The Lone Wolf Rider - pfs legal build


Advice

Grand Lodge

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Here's a build I've been having a lot of fun with recently. I've named it the Lone Wolf Rider because he focuses on using his teamwork feats and sharing them with his mount via Hunter Tactics. He focuses entirely on his pet so doesn't progress in any one class all too far. But instead focuses on classes that will help make the combination of Man plus Wolf awesome.

As you've guessed, his mount is a wolf, and this choice is because this Animal Companion is also on the Cavalier's mount list--Beast Rider isn't an option because only one level of Cavalier is needed and Beast Riders don't get non-standard mounts until lvl 4.

For races there are a couple of choices.
1: Human, you can put your ability bonus in strength and must spend your bonus feat on Undersized Mount. But with this you must also reserve 1 or 2 of your Hunter spell slots for [urlhttp://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Ant%20Haul]Ant Haul[/url].
2: A small race.. Apparently halflings are popular for mounted builds. You'll probably have a strength penalty, but you'll have more hunter spells to throw around by not having to reserve slots for Ant Haul. You net even on feats, but have fewer spells to use.

Since this is a melee build, I chose a human. That let me start with an 18 strength instead of 14-15 for being small.

My starting ability scores:

Str: 16 + 2
Dex: 14
Con: 14
Int: 10
Wis: 12*
Cha: 8
*This is a melee build and this is enough wisdom for a while. By the time you progress to a level where you'll want 14 wis for a bonus 2nd lvl spell (if you choose to progress this class) per day you'll have more than enough gold for a headband.

Traits
Magic - Magical Knack (Hunter) - This is for keeping Ant Haul and a few other thematic spells a bit stronger because of the multiclassing.
Combat - Dirty Fighter - After level 5 (or sooner if you tweak the build), you'll always be flanking, so here's an extra + 1 damage. This definitely isn't required, it was just my choice.

After all the multiclassing, you'll have very few skills that aren't class skills (UMD is the biggest loss, as they're all martial classes, but you do have to rely on your party for some things). So you won't need a specific trait to get a specific skill on your class list.
If you choose a small starting race, then you don't have as much need for Magical Knack as you won't need to rely on Ant Haul and have your choice of whichever two traits you'd like.

For Wolf, I went with the Bodyguard archetype. I've already lost Share Spells due to being a cavalier, so the only real loss is Wolf getting an iterative attack via Multiattack--but the benefits seem good enough to qualify. From the cavalier, Wolf gets Light Armor proficiency so can wear a chain shirt and doesn't need to wear a masterwork lesser armor that has a 0 ACP (the kind with -1 without being masterwork). It also gives him the awesome ability to fight on while he's adjacent to you (which should be always as a mount) if he's knocked below 0 hp (basically the diehard feat). And Wolf can act in the surprise round. Wolf has a single natural attack, so his bite attack gets an extra 1/2 (total of 1 1/2) strength to his damage.

My favored class is hunter, because even though I'm not taking many levels of the same class, this has the awesome racial favored class bonus of giving more skill points to Wolf.

Now the meat of the build.

1st level:
Brawler - Wild Child
Fully leveled animal companion
Brawler's Cunning - This lets you count your Int as 13 for qualifying for feats without having to spend your precious ability points on Int--so you can keep your melee ability scores up and still get a bit of wisdom to qualify for Hunter spells.
Martial Flexibility - 4x a day you can spend a move action to gain the benefits of a combat feat. This ability works amazing well with this build because once you start riding your wolf you won't need your move action for quite a while. Do note that it is my understanding that using this will not let you share the temporary feat (assuming it's a teamwork feat, if it's not a teamwork feat then obviously it doesn't qualify) with your mount via Hunter Tactics as you only get the benefits not the feat itself so it doesn't qualify.
Feats:
Human: Undersized Mount - ride a mount of your size instead of it having to be at least one size larger.
lvl 1: Power Attack
Improved Unarmed Strikes - comes with being a brawler.

2nd level:
Cavalier - Order of the Seal
Fully leveled animal companion Wolf is on cavalier's list so it still levels up.
Order - Order of the Seal gives you two skills that won't be on any of the classes I suggest taking that are always useful to have at least a single point in--Linguistics and Disable Device. For linguistics I suggest taking Goblin for the theme--I'll point out why in a bit. For 'powergaming'/'being the best'/'more munchkiny' I'd suggest taking Ancient Osiriani because that's two languages for the price of one--you also get Osiriani. This order also has a cool ability when you challenge an opponent--you can trip (or bull rush, but that doesn't synergize as well for this build) for free without provoking when you full-attack your challenged target.
Tactician - You probably won't use this very often (if ever) but your team will love you when it works out.
Feats:
Tactician - Paired Opportunists (Teamwork!) - When someone with this feat gets an attack of opportunity against an opponent, anyone else with this feat also gets an attack of opportunity. After a while, you'll be getting a lot of AoOs so if you share this, your whole team will, too. This is a Teamwork Feat so Wolf will be getting this for free eventually. You'll also eventually get a +4 to hit on any attack of opportunity.

