Akinra
|
| 4 people marked this as a favorite. |
Introduction
So, I am bored late at night, and I had a concept while working on my Oracle Guide (I am a month off of admitting defeat)! I introduce:
The Breaker Gnome Oracle (Built for PFS, only up to level 12)
1) Race: Gnome, because Gnomes are the rockstars of Pathfinder. (And because Alt Racial advances Curse)
-Advanced Race Guide, Page 33.
2) Oracle (Duh)
3) Dual Cursed
Curses!
(This is where I will lose people)
Wrecker Curse.
Wrecker: The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
At 5th level (4th), whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.
At 10th level (7th), any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.
At 15th level (10th), whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).
-Blood of Fiends, Page 26
Blackened Curse
This is the curse that will not advance. It is just here to give penalties and to add Burning Hands to spells known. Swarm Control is nice, always. Extra Spells Known for Spontaneous Casters is nice. Always.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
-Blood of Angels, Page 26
Mystery
Nature. All man made things instantly break in your hands. What more could you ask for as savior of nature? Err... Heavens is also GREAT (See Awesome Display) as are Lunar or Lore. This build focuses on Nature.
The Book of Revelations - or at least section of revelations. . .
1st Level) Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
3rd Level) Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.
-and-
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
7th Level) Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
11th Level) Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.
-and-
Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item's value. You may use undo artifice a number of times per day equal to your Charisma modifier.
Level 1) Oh how I wish I had 2 at level 1 so I could also select Misfortune. Sadly, AC is more likely to save your bum at early levels than one re-roll.
Level 3) Yay! Misfortune at long last. This is SUPER! No save. No SR. Works on Allies. Everyone you know gets a re-roll per day! Re-rolls are amazing.
Bonded Mount. So much goodness. This finally lets you contribute to Melee. Of the choices (Pony or Wolf for Gnomes) take Wolf. Always.
Level 7) Yay! Another re-roll for all allies! you are your ally too!
Level 11) Undo Artifice! Why pick the lock when you can make the door a couple lumps of iron and a pile of sticks? That pesky idol of some horrible god? Back to a lump of Clay! Found the enemies armory? Undo weeks worth of smithing with just a touch. Wow! So nice! Trap found? Poof! Trap dead!
The flat out, automatic, no action needed, save you from ever bleeding to death revelation that is Spirit of Nature is just high end insurance. Prior to level 10, Spirit of Nature is very circumstantial. After level 10, when it works anywhere, it is a phenomenal ability, although circumstantial. You might wish you had another revelation until the first time you get one shot down to -5 hp. Then you will love this one for ever and ever.
Vital Statistics
With the Wrecker curse, you won't be wearing Armor. With the Wrecker Curse AND Blackened, you will not be using weapons. So don't even consider a STR of above 7.
You get Init from Cha (see Scion feat above). You get AC from Cha (See Natures Whispers revelation above) You get CMD from Cha (Again, Nature's Whispers). You will not be using weapons. Period. Still, you need to be able to make reflex saves just like everyone else. Don't dump,
You want to get hit (after level 10 anyhow) so you want as much as you can get while keeping a 19-20 cha. Making Fort saves is also a good idea. Aim for 16 after Racials.
You need some skills. Ride, Handle Animal and Perception at a minimum. Adding Spellcraft isn't bad, and you are Cha based, so throw some at UMD and Diplomacy. At any rate, there are only a hand full of skills you really need/want.. Dump Int if you like, but dump Str first.
Failing will saves sucks. Do not dump Wisdom.
Your spells per day, spell DCs, initiative, CMD, and AC all depend on Cha.
Level 1: 20 point build
Str: 7 Dex: 10 Con: 16 Int: 12 Wis: 10 Cha:19
Not so Smelly Feats:
1) Noble Scion (War)
Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.
- - - snip - - -
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
-Inner Sea World Guide, Page 288
Must be taken at level 1, Init Bonuses are always nice. More on this later.
3) Extra Revelation (Self Explanatory)
5) Improved Initiative. (+4 to Initiative)
7) *** Combat Casting (+4 to Concentration).
