Friday, November 7, 2014

Builds: Precision Packmaster

Precision Packmaster

Precision Packmaster

This build is about getting the most out of class dips, teamwork feats, and party expansion feats to build an effective team around what will mostly be a rogue. As the packmaster you will have the strongest damage potential but since you are a walking team you can easily back off and
remain useful as you are essentially a team. It assumes primal blooded sylvan bloodline will be allowed with Eldritch Heritage and that your GM is ok with the Squire-Leadership Feats.

Feats/Rogue Talents/Class features of note
We will want 1) Cha bonus 2) Skill Focus which leaves Human or Half elf. In the end Human wins for a better favored class bonus and the extra Skill Focus traits at 8th and 16th level

Human 1: Hunter 1: (primal companion hunter) Animal Companion (that specifically stacks with other sources this is important) Primal Transformation*** this is awesome, Skill Focus (knowledge nature),
Weapon Finesse
2:  Hunter 2: Precise Companion (outflank is the obvious choice)
3: Hunter 3: Hunter’s tactics/TW feat - Stealth Synergy, Squire (so with a gnome cavalier riding a wolf mount with tactician Precise Strike use free feat for outflank on his sheet)
4:  Rogue 1: (Thug) (1d6 SA)
5:  Rogue 2: Combat Trick: Enforcer, Bludgeoner
6: Cavalier 1: (Order of Cockatrice) Tactics teamwork feat- Pack Attack, Challenge, Mount which stacks level with your Hunter Companion)
7: Cavalier 2: Dazzling Display, Eldritch Heritage Sylvan (Your Animal Companion is now effective to character level)
8:  Rogue 3: (2d6 SA) Skill Focus (Stealth)
9:   Rogue 4: Minor Magic (Message), Sap Adept
10: Rogue 5: (3d6 SA)
11:Rogue 6: Sap Master, Bleeding Attack, Major Magic (True Strike)
12: Rogue 7: (4d6 SA)
13: Rogue 8: Shatter defenses, Weapon Training:Weapon Focus (whatever weapon you are sapping with)
14: Rogue 9: (5d6 SA- really 10d6 nonlethal)
15: Rogue 10: Combat Reflexes, Familiar (Greensting Scorpion basically 2 feats)
16: Rogue 11: (6d6 SA) Skill Focus (Intimidate)
17: Rogue 12: Feint Partner, Opportunist, Feat- Improved Feint Partner
18: Rogue 13: (7d6 SA)
19: Rogue 14: Skill Mastery, Swap Places
20: Rogue 15: (8d6 SA)

Dexterity is king, Charisma needs 13, Intelligence needs 11 or better,
and Wisdom also needs 11 or better.

Point Buy 20
Str: 8
Dex: 18 (16+2)
Con: 14
Int: 12
Wis: 12
Cha: 13

Attribute increases should go into Dexterity, favored class bonuses should go into hit points when not dedicated to ⅙ of a rogue talent.

Perception, Sense Motive, UMD, Stealth, Disable pretty much spread the love.

Take your pick

build can add a level of Oracle and take Extra revelations multiple times if you want a more caster type. The reality is this as written is a nasty melee pack that uses teamwork to just swarm foes into compliance. It should go without saying Cohort and Animal Companions follow suit on teamwork feats. It should be noted that the melee feats I’ve chosen are not needed you could go with pretty much any melee style, I like the intimidation shutdown for the pack.

Tactics at Level…
Level 1: You are not a melee character play the archer
Level 3:  You can melee in a pinch but it isn’t preferable.
Level 5:  Deadly aim improves your fortunes.
Level 7:  With a few good magic mods and alchemical ammo you should be able to get free action reloads.
Level 9:  You can now moonlight as a switch hitter.
Level 12:  best level ever
Level 13-20: here forward it’s just getting more actions and getting better at what you do.

You Cohort Should take a Wolf Companion and you should consider the same. The cohort can specialize in mounted combat without getting in the way, and tandem trip is an excellent teamwork feat for them both to take.

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