3rd level: Hunter 1
Fully leveled animal companion
Animal Focus - Permanent +2 strength to Wolf.
Orisons, 1st level spells - Ant Haul is required the PC is medium. Acid Maw fits very well thematically with this build. Lead Blades also seems like a very good fit, but I've not used it after the build starts flowing at level 5--that is once Hunter Tactics is obtained. That's when I switched to using a scimitar as my primary weapon and 1d6 to 1d8 just isn't as impressive as the greatsword's 2d6 to 3d6. I also eventually picked up Resist Energy because it's just a useful spell.
Feats:
lvl 3: Combat Expertise - required for Pack Flanking--absolutely necessary for this build.

4th level: Hunter 2
Fully leveled animal companion
Precise Companion - Gives Outflank (Teamwork!) - You get to share this with Wolf before obtaining Hunter Tactics due to the Precise Companion class ability.
Feats:
Outflank (Teamwork!)(as above) +4 when flanking instead of the standard +2, and soon enough you'll always be flanking.
And here is where it starts getting interesting. Retrain Power Attack to Monstrous Mount. Prereqs are Ride 4 and Handle Animal 4 (which you've obviously been keeping maxed with a build like this). And for the last part of the prereq you need the Mount class ability (granted by Cavalier) and an effective druid level of 4--which is why Wolf needs to be on all animal companion lists this far. You need to be True Neural to qualify for the Worg companion. Worg speaks (yes, actually speaks) both Common and Goblin, has darkvision, and gets his growth spurt at level 4 which happens to be just now. My first goal when I made this build was to have a Worg as an animal companion. It's a very thematic creature and it's been a lot of fun. This build can probably be done with any pet and skip the cavalier level (but that level is a great boon for getting another teamwork feat), but this was the culmination of my goal of having a Worg companion. Sure, you lose power attack, but because of the level of brawler, you can get it back pretty much whenever you want.

5th level: Hunter 3
Fully leveled animal companion
Hunter Tactics - And finally where everything completely falls in place. Every Teamwork feat you have, now Worg has, too. At this point, you had two already Paired Opportunists and Outflank (though worg already had Outflank due to Precise Companion), and you'll now pick up two more.
Feats:
lvl 5: Pack Flanking (Teamwork!) - While you're riding Worg you're considered flanking. Basically this is a permanent +4 to hit as long as you're both threatening (which is pretty much always).
Hunter Teamwork Feat: Escpae Route (Teamwork!) - You're always sharing your space with an ally that has feat while mounted, so you can move about the battlefield freely without provoking. With this build you always want to be in a spot where both you and Worg are threatening so you can approach large (or larger) foes without fear of their reach. This lets you get right up adjacent without fear.

6th level: Monk - Sohei 1
Not fully level Animal Companion - Worg will lag a level here, but he already has 23 AC at this point (assuming a Chain Shirt barding)--we'll take care of this next level.
Devoted Guardian Let's you act in the surprise round (you can do this with a feat, Lookout but this saves you a feat for now--this feat is also useful for later (or sooner if you tweak this to suit you) as it will let you act normally in the surprise round instead of limiting you to one action. This is assuming Worg has the Bodyguard archetype--if he does, Lookout is pretty valuable. Before being a Sohei, Worg being able to act in the surprise round will vary depending on GM, but I never tried to have Worg do anything in the surprise round since I (the PC) could not direct him as I (the PC) could not act.
Bonus Feat Soheis get to also take Mounted Feats as their bonus feats. But for this one we're taking Combat Reflexes
Saving throw bonuses - Because of all the martial dips, anything with a will save is a threat, this gives a +2 that, and the rest, shoring up your weaknesses, and giving you a boost to your already formidable fort and reflex saves.
Feats:
Monk Bonus Feat: Combat Reflexes - This will be better explained when I get to equipment, but in case you've noticed, between Paired Opportunists and Outflank you should be getting a lot of Attacks of Opportunity.

7th level: Fighter - Lore Warden 1
We'll pick up Boon Companion here to get worg that missing level back, and it'll let him keep up for the next couple, as well. Lore warden loses its armor proficiencies, but we already have those from a level of Cavalier. At second level fighter(lore warden) we lose Bravery, but since we're not progressing any more than this, that's only losing a +1 will vs fear. The four extra skill points gained and the extra Combat Expertise feat gained at second level are worth losing 1 will vs fear.
Bonus Skill Points - All int-based skills are class skills for lore wardens. The two bonus skill points for being a lore warden must be place in int-based skills. This gives you a chance to drop a couple skill points in some knowledges that may be useful.
Bonus Combat Feat
Feats:
lvl 7: Boon Companion - This lets Worg catch up to your level. It also gives you two more levels of non-Animal Companion classes to work with (which we will obviously take advantage of)
Fighter Bonus Feat: Broken Wing Gambit (Teamwork!) - This requires 5 ranks in bluff, but thanks to the Hunter classes, you should have lots of skills to throw around. Worg gets this feat, also (as if you didn't pick on the theme by now). When you hit an enemy, you give him the chance to attack you with a +2/+2 bonus, but if he attacks you, he provokes an AoO from Worg (and thus from you due to Paired Opportunists). And due to how AoOs work, you and Worg both get your AoOs before he even gets to roll his attack.