9) Additional Traits (2 additional Traits)
11) Extra Revelation
There are about two dozen traits that are better than a feat. There are dozens that are on par with the 1/2 feat benchmark, then there are a stack of stinkers. I recommend the following:
At level 1:
Beast Bond (Social) +1 bonus on Ride and Handle Animal, one becomes a Class Skill.
[OOC]I know, these are class skills for Nature Oracle. Sadly, you DO NOT GET THEM because you are dual cursed.
Savannah Child (Regional) Choose K. Nature (Meh!), Ride, or Handle Animal. Gain a +1 Trait Bonus to that skill, and that skill becomes a class skill for you.
The bonus from Beast Bond is untyped, it stacks with the bonus from Savannah Child. Let look at the advantage of these two. First, since they are NOT class skills for you, the both grant the value of taking Skill Focus (except as needed for pre-reqs). So this is basically two feat value traits. . . good to get free feats anytime you can!
Seeker, Observant - Perception +1, and class Skill. If you have a sufficiently high (and you should) Cha, forgo either of the preceding and take a Perception trait.
Important the Animal Friend Gnome Racial Trait is better than either of the previous two. It does the same as either of the above, and it grants a +1 to will save. Unfortunately it also stops the Adopted + Helpful trick below. If you don't want to be a gnome raised by non-gnomes, go with the Animal Friend.
As a final note, Reactionary, Focused Mind, and the like are definitely worth a half feat each. But a full feat is better than a half feat, IMHO.
At level 9:
Lessons of Chaldira (Religion): Once per day, after you fail a saving throw, you may re-roll.
Defensive Strategist (Religion - Torag): You are never flat-footed, and you always get to act in the surprise round.
Adopted+Helpful (Racial - Halfling): Only the Halfling Version, not the +3 version... Ick! +4 bonus rather than +2 bonus on Aid Other attempts.
Fate's Favored (Faith) NOT Religion Whenever you are under the effects of any luck bonus of any kind, that bonus increases by 1.
Wow. Re-roll after the result is revealed. That is fricking amazing. Never Flat-Footed, always act in surprise round? Again AMAZING.
Huzzah for never, ever, ever being flat footed. Never loose that precious AC. Always act in the surprise round.
A normal trait is worth 1/2 a feat. increasing the normal bonus from +2 to +3 is a trait, so +1 is a half feat, thus +2 to the same is surely a feat. Yay Adopted by Halflings Gnomes. This also lets you contribute to combat in a meaningful way when you don't want to burn spells. Just buy a long spear at level 10 (If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. . . -4 from blackened = -6. At level 9, you finally have a +6 to hit! Yay! Now with a Str of 7 you are only at -2 to hit. . . not too hard to make up with buffs. This will make it about a 50% chance to let an ally have +4 to AC or +4 to their to Hit roll. Either way, great. Also works on skills... just need to hit that magic 10.)
Fates Favored is only as good as the luck bonuses you can stack with it. Gnomes don't get any special luck bonuses like Halflings and Half Orcs, but they can still get Luck items and spells. Not bad at all. No where near as great as it is when coupled with a +1 to all saves race, but still a phenom.
Asides
Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).
Right. You break things. You cannot wear armor. You suck with weapons. Ugh!
So what do you do? How do you contribute? Simple you de-buff and buff and disarm traps, and do skill checks, until level 10. Your best de-buff is the combo Ill Omen (Quickened) + Misfortune (If needed) + Oracle's Burden against melee types, and just Misfortune and Ill Omen against others. Feel free to liberally sprinkle with Bless, Prayer, and your other wonderful buffs (Protection from Energy). Summon as appropriate (generally after level 5) and just let the magic happen.
Oracle's Burden gives the enemy all the negatives of your curses (see broken condition above in the Note on Gear Section) and a -4 to all melee attacks.
-4 for blackened, -2 for broken on to hit.
The enemy Armor Class from Armor is halved.
The enemy Armor Check Penalty is doubled.
Now is the time for the wizard to cast grease!
At level 7, you take antagonize in preparation for level 10. Seriously. You want them to hit you. Every time they hit you (Once you are level 10+), they have to make a save DC 10+1/2 Oracle Level + Cha Mod (at level 10, this number should be about DC 22) Reflex Save or their weapon is reduced to dust. Should they make the reflex save, their weapon gets a 2+1/2 CL save to avoid disintegration (assuming magic weapon). The same applies to ammunition with the special caveat that in general, ammunition is NOT magic, the weapon firing the ammunition is. Therefore, the ammunition does NOT, in general, get the second save.
