Hunter Kit Advice

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Caelin
Posts: 268
Joined: Sat Jun 29, 2013 10:41 am

Hunter Kit Advice

Unread post by Caelin »

Hey all,

With the search function broken, and the wiki being a bit wonky on this class (it says it is limited to ten levels?) I wanted to get some more information!

So first of all, does Hunter extend to 10 levels? Or 30 levels?

What little I've been able to find on the forums about it so far I've seen a couple people mention doubling up on the dual wield and the ranged combat feats. How exactly? Can you take the dual wield tree of the ranger, but still get the hunter rapid shot etc?

With 100% RCR off I can't play around with it without penalty to figure things out :D
James Merlin - Traveling, Treasure Hunting Troubadour of Tymora
Garet Sunder - Monk of the Fallen Star
Duncan Thorne - Sellsword and follower of the Red Knight
Vivian Blake - Wheeler and Dealer (Merchant)
Bran Emberfist - Monk of the Order of the Four Ways
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: Hunter Kit Advice

Unread post by chad878262 »

Hi Caelin, I recently tested Hunter so can give you a pretty easy breakdown.

- The kit replaces vanilla Ranger so there would be no purpose to go R20/H10, for example. You lose spellcasting and gain the hunter stuff.
- The kit grants benefits over 10 levels, after that there simply aren't any extra's over and above what you get from Ranger. You'll still get Camouflage, outdoor HiPS and either PTWF or One Shot as you would with vanilla Ranger.
- Hunter Traps will improve for the full 30 levels.
- There are additional trap feats open to Hunters if you want to focus on them, I think there are 3 specialty trap feats, thought to be honest the issue is that you don't have all that many feats to play with. Still you might be able to afford spending one feat on a special trap type if you're interested. The trap types are Entangle, Barbed and Poison. I know we had discussed QC side adding these as bonus Hunter feats instead of requiring them be taken, but no promises if that change will actually occur.
- If you're going for the gimick of having both TWF and Archery Ranger, note that Hunter kit grants Rapid Shot and Manyshot. You still have to spend two feats to get Improved Rapid Shot since it requires Pointblank shot.
- Even though kits are considered R1/H29, for example a pure Hunter will still get PTWF or One shot at character level 21. So the first level of vanilla Ranger stacks with Hunter level in granting your special ranger feats.

So basically a Hunter loses spellcasting, but can be a PTWF character with some level of archery capability depending on if you want to invest additional feats. In addition a pure Hunter will have 9 Favored Enemies instead of 7 (and thus with bane of enemies will do 2d6+9 damage to FE's). To be honest I personally think you're still better off with Ranger spells for things like embrace the wild, blades of fury, cat's grace, barkskin, halo of sand, and aid at a minimum, not to mention the ability to buff your pet. That said, if you're going for the flavor of a 'Hunter' then it isn't terrible, though giving the special traps for free would certainly help it to be a bit more of an interesting choice.
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Caelin
Posts: 268
Joined: Sat Jun 29, 2013 10:41 am

Re: Hunter Kit Advice

Unread post by Caelin »

Perfect answer in the first reply. Thank you :)
James Merlin - Traveling, Treasure Hunting Troubadour of Tymora
Garet Sunder - Monk of the Fallen Star
Duncan Thorne - Sellsword and follower of the Red Knight
Vivian Blake - Wheeler and Dealer (Merchant)
Bran Emberfist - Monk of the Order of the Four Ways
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