8th level: Monk - Sohei 2
Bonus Feat - Monk bonus feats don't have to qualify for prereqs.
Evasion - You probably won't make use of this as it only works in no/light armor, but it could be a choice.
+1 to init - Soheis get half their level as an init bonus, I was never really a fan of the feat Improved Initiative because if everyone takes it then it doesn't do anything, so someone has to not have it.. But a free bonus is a free bonus, especially when the bonus feat is well worth it.
First iterative attack - Congrats, you just hit 6 BAB. Ironically, this is also the exact same level a full-classed hunter would reach his 6 BAB.
Another +1 to all saves - Shores up that will save just a bit more.
Feats:
Monk Bonus Feat: Mounted Skirmisher seems the obvious choice, especially considering you just got your first iterative attack. Another good choice is Indomitable Mount in case your mount needs to make a will save.

9th level: Figher - Lore Warden 2
This is the last non-Animal Companion class level that's covered by Boon Companion.
Bonus Combat Feat
Combat Expertise - You've already taken Combat Expertise much earlier, so feel free to retrain that to something more useful now (perhaps Lookout that was mentioned above), or perhaps Power Attack if you can no longer use your move action to gain it via the brawler's class ability if you're full attacking with Mounted Skirmisher.
Feats:
Retrain your original Combat Expertise to something else as just mentioned
Fighter Bonus Feat: Tandem Trip (Teamwork!) - Give Worg twice the chance to trip, will be situationally useful for generating AoOs depending on his feats.
lvl 9: This is a good opportunity to take Iron Will now that the most useful teamwork feats have been chosen.

10th level: Hunter - 4
Worg is still fully leveled at this point
See through Worg's eyes (though you're blind while this happens) Worg has darkvision, you most likely don't. Win/win, especially if you send him ahead to scout.
2nd level spells - May as well pick up some second level spells finally. You'll definitely be able to afford a +2 headband by now (if you haven't bought one already for the will bonus) for the extra second level spell per day. Lockjaw fits thematically with this build, but probably won't be useful that often.
Feats: No feats for this level, the first level where no feat of any kind was gained.

11th level Hunter - 5
Nothing really new for this level. Though no BaB was gained. Another level of Cavalier or Brawler (Wild Child) will give you a BaB but won't really help in any other way. So it's your decision between +1 BaB and spell casting ability.
Keeps Worg fully leveled
Another second level spell per day, a new second level spell known, and ups your caster level again
Human Favored Class Bonus gets Worg another skill point
Feat:
11th: There have been a few mentioned already, Lookout or Power Attack are about all that's left for combat.

That leaves us with Wolf/Worg
Remember that Animal Companions can't retrain and for their first level feat they must take one that doesn't have a BaB prerequisite. Worg is incredibly smart, this makes him an extremely versatile Animal Companion. He has an int of 6 so that's 18 tricks he can know--not including bonus tricks from the Animal Companion chart. And because he's a Cavalier's mount, you don't have to each him any tricks contained in Combat Training (though it's my opinion that those still take up trick slots) as that comes with being a Cavlier's Mount. Worg also has a good wisdom so he can make good use of the skirmisher tricks. A few of my favorites are Catfall, Second Chance Strike, Upending Strike, and
Vengeance Strike. As of this writing, skirmisher tricks used by Animal Companions don't technically have a limit, but the dev team has graced us with a spoiler that in the upcoming (tm) errata it will be limited to half their hit die plus their wisdom mod. Luckily this build comes with a fully leveled animal companion so it will have as many HD as possible.

As mentioned above, the Bodyguard archetype works really well here.

For Feats..
Level 1: First feat will always be Combat Reflexes. Since you can't start off with a feat that requires a BaB, and this is necessary for this build, may as well start with it now.
Level 2: While you still have Wolf, Bodyguard is a good feat. Since you'll be starting off on foot, you probably won't be wearing heavy armor. You'll be trying to get into flank position with Wolf a lot, but there will be a lot of times when that won't be possible, for those times, Bodyguard will help.

For when you get Worg:
Level 1: Still Combat Reflexes.
Level 2 & 5 will have some choices.
Level 8: Imrpoved Natural Attack - Turns your 1d8 bite into a 2d6, what's not to like?
Level 10: Vital Strike - Turns your now 2d6 into 4d6. Since you'll always be flanking (due to Pack Flanking) and have Outflank for a +4 bonus for flanking instead of the default +2, you'll rarely need to charge (and because of that the bonus to hit probably isn't worth the -2 penalty to AC), you'll always have time for a standard action to Vital Strike. Also as the Bodyguard archetype, you give up your iterative that you would have gained from Multiattack, so Vital Strike is perfect for Worg.