1 reroll/session - Folio
1 reroll/day on natural 1 - Gnome Alternate Racial Trait (Eternal Hope)
1 reroll/day - Misfortune
1 reroll/day - Fortune
1 reroll/day - Failed Save (after results!) - Lessons of Chaldira
At level 1, you should have an initiative of +4.
At level 4, the Initiative bonus should advance to +5 for 20 Cha.
At level 5, Improved Initiative increases the roll to +9. You should be able to get a Circlet of Persuasion bumping Init to +12
At level 6, you should have a +2 cha item, to get to +13.
At level 8, your Cha is still +5, but you should be able to afford a +4 Cha item, bringing you to +14.
at level 12, your Cha increases again, and you can likely spare a +6 Cha item, bringing your Initiative to +15.
First, don't bother. If you insist on bothering. don't get it enchanted with AC bonuses. See the Broken Items spoiler above. Rather focus on enchantments like Fortification, heat. There may be some value to picking up items for magic vestment if you absolutely cannot tolerate the idea of wearing monks robes.
Wear Leather Armor (1 AC 0 ACP) and a Darkwood Buckler or Mitral Buckler. (0 AC, 0 ACP). Or you could wear the expensive 2 ac version by buying a Mithral Chainmail Shirt. Although these items provide almost no benefit, they do provide targets for Magic Vestment.
So this is a short list of one spell per level that I believe are above and beyond. Some are well known, some are not. Without a doubt, they are great in PFS.
Level 0) Detect Magic. Always a good idea to keep up constantly while awake.
Level 1) Murderous Command. Take it, love it, use it.
Level 2) Burst of Radience. Kind of like a weak colorspray that isn't mind affecting. Also does minor damage against evil types.
Level 3) Dispel Magic. Almost never a day you won't find a use for this.
Level 4) Blessing of Fervor Choose your own buff! Just amazing.
Level 5) Dispel Evil. For PFS, this rocks.
Level 6) Dispel Magic, Greater - So . . . yeah. Don't replace Dispel Magic unless you have a plethora of bonus spells for this spell slot.
Armor: See above in the Armor section. This will cancel out the Monk's Robe though. D'oh!
Body: Monk's Robe. No need for pesky armor or weapons! Sure it is only as a level 5 monk, but that is a hell of a lot better than you have now, isn't it? To get the AC, you need to be unarmored AND unencumbered.
Eyes: Deathwatch goggles or Smoked Goggles. Both are good enough. Noting really spectacular for eyes. Either monitor conditions, or bonus to saves. There is no excuse for not wearing the smoked goggles when in doubt.
Feet: Boots of Springing and Striding or Boots of Escape. Setting specific foot gear may be better.
Gloves: Gloves of Reconnaissance. Hands down the best choice for cost.
Head: Circlet of Persuasion. +3 init. +3 Concentration +3 to a hand full of really useful skills.
Headband: +n Charisma.
Neck: Nothing outstanding, Hand of Glory for the ring.
Wrists: Longarm Bracers.
Belt: +n Con. Hp and Fort. Get as high as you can.
Shoulders: Tried and true is the cloak of resistance +n. I like cloak of the bat better.
Other:
Handy Haversack. Always. Get. One.
Prayer Beads are fun for the whole family!
Wayfinder - Insert a clear spindle so you never have to worry about mind control again.
Akinra
|
Skills! Oh no! I forgot! Anyhow skills.
1) Perception
2) Diplomacy
3) Handle Animal
4) Ride
5) UMD
Note on Handle Animal.
1) +4 to the Skill from Animal Companion Link
2) +4 on the Skill from Charisma
3) 1 Rank gets you to +9 on the skill. Taking 1 is auto success on trained tricks until your mount gets wounded.
4) Circlet of Persuasion by level 5 = +3 to Handle Animal. Taking 0 auto passes even when AC is injured.
No need to make this a class skill if
1) you have anything like a respectable Cha.
2) You do not intend to push your AC.
Note on AC:
The int is 6. It is smarter than many BSFs. It knows a LOT of tricks. The need for Handle Animal is greatly reduced. You still need 1 rank.
