Hunter's Animal Companion and Hunter's Tricks from Skirmisher Ranger Archetype


Rules Questions

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Silver Crusade

Faelyn wrote:
Right now my 1st level Hunter's wolf knows 5 skirmisher tricks. I probably will stop playing him before I level up to 2nd level so I can rebuild my wolf's tricks if need be.

So your other two tricks (assuming 7 at 1st level) are attack and attack? How do you get your pet to move with you into a dangerous place (heel) or back off of a particularly dangerous creature (down)? Do you just push your AnC for all those other normal things?

Grand Lodge

slin2678 wrote:
Faelyn wrote:
Right now my 1st level Hunter's wolf knows 5 skirmisher tricks. I probably will stop playing him before I level up to 2nd level so I can rebuild my wolf's tricks if need be.
So your other two tricks (assuming 7 at 1st level) are attack and attack? How do you get your pet to move with you into a dangerous place (heel) or back off of a particularly dangerous creature (down)? Do you just push your AnC for all those other normal things?

Guard can cover most of those things. It's got to follow to guard. So Guard and Attack and just hope you don't come up against anything unnatural that your pet won't attack.

Paizo Employee Design Manager

claudekennilol wrote:


Guard can cover most of those things. It's got to follow to guard. So Guard and Attack and just hope you don't come up against anything unnatural that your pet won't attack.

Not terribly useful for really important things like flanking or following you into creepy unnatural pits of doom though. I tend to treat combat training as a must-have packet of tricks, even if I don't plan on riding my pet around. And of course the second attack trick.

Which is why most of builds only have 1 skirmisher trick at 1st level (maybe less depending on whether I feel like I need them to be able to set up the flanks themselves); there just are't enough trick slots for everything you need a pet to do, and Pushing isn't terribly practical at low levels even with the bonuses from Link and HA being a class skill.

Grand Lodge

Ssalarn wrote:
claudekennilol wrote:


Guard can cover most of those things. It's got to follow to guard. So Guard and Attack and just hope you don't come up against anything unnatural that your pet won't attack.

Not terribly useful for really important things like flanking or following you into creepy unnatural pits of doom though. I tend to treat combat training as a must-have packet of tricks, even if I don't plan on riding my pet around. And of course the second attack trick.

Which is why most of builds only have 1 skirmisher trick at 1st level (maybe less depending on whether I feel like I need them to be able to set up the flanks themselves); there just are't enough trick slots for everything you need a pet to do, and Pushing isn't terribly practical at low levels even with the bonuses from Link and HA being a class skill.

I definitely agree. I wouldn't want to do it, but it's an option. Honestly half of the skirmisher tricks are nigh useless for an animal companion. There are a couple that are awesome, though. But yeah, if I only had 7 skills to choose at lvl 1, it would definitely start with combat training and attack again. (though I would think highly about being human and dropping my bonus feat for "eye for talent" and giving my pet more int)


slin2678 wrote:
Faelyn wrote:
Right now my 1st level Hunter's wolf knows 5 skirmisher tricks. I probably will stop playing him before I level up to 2nd level so I can rebuild my wolf's tricks if need be.
So your other two tricks (assuming 7 at 1st level) are attack and attack? How do you get your pet to move with you into a dangerous place (heel) or back off of a particularly dangerous creature (down)? Do you just push your AnC for all those other normal things?

I selected Eye For Talent alternate racial trait so my wolf has an Int of 4, which provides 13 tricks at 1st level.

Silver Crusade

I admit, that the occult adventures playtest certainly to a lot of attention, but it is December.

There might be a way for us to create an incentive, so these things are taken care of more quickly, but aside from not buying new releases ...
and frankly that way doesn't work either, if people don't buy the print versions, chances are there won't be a second printing and with that errata.

I know people blame 3.5 for rules bloat, but I mostly remember the problem with FAQ and errata.


I talked with SKR a bit and he prefers "generate a Pool for your animal companion and have them use the pool" method.

Silver Crusade

Insain Dragoon wrote:
I talked with SKR a bit and he prefers "generate a Pool for your animal companion and have them use the pool" method.

