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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changing the Hunter's Quarry feature
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<blockquote data-quote="BlackSeven" data-source="post: 4626039" data-attributes="member: 58677"><p>What I'm about to say focuses on the balance between them as it exists in the PHB.</p><p></p><p>The Warlock and Ranger must spend an action, while the Rogue can simply have it, often times as part of another character's actions. Yes, they may have to move into place to achieve it, but many times they don't. Also, more damage.</p><p></p><p>The Ranger has Twin Strike, allowing for more opportunites to trigger the damage in an at-will attack. However, one could conceivably not choose Twin Strike. They can only have as their quarry one target and that target must be the closes to them.</p><p></p><p>Warlocks actually have the most powerful of them, in some ways. Like the ranger it takes a minor action and must be the closest enemy. But then they can choose another and curse them as well, now having two curses floating around. The reason this is more powerful is because, unlike the ranger and rogue who must hit with an attack to get their damage, the warlock gets an effect when the enemy dies, regardless of whether they hit said target or not. So, with some movement, they can curse multiple targets and get the benefits without ever attacking them.</p><p></p><p>As for the original post, I disagree with the idea of not being able to use the damage in the immediate round. They're spending an action as it is, but there's a solid chance that this action could be useless if another party member kills the quarry first. I think spending a minor action is supposed to represent the time taken to study the quarry and works just fine.</p><p></p><p>Though I do have my own issues regarding it being the nearest enemy, much like I despise the Prime Shot class feature. Unless the party decides in advance to allow it, I've never seen that come into play. Ever.</p></blockquote><p></p>
[QUOTE="BlackSeven, post: 4626039, member: 58677"] What I'm about to say focuses on the balance between them as it exists in the PHB. The Warlock and Ranger must spend an action, while the Rogue can simply have it, often times as part of another character's actions. Yes, they may have to move into place to achieve it, but many times they don't. Also, more damage. The Ranger has Twin Strike, allowing for more opportunites to trigger the damage in an at-will attack. However, one could conceivably not choose Twin Strike. They can only have as their quarry one target and that target must be the closes to them. Warlocks actually have the most powerful of them, in some ways. Like the ranger it takes a minor action and must be the closest enemy. But then they can choose another and curse them as well, now having two curses floating around. The reason this is more powerful is because, unlike the ranger and rogue who must hit with an attack to get their damage, the warlock gets an effect when the enemy dies, regardless of whether they hit said target or not. So, with some movement, they can curse multiple targets and get the benefits without ever attacking them. As for the original post, I disagree with the idea of not being able to use the damage in the immediate round. They're spending an action as it is, but there's a solid chance that this action could be useless if another party member kills the quarry first. I think spending a minor action is supposed to represent the time taken to study the quarry and works just fine. Though I do have my own issues regarding it being the nearest enemy, much like I despise the Prime Shot class feature. Unless the party decides in advance to allow it, I've never seen that come into play. Ever. [/QUOTE]
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Changing the Hunter's Quarry feature
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