Now to level 2 and 5..
What's worked best for me is 2 - Improved Unarmed Strike, and 5 - Vicious Stomp. This synergizes well with both Worg's natural trip attack, his Upending Strike skirmisher trick, and all Paired Opportunists. Unfortunately, because he has neither brawler nor monk levels, his damage for this is 1d3 plus his strength mod for this AoO, but it gives you an AoO--plus it gives Worg another chance for an AoO if you happen to crit.

Another choice, Step Up - this would work nicely for anyone you're threatening that tries to back away--as in step back to cast or use a ranged weapon--you both will continue to threaten.

Another choice, Bodyguard and In Harm's Way. Of the PFS GMs I've played with, most have been pretty much unwilling to attack a PC's mount, so this will give you a large reserve of HP.

General strategy..
With all of the multiclassing, you end up with better saves than if you had stayed a single-classed hunter. But more importantly, you don't lose any BaB with all of this dipping, and since you'll always be flanking, you come out ahead on your 'to hit'. On your attacks of opportunity, you'll be getting an additional +4 since your flank partner also shares Paired Opportunists to give you yet another +4 on Attacks of Opportunity. Once you have a keen scimitar and you both have Broken Wing Gambit, you'll be getting lots more Attacks of Opportunity.

Until level 5, you'll be doing most of your flanking the old-fashioned way. You'll be controlling Wolf entirely as an animal companion. This means, if going fully by the rules, you and Wolf act on separate initiatives. My best luck came from readying my attacks until after Wolf's turn. This allowed me to hopefully attack a prone opponent due to Wolf tripping him. After you start riding him around, you'll be controlling him directly and he'll be acting in the middle of your turn. Don't forget to apply Animal Focus to Wolf to boost his strength, which boosts his most important rolls (attack, damage, and CMB (trip)). As soon as you get Worg at 4th level, including Animal Focus, he'll have a 22 strength (17 base + 2 4th level advancement + 1 str/dex bonus from Animal Companion chrat +2 Animal Focus). So knowing that his bite gets strength and a half for damage for being his sole natural attack, he'll be swinging for 1d8+9 at a +9 to hit. That's before including any flank bonuses.

Once you get a couple levels of hunter, you'll probably start riding Worg around as you can then ride him 8 hours a day due to Magical Knack and Ant Haul. But until you hit your third level, you'll be relying on dismounting when you approach to get into flanking position.

Before level 5, just worry about hitting as hard as you can. Carry around a greatsword or some such thing. Before Worg has all your teamwork feats, you'll just be a hard-hitting brute. But after that, you'll want an 18-20 crit weapon. I chose a scimitar. When I hit 5, I had enough to afford an Adamantine Scimitar. I made it keen as soon as I could (for obvious reasons if you've been paying attention). I also picked up a cold iron lance. Lances are unique in that when mounted, you can wield them one-handed. Normally I'd wear a shield. But in cases where I want to threaten a larger area, I'd have my lance in one hand and my scimitar in the other. I forego the use of the lance except one strictly necessary. Worg has a 50' move speed and with Escape Route I can almost always get in position. If there's no way to get adjacent, then I'll use my lance behind a teammate--but this is a huge penalty because you won't be flanking because Worg isn't threatening. I use a shield almost always.

Other than that, the only key piece of equipment I've picked out is Clear Spindle Ioun stone slotted in my wayfinder. It helps with shore up my weak will save. Not only does it mean that I don't have to eat and drink (which I avoid when I can and is why I keep purify food and drink handy), but when slotted in an Ioun stone, it has the added effect of Protection from possession and mental control (as protection from evil).

Out of combat, you'll be rolling perception and possibly sense motive checks twice, as Worg is sentient, can speak, and probably has good checks for both of them. At level 5, as human, I had a +11 to perception and Worg had a +10. And you'll have enough skill points that can specialize in something else along the way.

I haven't played this all the way through. I'm only level 6 with this build. But my fifth level was a ton of fun. As long as you don't hog the show with your AoO combos, the rest of the team will like it, too. You've got lots of mobility, can pick up situational Combat Maneuver feats, and can easily grant other melee combat flanking due to Escape Route and being able to move about the battlefield freely.

That's it for this build, the last couple of levels taper off as most of the critical feats for this build have already been obtained. And like I just said, I haven't played it through to the end, but so far it's been a ton of fun. A variation of this build would be to drop Cavalier, drop Monstrous Mount (so no Worg--which is sad because it's where all of the flavor of the build comes from), and then ride any pet you want--you'd get one less Teamwork Feat, but you could stylize your build with whatever pet you choose.

Grand Lodge

No comments at all?


claudekennilol wrote:
No comments at all?

