Sacred Huntsmaster


Advice

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

There's a surprising lack of discussion about this other than the "is is better than judgment?" stuff. I'm building one of these and am looking for some critique. I'm not going for complete power game and some of the choices are for flavor.

Inquisitor:

Human Inquisitor of Shelyn (Sacred Huntsmaster) 10
Luck Domain
Stat block includes Shield of Faith and Bull animal focus

Traits: Fate's Favored, Reactionary

DEFENSE
AC 25, touch 17, flat-footed 23 (+7 armor, +3 deflection, +2 Dex, +2 luck, +1 natural)

OFFENSE
Melee +1 Fortuitous Glaive + 15 (1d10+10)
Ranged +1 Adaptive Longbow +10 (1d8+7)

Inquisitor Spells Known:
4 (2/day) Divine Power, Freedom of Movement
3 (4/day) Burst of Speed, Dispel Magic, Heroism, Prayer, Terrible Remorse
2 (5/day) Invisibility, Lesser Restoration, Remove Paralysis, Resist Energy, See Invisibility, Silence, Spiritual Weapon, Tongues
1 (6/day) Divine Favor, Expeditious Retreat, Heightened Awareness, Litany of Sloth, Remove Fear, Shield of Faith, True Strike, Wrath
0 (at will) Create Water, Detect Magic, Guidance, Read Magic, Sift

STATISTICS
Str 24, Dex 14, Con 14, Int 13, Wis 18, Cha 8
Base Atk +7; CMB +14; CMD 29
Feats
1) Combat Reflexes
1H) Combat Expertise
3) Power Attack
3T) Precise Strike
5) Pack Flanking
6T) Outflank
7) Escape Route
9) Paired Opportunists
9T) Shake It Off
Equipment: Belt of Dex/Con +2, Headband of Wisdom +2, Jingasa, Cloak of Resistance +2, Amulet of Natural Armor +1, +1 Hosteling Mithral Breastplate

Velociraptor:

Stat block includes Bull animal focus

DEFENSE
AC 24, touch 13, flat-footed 20 (+4 Dex, +10 natural)

OFFENSE
Melee 2 Talons +13 (2d6+7), Bite +13 (1d6+7), 2 Claws +13 (1d4+7)

STATISTICS
Str 23, Dex 18, Con 19, Int 3, Wis 12, Cha 14
Base Atk +6; CMB +12; CMD 20
Feats:
Teamwork feats gained: Precise Strike, Outflank, Pack Flanking, Escape Route, Paired Opportunists, Shake It Off
1) Combat Reflexes
3) Improved Natural Armor
5) Iron Will
7) Improved Iron Will
9) Improved Natural Attack: Talons
Equipment: +1 AoMF.

Grand Lodge

You're right that there hasn't been much discussion of the archetype on here. I see that you have a hosteling breastplate -- a good choice since inquisitors cannot use the incredibly useful "carry companion" spell without UMD.

Your choice of teamwork feats seems fine.

Questions:

1) If you are an inquisitor Shelyn, what will be your art? You probably want a few token skill points in a craft skill for flavor and roleplay reasons.

2) Are you investing in handle animal? I recommend at least 6 ranks of the skill so that you can train your velociraptor quickly if it dies. You may also want a training harness to improve handle animal checks.

Hmm

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Hmm wrote:

You're right that there hasn't been much discussion of the archetype on here. I see that you have a hosteling breastplate -- a good choice since inquisitors cannot use the incredibly useful "carry companion" spell without UMD.

Your choice of teamwork feats seems fine.

Questions:

1) If you are an inquisitor Shelyn, what will be your art? You probably want a few token skill points in a craft skill for flavor and roleplay reasons.

2) Are you investing in handle animal? I recommend at least 6 ranks of the skill so that you can train your velociraptor quickly if it dies. You may also want a training harness to improve handle animal checks.

Hmm

1) I'm not sure yet. I have a week to flesh out the character completely. I'm not a very artistic person, so I may struggle with this. Fortunately, the way the GM plays, social skills aren't very valuable, so I can push points into things like craft and handle animal without sacrificing other inquisitor stuff.

2) From my understanding, it's technically a DC 10 to get a linked animal to do anything, which requires an investment in handle animal. I had no idea training harness existed and it's absolutely worth it with the low charisma.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

DC 10 becomes a DC 12 if the animal becomes hurt.

Expect a few instances of needing to make DC 20 or higher checks as you hit something your critter isn't trained for. They will hopefully be rare, but will happen.

As for craft or other artistic endeavors, how about perform dance? They is a feat that can use it with a pole arm (such as the Glaive that is Shelyn's favored weapon) in Inner Sea Gods.


maybe he's an inquisitor of shelyn because he's a beautiful man?? :)


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Some Other Guy wrote:
Hmm wrote:


1) If you are an inquisitor Shelyn, what will be your art? You probably want a few token skill points in a craft skill for flavor and roleplay reasons.
1) I'm not sure yet. I have a week to flesh out the character completely. I'm not a very artistic person, so I may struggle with this. Fortunately, the way the GM plays, social skills aren't very valuable, so I can push points into things like craft and handle animal without sacrificing other inquisitor stuff.