Ride is quite another story. You want ride as high as 15-20 so you can auto succeed.
+0 Dex, +3 Class Skill +12 ranks = 15. At level 12, you will be just getting there.
Diplomacy: Second most rolled skill in game. Get this up there!
12 Ranks +7 Cha +3 Circlet, +3 Class Skill = +23. A good number! Almost take 1's on DC 25. Nice.
Perception: Most rolled skill in game, and you have a low Wis. Put ranks in at every level.
Swim: You will fall off a boat between Absolom and some distant location at some point. Try not to drown. Get this to at least 5.
Climb: The only thing scarier that climbing up a 50' sheer rock face is falling down s 50' sheer rock face. Get this to at least 5.
Lastly, UMD is cha based. Between the circlet and your level 12 Cha, you have a +10 with no ranks. Put all spare ranks here so you can use it.
Akinra
|
Assuming as 12 Int, as recommended above. At level 12, there will be 60 ranks, total, to spend.
Ride -- 12 Ranks 12 spent
Perception 12 Ranks -- 24 spent
Handle Animal: 1 Ranks -- 25 spent
Diplomacy: 12 Ranks -- 37 spent
Swim: 6 ranks -- 43 spent
Climb: 6 Ranks -- 49 spent
Use Magic Device -- 11 Ranks 60 spent
Ride: 15 = 12 Ranks + 0 Dex + 3 Class Skill = 15
Perception: 15 = 12 Ranks + 0 Wis + 3 Class Skill
Handle Animal: 14 = 1 Rank +7 Cha +3 Circlet of Persuasion +3 Class Skill
Diplomacy: 25 = 12 Ranks + 7 Cha + 3 Circlet of Persuasion +3 Class Skill
Swim: 4 = 6 Ranks - 2 Str
Climb 4 = 6 Ranks - 2 Str
Use Magic Device: 24 = 11 Ranks + 7 Cha + 3 Circlet of Persuasion +3 Class Skill
Intimidate, Bluff: 10 = 0 Ranks + 7 Cha + 3 Circlet of Persuasion
[Spoiler=RAW Notes on Skills]
Ride
Task Ride - - - - - - - - - - - - - - - - - - - DC
Guide with knees - - - - - - - - - - - - - - - 5
Stay in saddle - - - - - - - - - - - - - - - - - 5
Fight with a combat-trained mount - - - - 10
Cover- - - - - - - - - - - - - - - - - - - - - - 15
Soft fall- - - - - - - - - - - - - - - - - - - - - 15
Leap - - - - - - - - - - - - - - - - - - - - - - - 15
Spur mount- - - - - - - - - - - - - - - - - - -15
Control mount in battle - - - - - - - - - - - 20
Fast mount or dismount - - - - - - - - - - - 20
Starting at the beginning, Moving no longer takes a move action. Thank you Guide with Knees.
Guiding your mount to attack while you ride is handy at DC 10.
Spur Mount can save you so long as you have room to run away. DC 15
Cover is a great way to get some instant AC. 15 DC.
Fast mount or Dismount has the potential to save you an a move action. DC 20.
Diplomacy
Starting Attitude - - - - - Diplomacy DC
Hostile - - - - - - - - - - - - 25 + creature's Cha modifier
Unfriendly - - - - - - - - - - 20 + creature's Cha modifier
Indifferent- - - - - - - - - - 15 + creature's Cha modifier
Friendly - - - - - - - - - - - 10 + creature's Cha modifier
Helpful - - - - - - - - - - - - 0 + creature's Cha modifier
With a starting attitude of Hostile, you always succeed (assuming 10 Cha on target) and have a 75% chance to move them to indifferent on a single roll. Well played sir. in 2 days, they are up to Helpful. . . Nicer still.
Request - - - - - - - - - - - - - - - - - - Diplomacy DC Modifier
Give simple advice or directions . . . . . . . . . . –5
Give detailed advice . . . . . . . . . . . . . . . . . . +0
Give simple aid. . . . . . . . . . . . . . . . . . . . . . +0
Reveal an unimportant secret . . . . . . . . . . . .+5
Give lengthy or complicated aid . . . . . . . . . . +5
Give dangerous aid. . . . . . . . . . . . . . . . . . . .+10
Reveal an important secret . . . . . . . . . . . . . +10 or more
Give aid that could result in punishment. . . . .+15 or more
Additional requests . . . . . . . . . . . . . . . . . . . +5 per request
Not too hard at all with a 25 base . . .