Well, I don't have enough expertise with all the classes, feats and abilities to offer any constructive criticism, but:

1) It's impressive, and very thorough. You've addressed everything I would want to know.

2) Kudos for doing a detailed level-by-level build. For someone still trying to learn, it's sometimes frustrating to have only a list of classes by level or worse, just the description of what it looks like at 20th level and no clear indication of how you get there.


There is an item called mule back cords you can get the mount. They cost 1000 gp for perma anthaul. So then you wont have to worry about keeping a spell slot for it.

The bodyguard route can be good to have.

I do like the build its similar to something that i planned out but i didnt get nearly as far.


What sort of comments are you asking for? Yes, it's well done, and there's no mistakes I can see. Are you asking for suggestions to improve it?


I wouldn't allow you to use Escape Route in that way. You are not moving through your allies space nor are you adjacent. Other than that, it seems like your BAB might be taking a serious hit, but I didn't really do the math, so maybe I'm wrong.

Grand Lodge

Vahanian 89 wrote:

There is an item called mule back cords you can get the mount. They cost 1000 gp for perma anthaul. So then you wont have to worry about keeping a spell slot for it.

The bodyguard route can be good to have.

I do like the build its similar to something that i planned out but i didnt get nearly as far.

That's a good suggestion, but specifically for PFS Animal Companions/mounts don't have shoulder slots. So you'd have to spend one of your mount's feats on Extra Item Slot. It's definitely an option, especially if you build up your companion and don't take the Vicious Stomp route so have an extra feat slot to spare.

avr wrote:
What sort of comments are you asking for? Yes, it's well done, and there's no mistakes I can see. Are you asking for suggestions to improve it?

That or just any general comments. Anything I may have overlooked, something that should obviously fit in to the equation that I missed, etc.

xeradiant wrote:
I wouldn't allow you to use Escape Route in that way. You are not moving through your allies space nor are you adjacent. Other than that, it seems like your BAB might be taking a serious hit, but I didn't really do the math, so maybe I'm wrong.

I never thought of it that way and I guess it could be interpreted that way. I've gotten this guy to level 6 and this is the first time anyone has said it might not work that way. As for the BAB, I actually don't have any less BAB than if I were a full 3/4 BAB class, so the only thing multiclassing is hurting is class ability progression--which imo all of the feats and saves make up for.


Wayangs are small with no str penalty if you want to just avoid the whole I'm to big for my mount thing. Plus the visual of a human riding a wolf is kind of silly.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I feel that this sort of build could find more success with a flying mount. I assume you wanted to do a Worg for the flavor/visual, plus the Worg is better in combat and would benefit more from having the extra teamwork feats. Still, I find having the versatility of the mount being able to fly is quite powerful. If you have a caster who doesn't mind casting Fly on your mount (and if you can have feather fall ready if you are dismounted), then the Worg is probably a strong pick, too.

EDIT: I missed that last bit at the end about swapping Worg out. I'll keep my comment for the sake of bringing up flight, though.

Grand Lodge

Halflimgs are good despite -2 str. Risky striker makes up for the str hit.


For your race, Wayang makes a great choice. They're small and so can mount medium sized wolves, but they do not get a Str penalty. You'll probably have to invest in the Weapon Finesse tricks or accept that 16 Str is all you get, but they're pretty solid.

As for trickeration... You leave off a pair of really cool options, both teamwork feats:
- Precise Strike. You already count as flanking, so why not get a +1d6 damage modifier for you and your pet? Om nom nom.
- Feigning in combat... Improved Feint means you can do this as a move action. Your mount moves, you get a move, too, so feign! Why? Feint Partner and Improved Feint Partner. The former denies your target's Dex to AC for your wolf as well. Improved, though, is your engine... When you feign, your wolf gets an AoO. With Paired Opportunists, you, too, get an AoO.

Your turn can look like this:
Wolf moves to your target.
You use a move action to feign.
Wolf triggers an AoO from IFP.
You get an AoO, too, from PO.
Wolf attacks normally.
You attack normally.

4 attacks while moving is pretty sexy. For added jollies, get a high crit weapon. When you get a crit, Outflank says your allies get an AoO... and that means PO says you get one more attack... Oh, and if they stand, you get 6 attacks in a round because, you know, standing up triggers for everyone!

Lantern Lodge

claudekennilol wrote:
As you've guessed, his mount is a wolf, and this choice is because this Animal Companion is also on the Cavalier's mount list
Cavalier wrote:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

I'm only pointing this out, as PFS is very restrictive on animal companions. Options that are "Let the GM decided" don't work in PFS.

So I noticed that wolf is mentioned to be on the Cavalier's mount list. However, that is only so for small-race characters.
If your going with a human, you won't be able to pick a wolf on cavalier levels, as a medium sized race like a human can only pick a camel or a horse.

The build still works if a small race, like a halfling or Wayang, as they do qualify for a wolf mount.