Not saying, that this isn't a reasonable choice, but "refering to things SKR said" does not replace the need for a FAQ here.

Pretty much the same thing happened via Herolab and the courageous weapon ability: see here, and I am still quite unhappy about the whole issue.


The only reason I brought up SKR is because he wrote the class.

Silver Crusade

Insain Dragoon wrote:
The only reason I brought up SKR is because he wrote the class.

I wasn't aware of that, in that case, yes designer intent is certainly valuable.

Grand Lodge

Building a hunter myself, this is an important topic. Any chance for a faq?


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There Paizo Design team has basically stated they are releasing an errata for the ACG due to the plethora of issues highlighted in a different thread. Unfortunately there was no time table highlighted in that post, so your guess is as good as mine.

I foresee a longer wait given the many issues brought up, plus with the playtest/release of Occult Mysteries upcoming... I understand Paizo has new products they want to release, but I also wish they would hash out their faulty products before starting a new product...

Paizo Employee Official Rules Response

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Jayder22 wrote:

Under the Animal Companion class feature for Hunters it says :

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

This is a request for clarification on how this is limited.

1. Rangers only start getting Hunter's tricks at level 5, is it intended for Hunters to have access to them at level 1?

2. Hunter's Tricks say in the feature that they can be used 1/2 Ranger level + Wisdom modifier. How often can an animal companion use these tricks? The Hunter ability says he teaches the animal companion the trick, and animals have no limit on how often they can perform a trick that they know.

3. If it is limited, is it limited based on the Animal Companion's Wisdom modifier (it does not have ranger or hunter levels itself)or the Hunter's wisdom modifier(and any ranger levels he may have)?

Answered in the upcoming ACG errata. For now a preview (exact wording subject to change)

Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”


And there was much rejoicing!


Pathfinder Design Team wrote:
Jayder22 wrote:

Under the Animal Companion class feature for Hunters it says :

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

This is a request for clarification on how this is limited.

1. Rangers only start getting Hunter's tricks at level 5, is it intended for Hunters to have access to them at level 1?

2. Hunter's Tricks say in the feature that they can be used 1/2 Ranger level + Wisdom modifier. How often can an animal companion use these tricks? The Hunter ability says he teaches the animal companion the trick, and animals have no limit on how often they can perform a trick that they know.

3. If it is limited, is it limited based on the Animal Companion's Wisdom modifier (it does not have ranger or hunter levels itself)or the Hunter's wisdom modifier(and any ranger levels he may have)?

Answered in the upcoming ACG errata. For now a preview (exact wording subject to change)

Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”

Can you give us insight on how we make sense of tricks like these when used by a companion?

PRD wrote:

Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.

Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.

Grand Lodge

I assume you just exchange 'ranger' and 'animal companion' for each other in each instance they appear, the same way a slayer taking rogue talents treats the word 'rogue' as 'slayer' as appropriate.


The animal has to be commanded to use the trick. How do you command the animal to do a trick that is only beneficial as an immediate action?

Look at Bolster Companion, What you're essentially saying is that the Ranger commands the animal to use it at the start of the adventure and then its always on? What if the Ranger can't hear the animal? Does it still work? What if the animal doesn't vocalize?

Also are the skirmisher tricks available per day +Wis mod the total use of tricks or the use of each individual trick?

Also, what is the DC to Push the animal or to Train the Animal for any given skirmisher trick?


TriOmegaZero wrote:
I assume you just exchange 'ranger' and 'animal companion' for each other in each instance they appear, the same way a slayer taking rogue talents treats the word 'rogue' as 'slayer' as appropriate.

So how does that work here?

PRD wrote:
Cunning Pantomime (Ex): As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

or here?

PRD wrote:
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.

Grand Lodge

N N 959 wrote:
The animal has to be commanded to use the trick. How do you command the animal to do a trick that is only beneficial as an immediate action?

"A druid or ranger can handle an animal companion as a free action" is what I assume.

N N 959 wrote:
So how does that work here?

