

Dire Form is also useful for increasing melee range.

Animal Senses and Greater Animal Senses are interesting feats for dealing with invisible creatures, especially if the party doesn't have spells to see invisible especially if you have Blind-Fight.

As for innate spells, for me it's rarely worth it. They are of too low a level to be efficient and the limit of 1x per day is the icing on the doom cake. Unfortunately innate spells in PF2 are one of the mechanics that is rarely viable.

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