In any case, if your going to get a Worg, the build can still easily go with a horse till lv 4, then grab the Worg. Which don't care about races or race size.

Grand Lodge

A halfling mounted character can do just fine, but he needs some help in the damage department. I've looked at doing cavalier and inquisitor, but without scaling damage from your class, you may find the damage isn't as large as you like.

Risky striker fixes that pretty fast though.

Grand Lodge

Secane wrote:
claudekennilol wrote:
As you've guessed, his mount is a wolf, and this choice is because this Animal Companion is also on the Cavalier's mount list
Cavalier wrote:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

I'm only pointing this out, as PFS is very restrictive on animal companions. Options that are "Let the GM decided" don't work in PFS.

So I noticed that wolf is mentioned to be on the Cavalier's mount list. However, that is only so for small-race characters.
If your going with a human, you won't be able to pick a wolf on cavalier levels, as a medium sized race like a human can only pick a camel or a horse.

The build still works if a small race, like a halfling or Wayang, as they do qualify for a wolf mount.

In any case, if your going to get a Worg, the build can still easily go with a horse till lv 4, then grab the Worg. Which don't care about races or race size.

Undersized Mount should take care of that. It's obvious the restriction is in place due to size. If a wolf or pony is selectable by a small rider, then a wolf or pony should be able to be selected by a medium rider with the Undersized Mount feat. You're welcomed to disagree, but I feel that the wording of Undersized Mount together with the legal choices for Cavaliers overcome this restriction. Let's look at the pertinent bits.

Undersized Mount wrote:


Benefit: You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability.
Mount (Ex): wrote:
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf.

The italicized list legal choices for a cavalier based by size. The bolded says it must be a suitable mount. Since it's both a legal choice for cavaliers and it's now one that I am capable of riding and is a suitable as a mount (due to Undersized Mount), it should be a legal choice. We're supposed to look at the overall intent of the rules and how they work together, not just look at both as if they were created in a void. Again, you're welcome to disagree, but I believe the feat Undersized Mount changes the rules for cavaliers in this case, especially since wolves are still legal choices for cavaliers. And I never actually rode wolf until he "leveled up" into worg and just treated him as my Animal Companion so it never came up.

About the other comments regarding Risky Striker. I didn't consider that when planning out this character, but I don't really have any feats that I would want to switch out before about level 7. A halfling could work, but as others have pointed out, a Wayang would probably make a better choice. Though, this build isn't about hitting hard, but having a higher to-hit does help. (so more str is definitely a bonus) It's more about creating AoOs for the pair of you to benefit from.

Silver Crusade

You have a problem with Pack Flanking, in that you don't qualify for it.

I suspect this is another ACG edit foul up but Pack Flanking is not a combat feat as written. It is only a teamwork feat. As such Brawlers Cunning does not circumvent the explicit requirement for 13 INT.

I've been thinking of playing an AoO hunter build but the Pack Flanking problem dissuaded me. As written, Gang Up serves your purpose (because you count as your own ally) but it seems contrary to the intent of the feat. I do wish we could have that ACG errata.

Grand Lodge

supervillan wrote:

You have a problem with Pack Flanking, in that you don't qualify for it.

I suspect this is another ACG edit foul up but Pack Flanking is not a combat feat as written. It is only a teamwork feat. As such Brawlers Cunning does not circumvent the explicit requirement for 13 INT.

I've been thinking of playing an AoO hunter build but the Pack Flanking problem dissuaded me. As written, Gang Up serves your purpose (because you count as your own ally) but it seems contrary to the intent of the feat. I do wish we could have that ACG errata.

You're right, it definitely seems an oversight as it's something a Wild Child should probably qualify for. But you're definitely right. :(

Silver Crusade

Sorry :(

I do hope the problem gets cleared up and that you're not prevented from playing your character. Maybe your local vc will let you use Gang Up for the time being?

Pack Flanking is so obviously intended for the hunter and wild child brawler yet until it is fixed it would require a character with a very diluted stat array or that ignores its own class feature.

Grand Lodge

I can't say I understand most of this thread, but I do like it!

Can you get around that last problem with a different stat array? Perhaps race? I would guess getting that INT to 13 could negate the need for a level of Brawler (?).

BTW, I think it's awesome there's a build with a ton of classes in it. While I generally like single classes better, I think it's refreshing to see a cool build with a lot of classes like this one.


Two ways to get around that Int 13 problem:

1) Change race. Your blowing your Human feat on Undersized Mount anyway, so why bother? Small sized guys will do just fine. Raise your Str from 10 to 15 before racials. Wayang can save you some points here as they have no str modifier. You could roll in with a 14 cheaper than a Gnome or Halfling gets to 13.

2) Drop to 14+2 Str. This'll free up some points to help you get to 13 Int, as well as bumping up your Wis by a bit for later casting.