I assume that it allows the animal companion to communicate as if using the tongues spell for 10 minutes, with a single creature.


TriOmegaZero wrote:
N N 959 wrote:
The animal has to be commanded to use the trick. How do you command the animal to do a trick that is only beneficial as an immediate action?
"A druid or ranger can handle an animal companion as a free action" is what I assume.

On YOUR turn. With notable exceptions, you cannot take free actions when its not your turn.


TriOmegaZero wrote:
I assume that it allows the animal companion to communicate as if using the tongues spell for 10 minutes, with a single creature.

Comunicate what exactly? An animal with 2 or 1 INT does not have a language.

TOZ, why don't you forget I asked.

Grand Lodge

N N 959 wrote:
On YOUR turn. With notable exceptions, you cannot take free actions when its not your turn.

Then yes, I assume you need to give it the command to perform the action when the time comes before the instance.

Shadow Lodge

N N 959 wrote:
TOZ, why don't you forget I asked.

Well, if it makes you feel better.

Silver Crusade

Pathfinder Design Team wrote:
Jayder22 wrote:

Under the Animal Companion class feature for Hunters it says :

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

This is a request for clarification on how this is limited.

1. Rangers only start getting Hunter's tricks at level 5, is it intended for Hunters to have access to them at level 1?

2. Hunter's Tricks say in the feature that they can be used 1/2 Ranger level + Wisdom modifier. How often can an animal companion use these tricks? The Hunter ability says he teaches the animal companion the trick, and animals have no limit on how often they can perform a trick that they know.

3. If it is limited, is it limited based on the Animal Companion's Wisdom modifier (it does not have ranger or hunter levels itself)or the Hunter's wisdom modifier(and any ranger levels he may have)?

Answered in the upcoming ACG errata. For now a preview (exact wording subject to change)

Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”

Nice one (not super happy about it scaling of the animal companion Wisdom modifier (since some animal companions are rather bad in that regard) but it is certainly easier than listing handle animal DCs to teach the animal all those ranger tricks.

Not consuming animal tricks known, make this a very welcome ruling.....

I think my blood pressure suddenly got better ^^ And it has just about 110 % to do with my single PFS character being a hunter ^^


Sebastion,

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

seems to indicate that they still require the trick to be known or pushed, and so in all likelyhood still take up the slot.


8 people marked this as a favorite.

Here are my suggestions for each of these tricks, assuming the following conditions:
The Hunter must successfully perform an Handle Animal check prior to the trick functioning; and,
The Animal Companion can use these tricks at 1/2 its HD + wisdom modifier


  • Aiding Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the circumstance bonus will not stack so this is only useful if the first attack misses.
    Spoiler:
    The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

  • Bolster Companion (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as an immediate action, as the Animal Companion is the one actually benefiting from the trick's function.
    Spoiler:
    The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

  • Catfall (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone.

  • Chameleon Step (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

  • Cunning Pantomime (Ex): Animal Companion can use and gains the benefit of this trick (speech is not necessary as it is a pantomine. I'm considering "Timmy is stuck in the well?" situations).
    Spoiler:
    As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

  • Defensive Bow Stance (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
    Spoiler:
    The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

  • Deft Stand (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can spend a move action to stand up without provoking attacks of opportunity.

  • Distracting Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod).
    Spoiler:
    The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

  • Hateful Attack (Ex): Restricted. Animal Companions cannot currently gain the Favored Enemy class feature, or gain any benefit from its master possessing this class feature.
    Spoiler:
    The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

  • Heel (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as an immediate action, as the Animal Companion is the one actually benefiting from the trick's function.
    Spoiler:
    The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

  • Hobbling Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod).
    Spoiler:
    The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

  • Quick Climb (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can climb at his full speed as a move action without penalty.

  • Quick Healing (Ex): Animal Companion can use this trick, but the Animal Companion must have Intelligence of 3 to use Heal.
    Spoiler:
    As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action.

  • Quick Swim (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can swim at his full speed as a move action without penalty.