Well, here is an answer- Do not put any skill points into the arts yourself. Make the Velociraptor do it. I want to see some points in perform: dance (make him do a Samba while wearing a ridiculously offense sombrero, pancho and fake mustache), craft: painting (beret and a painting palette), Perform: Pipe organ (a cloak and half of a white mask- do this after taking acid or fire damage), and perform: acting (frilled collar and holding a skull; also, another scene of him wearing a fedora, in a trenchcoat, smoking a cigarette, and standing under moody lighting from a street light)

Yes, I am treating this a bit like an old cartoon... but you have to admit
A.) A circus style act is perfectly valid. It lets you combine your god's love of art with your role as an animal trainer.
B.) Dinosaurs doing people things. It is hard to get past the humor of that.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
lemeres wrote:
Some Other Guy wrote:
Hmm wrote:


1) If you are an inquisitor Shelyn, what will be your art? You probably want a few token skill points in a craft skill for flavor and roleplay reasons.
1) I'm not sure yet. I have a week to flesh out the character completely. I'm not a very artistic person, so I may struggle with this. Fortunately, the way the GM plays, social skills aren't very valuable, so I can push points into things like craft and handle animal without sacrificing other inquisitor stuff.

Well, here is an answer- Do not put any skill points into the arts yourself. Make the Velociraptor do it. I want to see some points in perform: dance (make him do a Samba while wearing a ridiculously offense sombrero, pancho and fake mustache), craft: painting (beret and a painting palette), Perform: Pipe organ (a cloak and half of a white mask- do this after taking acid or fire damage), and perform: acting (frilled collar and holding a skull; also, another scene of him wearing a fedora, in a trenchcoat, smoking a cigarette, and standing under moody lighting from a street light)

Yes, I am treating this a bit like an old cartoon... but you have to admit
A.) A circus style act is perfectly valid. It lets you combine your god's love of art with your role as an animal trainer.
B.) Dinosaurs doing people things. It is hard to get past the humor of that.

Ha! This wouldn't be half bad and the animal has a charisma of 14.

Grand Lodge

Yes, the velociraptor is the highest charisma animal in Pathfinder. (It's the favorite animal of the creative director, James Jacobs.) Be sure to invest in the "entertain" trick.

As for handle animal checks, it all depends on your GM. Some GMs never make you roll. Others make you roll all the time. In PFS, I never know when a GM is going to make me push my critter at a DC 20 or 25 because the situation is "unusual". Fortunately, I'm at the point where I can make those checks easily.

Hmm

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Hmm wrote:

Yes, the velociraptor is the highest charisma animal in Pathfinder. (It's the favorite animal of the creative director, James Jacobs.) Be sure to invest in the "entertain" trick.

As for handle animal checks, it all depends on your GM. Some GMs never make you roll. Others make you roll all the time. In PFS, I never know when a GM is going to make me push my critter at a DC 20 or 25 because the situation is "unusual". Fortunately, I'm at the point where I can make those checks easily.

Hmm

Do you know of anyway to get more skill ranks for an animal companion? 1 per HD is abysmal.

Grand Lodge

Agreed. My sylvan sorceress thinks that it is abysmal too.

That is one of the advantages of being a human hunter or ranger... Those guys can add an extra skill point to their animal via their favored class. Alas, inquisitors (like sorcerers) aren't assumed to have animal companions so don't have FCBs that favor their animal friends.

Hmm

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Hmm wrote:

Agreed. My sylvan sorceress thinks that it is abysmal too.

That is one of the advantages of being a human hunter or ranger... Those guys can add an extra skill point to their animal via their favored class. Alas, inquisitors (like sorcerers) aren't assumed to have animal companions so don't have FCBs that favor their animal friends.

Hmm

Well with a +6 Int item and a boost to Int from level ups or human alternate racial, they can get 2!


Hmm wrote:

Agreed. My sylvan sorceress thinks that it is abysmal too.

That is one of the advantages of being a human hunter or ranger... Those guys can add an extra skill point to their animal via their favored class. Alas, inquisitors (like sorcerers) aren't assumed to have animal companions so don't have FCBs that favor their animal friends.

Hmm

Hmmm. Human Nature Oracle w/ Eye for Talent can start with Int 8. Then give it a headband as soon as you can afford it, and your companion would have 3 skill points per level probably before level 5!

Grand Lodge

The headband that you can afford at level 4 is likely only +2, bring your animal companion to a 10 int. Assuming that you put your attribute bonus at level 4 into int, your scaly buddy is still only an 11. As it will cost 16K for the +4, a skill point bonus off of intelligence for your animal buddy is a LOOOONG ways away.

Hmm


Hmm wrote:

The headband that you can afford at level 4 is likely only +2, bring your animal companion to a 10 int. Assuming that you put your attribute bonus at level 4 into int, your scaly buddy is still only an 11. As it will cost 16K for the +4, a skill point bonus off of intelligence for your animal buddy is a LOOOONG ways away.

Hmm

Actually, it can be done.

Oracle of Nature - base Int 6.
Human w/ Eye for Talent - +2
Headband - +2

That's Int 10. With the favourite class bonus, you get 3/level.


Remember headbands don't give skill points like base int, instead they have set skills with rank equal to the raptors HD. So starting int doesn't matter.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Should Improved Spell Sharing be a high priority?


Some Other Guy wrote:
Should Improved Spell Sharing be a high priority?

Yes and no. Its practically a must-have at mid-to-high levels (10-12+) but not great at low levels. Basically, when your caster level is high enough that your round/level spells can be split and still be worthwhile is when you really need to have it.

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