Either way, you should remember that high Str is more of a requirement for heavy armors than it is for damage. If I raise my Str to 18, I hit with a +6 damage modifier. But... my Power Attack mod is +3. When I reach +4 BAB, my Str is still 18 and the damage modifier for it is still +6... but my Power Attack modifier is +6 now. And, worse still, I'm getting other modifiers to pile on. If I trade out 4 pts of Str, it's only +3 damage and +2 attack. The attack bonus is more the concern, but with +4 from always-on flanking and +1 from attacking for higher ground (and maybe +4 for the target being prone), you're looking pretty dang'd sexy from an attack bonus standpoint.

Grand Lodge

Krunchyfrogg wrote:

I can't say I understand most of this thread, but I do like it!

Can you get around that last problem with a different stat array? Perhaps race? I would guess getting that INT to 13 could negate the need for a level of Brawler (?).

BTW, I think it's awesome there's a build with a ton of classes in it. While I generally like single classes better, I think it's refreshing to see a cool build with a lot of classes like this one.

Yeah, it can definitely be solved with a different stat array, as heyyon is nice enough to point out in his post.

I'm not so much worried about str for damage as I wanted it for my to-hit, especially when first starting off as the first three levels are very hodge-podge and don't have much character identity yet. But the strength is also more beneficial for damage for this build because you're going to be critting quite often (which gives the str more value as it has a higher bonus).

Until the ACG gets an update/errata'd (I know lots of stuff is getting updated so there's a chance Pack Flanking could be a combat feat), I'd go with a stat array that looks like this (assuming I'd still be human).

Str 14 + 2
Dex 14
Con 14
Int 13
Wis 12
Cha 10

This also negates the need for a level of a Brawler-Wild Child, but Martial Flexibility is still dead sexy and works well with this build (especially if you don't pick up Mounted Skirmisher from Sohei).

Wow..internet just ate my edit twice.. So here's the even shorter version

Wayang stats:
str 16
dex 12 + 2
con 14
int 12 + 2
wis 14 - 2
cha 7

Wayangs have good flavor and the size bonus makes up for losing the str. More real int (instead of fake int via brawler) means more skill points and languages which are always good for pfs. No need for Ant Haul (and probably not lead blades) so that frees up two spell slots. Bonus to perception is always good. Darkvision to match worg. A shadow riding a worg is thematically pleasing.

You lose out on the human hunter favored class bonus so worg gets fewer skills, but there aren't that many actual hunter levels anyways so they can get put into health and worg doesn't lose that many skill points (though Animal Companions get so few so it's still a loss). Lower charisma means just a bit longer before Handle Animal auto-succeeds so some unlucky rolls may suck at first.

Overall, a wayang seems like a really good choice for this build and shores up the only issue that is just rule-breaking instead of rule-interpretation (see above for Escape Route, though I still say that works and would love to see more discussion on it in the rules forum).

Grand Lodge

And something I forgot to put in my final edit after the internet ate my first two posts...

I forgot to mention this in the first post, but to qualify for worg as a companion you've got to be true neutral. Specifically to qualify for worg you've got to be within one step of neutral evil and for PFS true neutral is the only legal option within one step of NE.

Sovereign Court

Sorry for the necro - looking at a similar build myself - but the trait applying to hunter can only be applied if hunter is your first level, right? I am not up on the latest rules but thought traits had to be 1st level and cannot be retrained in PFS. Also, can you take monk and be neutral?

Grand Lodge

No you can magical knack any class even if it isn't your level 1. At least I've never read anything against it.

There is also level 2 rework to take it as well.


claudekennilol wrote:
xeradiant wrote:
I wouldn't allow you to use Escape Route in that way. You are not moving through your allies space nor are you adjacent. Other than that, it seems like your BAB might be taking a serious hit, but I didn't really do the math, so maybe I'm wrong.
I never thought of it that way and I guess it could be interpreted that way. I've gotten this guy to level 6 and this is the first time anyone has said it might not work that way. As for the BAB, I actually don't have any less BAB than if I were a full 3/4 BAB class, so the only thing multiclassing is hurting is class ability progression--which imo all of the feats and saves make up for.

You will probably have table variation, but this has been discussed at length on the boards.

Whether or not you are considered "adjacent" to your mount is tricky because since you and your mount are occupy the same square. (BTW, if a GM does rule that you're not adjacent, that means bad guys can't target you and your mount with things like the Cleave tree.)

Now, because you and your mount occupy the same square, you are certainly in your ally's square. So the only issue becomes whether or not you and you ally can be moving through the square at the same time. In our area, most GMs will allow it. It's only situationally useful, after all, because mounts usually have enough movement to avoid AoOs anyway.

Grand Lodge

Sheriff Bart wrote:
Sorry for the necro - looking at a similar build myself - but the trait applying to hunter can only be applied if hunter is your first level, right? I am not up on the latest rules but thought traits had to be 1st level and cannot be retrained in PFS. Also, can you take monk and be neutral?