  • Ranger’s Counsel (Ex): Animal Companion can use this trick, but the Animal Companion must be the one to have a point in the skill to be improved. I would suggest Intelligence mod skills and UMD be restricted.
    Spoiler:
    As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.

  • Rattling Strike (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Shaken effect does not stack so this is only useful if the first attack misses.
    Spoiler:
    The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

  • Second Chance Strike (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

  • Sic 'Em (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as a swift action during the Hunter's turn, as the Animal Companion is the one actually performing the trick's function.
    Spoiler:
    The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.

  • Skill Sage (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

  • Stag’s Leap (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

  • Surprise Shift (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

  • Tangling Attack (Ex): One of the Animal Companion's attacks allow this free combat maneuver. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Entangled effect does not stack so this is only useful if the first attack misses.
    Spoiler:
    The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

  • Trick Shot (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
    Spoiler:
    As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

  • Uncanny Senses (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round.

  • Upending Strike (Ex): One of the Animal Companion's attacks allow this free combat maneuver. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Trip condition does not stack so this is only useful if the first attack misses.
    Spoiler:
    The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

  • Vengeance Strike (Ex): Animal Companion performs this single melee attack.
    Spoiler:
    The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

It's also still unresolved the DC for teaching these tricks to an Animal Companion using the Handle Animal skill, which is completely without anything to base it on other than DC20 being the standard for complex tricks, which I would suggest as a reasonable table ruling.


Yay!! Thank you very much Design Team for giving us that preview!!! I have been waiting on this before playing my hunter in PFS. Cheers!

Silver Crusade

BigNorseWolf wrote:

Sebastian,

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

seems to indicate that they still require the trick to be known or pushed, and so in all likelyhood still take up the slot.

Well, we will see, if the new wording replaces the old one, but I suspect, that a trick needs a DC to be tought. Oh well we will see, once your handle animal bonus crosses a certain threshold, tricks stop beeing a limitation.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Pathfinder Design Team wrote:
Jayder22 wrote:

Under the Animal Companion class feature for Hunters it says :

A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.

This is a request for clarification on how this is limited.

1. Rangers only start getting Hunter's tricks at level 5, is it intended for Hunters to have access to them at level 1?

2. Hunter's Tricks say in the feature that they can be used 1/2 Ranger level + Wisdom modifier. How often can an animal companion use these tricks? The Hunter ability says he teaches the animal companion the trick, and animals have no limit on how often they can perform a trick that they know.

3. If it is limited, is it limited based on the Animal Companion's Wisdom modifier (it does not have ranger or hunter levels itself)or the Hunter's wisdom modifier(and any ranger levels he may have)?

Answered in the upcoming ACG errata. For now a preview (exact wording subject to change)

Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”

I'm happy to see that the errata is ready! (At least ready enough to preview.) I can't wait to see the rest of the errata, so I can actually play my hunter in PFS!

Grand Lodge

Pathfinder Adventure Path Subscriber
Terminalmancer wrote:
Pathfinder Design Team wrote:


Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”
I'm happy to see that the errata is ready! (At least ready enough to preview.) I can't wait to see the rest of the errata, so I can actually play my hunter in PFS!

You can play your hunter in PFS, and by current rules it has unlimited uses per day. It is rather powerful, and I might self limit myself to the errata here, but by RAW you are supported in using your hunter.

Liberty's Edge

I'm so happy to see this get fixed, I didn't really care what they did, just that it needed something.

I played a Hunter once, to avoid headache my GM and I just agreed not to use the Ranger Trick section (but I was playing the archetype which uses evolutions so it was no big deal, my Velociraptor was quite fierce).

I'm very happy.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Galnörag wrote:
Terminalmancer wrote:
Pathfinder Design Team wrote:


Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”
I'm happy to see that the errata is ready! (At least ready enough to preview.) I can't wait to see the rest of the errata, so I can actually play my hunter in PFS!
You can play your hunter in PFS, and by current rules it has unlimited uses per day. It is rather powerful, and I might self limit myself to the errata here, but by RAW you are supported in using your hunter.