[bigger]Climb and Swim
The goal with these skills is not to become the world's best. The goal is only to get to a point where you can make reasonable checks (DC 15) while taking 10.
| deuxhero |
I mentioned this before, but Undo Artifice is fine to use on actually valuable stuff, it's Permanent, not instantaneous and references Polymorph Any Object to make it indisputable (that's how PAO works and was intended to work). While "you automatically succeed on your dispel check against any spell that you cast yourself." doesn't necessarily work for your supernatural effects, you can still return the items to something valuable.
Akinra
|
Halflings:
Upon further thought, Halflings add something nice to this build.
Halflings gain +2 Dex (mostly useless) +2 Cha (Essential) and -2 Str (Dump stat anyhow)
Due to the low base speed, I recommend taking Outrider (+2 Handle Animal and Ride). You lose Sure of Foot, but that is just fine. You will be mounted 99% of the time anyhow.
In the event you take a Halfling, I would swap out Blackened for Lame. Since you will be all but perm-mounted, Lame has almost no drawback.
20 Point Halfling would be something like
8 Str (0) 12 Dex (0 Points) 13 Con (3 Points) 12 Int (2 Points) 8 Wis (-2 Points) 20 Cha (17 Points)
I would recommend the same feats, except! Beast Bonded at level 1 along with Fate's Favored.
Since you do not have Blackened, buy a Lance.It is your weapon of choice. Because you have Fate's Favored, take Divine Favor. This will give a +2 to Hit and Damage at level 1, effectively granting you a 12 Str for the duration (which is painfully short). On the bright side, you are +1 to Hit and Damage if ever needed in Melee Combat.
Edit on Gnomes:
Gnome Alternate Racial Traits:
Having had time to play test, I recommend the following changes to the Alternate Racial Traits for Gnomes.
1) Pyromaniac. The Produce Flame is slightly viable at many levels, and the bonus level to fire spells. Having tested at levels 1, 5, and 7, I believe this is better than the base Gnome Magic for this build.
2) Darkvision. I have found that Darkvision is well worth giving up the +2 to Perception.
3) Eternal Hope. I hate 1's. Everyone hates rolling a 1. This isn't useful every day, but when it is useful, it is super useful.
4) Academician. If you are NOT taking Crafting Frats.
On Aasimar:
The Aasimar has the amazing ability to add +1/2 of level to the revelation of their choice. This is wonderful. They get +2 Cha +2 ____ depending on alternate race, which is also lovely.
Unfortunately, the Wolf is the best of the Bonded Mounts. This means you are getting a hefty bonus to a very, very subpar animal companion (Horse or Camel). This is about the only way to make a decent medium sized version of this build.
[]
Akinra
|
On Animal Bonded Mount:
Due to the Int of 6, your Bonded Mount has wide open feats:
Level 1: Tribal Scars. - +6 HP, +2 Survival, +2 Perception. Because I have not managed to put Mounted Combat feat in for Oracle. =Sigh=
Level 2: Combat Reflexes - Needed for Bodyguard, and AoO's are always nice
Level 5: Bodyguard - Your AC sucks, but you or your allies are almost always adjacent to your AC in Melee.
Level 8: Toughness
Level 8:
Tricks:
Aid - Otherwise Bodyguard is kinda useless
Air Walk - Not needed until you have the spell
Attack - Primary needed.
Attack any Target - Lots of things attack doesn't work on
Bury - No use in PFS since . . .
Combat Riding - Needed for all Mounts.
Come - Great
Defend - Now your AC can defend you.
Deliver - That thing your AC grabbed? Now it can give it to someone else.
Detect - No your AC can search
Down - Sometimes stopping is a good thing
Exclusive - Prevent others from handling your animal companion.
Fetch - get that thing from other there!
Flank - If you want your animal companion to give, or be able to use, flanking. . .
Guard - Now your AC defends your camp.
Heel - Now your AC follows you.
Watch - Now you can sleep at night.