As Fruian pointed out, there is nothing that says this is the case. There are only a very few feats (and maybe traits, but I can't think of any) that specifically say "this can only be chosen at level 1". The only thing Magical Knack says is "Pick a class when you gain this trait". It doesn't have any extra wording to indicate that the class you pick has to be the class you started with (or one that you currently have if you pick the feat Additional Traits).


great post!
how are you taking Sohei ? Worg force you to be NN - not lawful, so no monk.

Grand Lodge

666bender wrote:

great post!

how are you taking Sohei ? Worg force you to be NN - not lawful, so no monk.

You're right, but alignment isn't locked down to Monks like it is to Paladins. The classes would need to be rearranged so that Monk is taken earlier--or would have to retrain the worg each time he leveled into Monk. The only thing a monk loses when his alignment changes is the ability take more Monk levels--he keeps everything the class gives him.

While shady, it's not against the rules to change your alignment so there's nothing actually keeping someone from changing alignments to take a level of monk then changing back (though specifically in this case I'd lose access to my worg mount until my alignment shifted back to true neutral).

That being said I did forget that little caveat when coming up with this. I do think it'd be pretty awesome to work into the character's backstory that he was LN until a worg came along and convinced him to be NN in return for a companion. Like I mentioned, all of the above is technically still legal for PFS as long as you don't mind retraining your worg's tricks. And it's even more legal if you just start off as LN and pick a more powerful companion without worrying about having a worg.


you will miss the lvl 8 animal extra foci and sone REALLY strong buffing spells.
how is the level 12 character that dipped 1-2 max VS the ping pong?
you gain a lot more feats but lose spells, special powers and animal foci.... i dont know...

Grand Lodge

666bender wrote:

you will miss the lvl 8 animal extra foci and sone REALLY strong buffing spells.

how is the level 12 character that dipped 1-2 max VS the ping pong?
you gain a lot more feats but lose spells, special powers and animal foci.... i dont know...

For PFS, play stops at lvl 11--so that's not as big a worry. If I were to play this kind of character in a long lasting game, I would probably stick to straight hunter to get access to buffs. That being said, by the time those higher level buffs come into play, you can afford scrolls. A caster level check will be relatively simple to make. And because of how PFS handles scrolls, a second level scroll is an auto-pass for a level 3 hunter. (because it's a 2nd level druid scroll which is a third caster level spell) So even though the hunter isn't high enough to cast 2nd level spells at third level, as long as he has 12 wisdom he can use a scroll without rolling.

So yes, I do give up access to higher level spells and to the second animal focus at level 8, but what I trade away for it is an incredible martial prowess that's hard to contend with. (and like I said, spell access can just be circumvented by buying scrolls for spells you know you'll want)

Grand Lodge

In case anyone cares Pack Flanking is now a combat feat so it works with Brawler's Cunning.

Shadow Lodge

claudekennilol wrote:
Secane wrote:
claudekennilol wrote:
As you've guessed, his mount is a wolf, and this choice is because this Animal Companion is also on the Cavalier's mount list
Cavalier wrote:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

I'm only pointing this out, as PFS is very restrictive on animal companions. Options that are "Let the GM decided" don't work in PFS.

So I noticed that wolf is mentioned to be on the Cavalier's mount list. However, that is only so for small-race characters.
If your going with a human, you won't be able to pick a wolf on cavalier levels, as a medium sized race like a human can only pick a camel or a horse.

The build still works if a small race, like a halfling or Wayang, as they do qualify for a wolf mount.

In any case, if your going to get a Worg, the build can still easily go with a horse till lv 4, then grab the Worg. Which don't care about races or race size.

Undersized Mount should take care of that. It's obvious the restriction is in place due to size. If a wolf or pony is selectable by a small rider, then a wolf or pony should be able to be selected by a medium rider with the Undersized Mount feat. You're welcomed to disagree, but I feel that the wording of Undersized Mount together with the legal choices for Cavaliers overcome this restriction. Let's look at the pertinent bits.
Undersized Mount wrote:
Benefit: You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability.

(Necro'ing this because it showed up in a search while browsing for mounted options...)

Being able to ride a creature, and having said creature rendered a kosher divine-bond/companion-type "mount"...are two entirely different things.

I'll have to agree with Secane here (and similar arguments in Rules have also come down this way): In PFS, you'd need to be a small race in order to pull the progrssion off as depicted in the build. (In your case, it's a moot point since you've already traded out for the worg.)

Grand Lodge

As I already stated in what you quoted, I personally disagree with that. If you feel otherwise, then you can go with the already suggested alteration until it does work.

You really didn't need to necro such an old thread to make a point that was already made and alternatives already given for that point.


Hello,
Ever thought about a dex based character with Dervish Dance?

Maybe even a bard level of Dawnflower Dervish to use the move action for battle dance?

That would also reduce the need for high strength and Sohei would gain his Wis to AC and CMD with a wand of mage armor?

Great build by the way. :-)

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