Help me with a Giant Wasp Rider of Calistra


Advice


So i'm creating a wasp rider of calistra that i'm thinking will be a Inquisitor Sacred Huntsmaster. My gm allows me to have a giant wasp as a animal companion. Because it's cool.

It's a solo campaign that starts in level 3.

So I have some questions.
Should I go with a range or melee weapon as a focus.
What should i have for 3 tricks on the wasp and do i need to pick attack twice?

I was thinking attack, back and stay or something.

One important thing is that we use the spheres of power system.

Are there any interesting feats or options that i can get?


I am currently playing an Inquisitor with the chivalry inquisition to grant me a mount and I am using archery as my combat style. It's very effective.

That being said, Sacred Hunstmaster loses judgments and gets the ability to grant all their teamwork feats to their animal companion. There aren't a lot of good teamwork feats for ranged combat, so in general it's more effective to go melee.

My overall opinion here is:
Go Sacred Hunstmaster if you want to make melee focused team/pair with the animal companion being an integral part of your offense.

Go un-archetyped Inquisitor (or maybe Sanctified Slayer) if you want to make a ranged specialist and choose the animal domain or chivalry Inquisition to get an animal companion/mount. The mount is a useful defensive part of your build, but since you are focused on ranged it is unlikely to come into play as an offensive factor. This is because while mounted you can make a full attack action and your mount can move. Because of this you can reposition yourself on the battlefield for optimal position while avoiding getting too close to enemies and thus avoiding damage. But your mount probably doesn't have any ranged attack options, so its better to focus on making them a defensive boost for you. I did things like give my mount Body Guard and In Harm's Way, with Benevolent armor to give me free AC bonuses when I do on occasion get attacked. I also have the teamwork feat that adds to saves and AC against evil creatures when you're next to someone who has it, but with solo tactics it always counts so I'm always at a +1 to AC and saves against evil.

Taking the attack command twice is necessary to get your companion to attack unnatural creatures at all.


First thing that comes to mind with SoP is that there should be some way to use the Alteration sphere's Shapeshift on the wasp. Im not sure if the companion's Share Spells feature translates to SoP directly, or if you'd need to take the Alteration talent that lets you affect others with Shapeshift. Because screw it, ride around on a dragon bee.

As for other advice, yeah. What Claxon said.


I know "Taking the attack command twice is necessary to get your companion to attack unnatural creatures at all."

SO it is like that for mindless creatures as well?


Dragon bee could be cool :)


Zautos' wrote:

I know "Taking the attack command twice is necessary to get your companion to attack unnatural creatures at all."

SO it is like that for mindless creatures as well?

Yes. Though technically mindless animals can't be taught tricks, which is an issue which has come up with archetypes that allow vermin companions before because it makes them virtually impossible to use. I'm not sure how the issue was resolved.

Edit: Found the solution:

Quote:
Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal. Vermin companions have no skill points or feats as long as they have the mindless quality.


I have decided to go with melee and use a hit and run tactic.
I forgot to mention that we use the 3 action system.

Step 1 Wasp will move once
Step 2 Elf and Wasp Attacks
Step 3 Wasp will move gain

I will use Escape Route to avoid AOE's
I will also get pack flanking, outflank, Precise Strike

Any other feats that can be good or some traits?


Just as an FYI, hit and run tactics are usually not very effective.

I'm not sure how much Unchained Action Economy changes that, but the base version of the game is very much situated around full-attacking. Like all time.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

If you are using SOP, you could also achieve the same effect with a few conjuration sphere talents and skip the animal companion completely. It will take several talents, but probably be a bit more powerful, especially since the mindless on the wasp companion is a huge downside.


Claxon wrote:

Just as an FYI, hit and run tactics are usually not very effective.

I'm not sure how much Unchained Action Economy changes that, but the base version of the game is very much situated around full-attacking. Like all time.

The animal will be able to move once and the elf will be able to attack up to 3 times or cast a spell and attack once.

Less DMG then just standing there but i think it's more fun to do something different when i play alone like this.


Dave Justus wrote:

If you are using SOP, you could also achieve the same effect with a few conjuration sphere talents and skip the animal companion completely. It will take several talents, but probably be a bit more powerful, especially since the mindless on the wasp companion is a huge downside.

if i use conjuration to do it i would it would not get my team work feats and I would need to spend a lot of talents on it so i cant take other talents that i think i would need more.

this archetype would probably work with the feat shearing but has wild shape and not the fun inquisetor stuff.http://www.d20pfsrd.com/classes/hybrid-classes/hunter/archetypes/paiz o---hunter-archetypes/feral-hunter


Zautos' wrote:
Claxon wrote:

Just as an FYI, hit and run tactics are usually not very effective.

I'm not sure how much Unchained Action Economy changes that, but the base version of the game is very much situated around full-attacking. Like all time.

The animal will be able to move once and the elf will be able to attack up to 3 times or cast a spell and attack once.

Less DMG then just standing there but i think it's more fun to do something different when i play alone like this.

So the problem here is that Unchained Action Economy doesn't explain what should happen while mounted.

Normally when your mount moves you can only make a single attack, just as if you had moved yourself.

UAE doesn't cover mounted combat. So it may be that you get all 3 points from your action economy, but I'm honestly not sure.

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