And I have, but he's rebuildable right now, and if I play him even one more time, he won't be. The skirmisher tricks are potentially strong enough to change how I build the animal companion, but until they have rules, it's sort of a dangerous gamble. I also don't like taking advantage of the really strange situation that was introduced when they published a class feature without enough rules supporting it, so I had not been using them--similar to DinosaursOnIce's approach.

Silver Crusade

Pathfinder Design Team wrote:

Previewed Errata wrote:
“The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its hit dice plus its Wisdom modifier.”

Rounded up or down?


PRD 'getting started' wrote:
Rounding: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.


Funny.


Where you find all errata for pathfinder roleplaying game ?

Acg errata are release ?


They have put out some previews of what the errata will be like.


Where you can see the preview ?


UP this page "Pathfinder Design Team" posted. Click on them and see their recent posts.

Silver Crusade

JF Pedneault wrote:

Where you find all errata for pathfinder roleplaying game ?

Acg errata are release ?

The Help/FAQ button is at the very top right of these forum pages, on the masthead menu.

Grand Lodge

It would be nice if they could get this stuff out the door. They've spent almost as much time editing it as developing it at this point (I know that's exaggerating..).


Still no news about the whole thing being finally clarified? I searched everywhere on the paizo website and it looks like the FAQ about the Hunter class isnt released yet after all this time? I hoped to use the skirmisher tricks for my next game but my DM don't want me to use them until a FAQ is released.


Juju wrote:
Still no news about the whole thing being finally clarified? I searched everywhere on the paizo website and it looks like the FAQ about the Hunter class isnt released yet after all this time? I hoped to use the skirmisher tricks for my next game but my DM don't want me to use them until a FAQ is released.

The wait is because this isn't a FAQ, it is errata. There is a huge thread about the status of the acg where many people have mentioned the wait on several errata for the acg. I think the last word from paizo is they will release all the errata when it is ready, or when the next printing of the acg is released (which if I am correct means when the first batch is sold out).

Although this is an official post from the PDT saying what the policy is and how it will look on the book when the errata is formally released, it should be enough.


Yes, the Design Team has already released a few snipits from the upcoming ACG errata. The skirmisher tricks was one of them, if that's not good enough for your GM, then I don't know what to tell you. However, the way it works is a hunter's animal companion can use the skirmisher tricks a number of times equal to 1/2 the AnC's HD + Wis modifier. So, for example, a 1st level hunter wolf can use skirmisher tricks 2/day.


It says that this post was "Answered in the errata" but I can't seem to find it. Can anyone send me a link?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

A few posts up: in this very thread the PDT posted a preview.


I think it will be here when it's released, but doesn't look like it has been yet. If I'm wrong someone will correct me I'm sure :)

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Definitely answered in the errata! Although they only dealt with limits, and not with the whole "what about all of these tricks that make no sense" issue. Which seems like a weird problem to leave for a base class.

Oh well...

Grand Lodge

Terminalmancer wrote:

Definitely answered in the errata! Although they only dealt with limits, and not with the whole "what about all of these tricks that make no sense" issue. Which seems like a weird problem to leave for a base class.

Oh well...

I know. I wish they'd've addressed that. Or what the DC is to teach them.

Scarab Sages

We are still trying to figure this out. Fooma's writeup above is good, but some things still don't make sense. I am thinking of the following:

Any that say immediate action require an immediate action from both the Hunter and the Animal Companion. why? Because it is a trick, and the Hunter has to tell the AC to do it. This affects Catfall, Second Chance Strike, Vengeance Strike.

Aiding Attack: instead of the command "after" the attack, you could be lenient and rule the Hunter tells the AC "if you hit, use aiding attack" so the trick isn't wasted, and hunter can still give the command as a free action

Some of the other strikes seem to be free for the hunter only if he tells the AC just before the AC attacks (such as "use Upending Strike on your bite")

Could you give the command before the next round? Such as "next round use upending strike"? Since usually the PCs like to have the AC move first in initiative.

Defensive Bow Stance, Surprise Shift: Free action for hunter but still swift for AC.

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