Advice on fine tuning a Sacred Huntsmaster Inquisitor


Advice


Hi everyone,

I am playing in a 'hard' game (along the lines of RA or Slumbering Tsar), and my current group is composed of an Unbreakable Fighter (along the Bodyguard, Combat Reflexes line), a White Mage Arcanist, and a Zen Archer.

This is the result of a split up brought about by some really unusual turn of events, through which my main character (Warpriest), our main healer (Priest of Sarenrae), and our Rogue got 'separated' from the rest of the group (not going into much detail here).

That being said, I would like to fulfill the group's need for some added melee punch, divine power and scouting ability (fact is our Zen Archer is a previous player, now being played by the GM :D) - and I thought the Sacred Huntsmaster Inquisitor (even though not a full fledged divine caster) could pose a good option. Here is what I have so far:

Edrax:

Edrax
Half-orc brawler (wild child) 1/inquisitor (sacred huntsmaster) of Gorum 5 (Pathfinder RPG Advanced Class Guide 23, 89, 99, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 47 (6 HD; 5d8+1d10+12)
Fort +9, Ref +8, Will +8
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee +1 cold iron greatsword +8 (2d6+14/19-20) or
. . unarmed strike +7 (1d6+9)
Ranged composite longbow +7 (1d8+4/×3)
Special Attacks bane (5 rounds/day), martial flexibility 4/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 5th; concentration +7)
. . Domain Heresy inquisition[UM]
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Statistics
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Str 20, Dex 16, Con 12, Int 12, Wis 14, Cha 9
Base Atk +4; CMB +7; CMD 22
Feats Combat Expertise, Improved Unarmed Strike, Pack Flanking[ACG], Power Attack, Toughness
Traits fate's favored, trap finder
Skills Bluff +8, Disable Device +14, Intimidate +16, Knowledge (religion) +5, Perception +12, Sense Motive +14, Stealth +12, Survival +11; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ animal companion (leopard named Animal Companion), animal focus (5 minutes/day), animal focuses (bear[ACG], bull[ACG], falcon[ACG], owl[ACG]), blessed infiltration, brawler's cunning, hunter tactics, martial training, monster lore +3, orc blood, stern gaze +2, track +2
Other Gear +1 mithral agile breastplate[APG], +1 cold iron greatsword, composite longbow (+4 Str), belt of giant strength +2, ioun stone, dark blue, cracked, ioun stone, deep red sphere, cracked, masterwork thieves' tools
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Special Abilities
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Animal Companion (animal companion (leopard named Lagash)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Blessed Infiltration (2/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sacred Huntsmaster) Domain (Heresy Inquisition)
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to Survival checks made to track.

And Lagash the Leopard:

Lagash:

Lagash CR –
Leopard
N Medium animal
Init +5; Senses low-light vision, scent; Perception +6
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Defense
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AC 22, touch 15, flat-footed 17 (+2 armor, +5 Dex, +5 natural)
hp 51 (6d8+18)
Fort +8, Ref +10, Will +3 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.; sprint
Melee bite +7 (1d6+8), 2 claws +7 (1d3+8)
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Statistics
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Str 18, Dex 21, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +6; CMD 23 (27 vs. trip)
Feats Light Armor Proficiency, Pack Flanking[ACG], Power Attack, Weapon Finesse
Skills Acrobatics +5 (+13 to jump), Perception +6, Stealth +12 (+16 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
SQ animal focus, devotion
Other Gear leather armor
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.

Now... I am unsure about a lot of things, but before I start shooting away, I would like to have you guys input on Feats, and on the animal companion set up for starters. Do they seem like they can be up to the task I described (mainly the number of AC skill points makes me want to cry)?

Thank you in advance for any advice.


Hmm kinda tough call...The feat I would strongly suggest would be improved spell sharing. I have it on my inquisitor, I took feather domain, archer and a ring of tactical precision (since I dont share my teamwork feats with the companion) I find with my character 1 spell buff split in the first round (divine favor for 5 rds) is more than I need. The velociraptor has a ac 28 at level 10 but I barely put anything into it, mainly it is a meat shield to keep things off of me when I'm shooting the bow but honestly I feel bad if I attack and then follow through with the companion. Honestly get the poor thing a mithril chain shirt and a amulet of mighty fist +1.

The con: Don't get me wrong I try to make a jack of all trade any chance I can get...but I feel this build isn't that great. My guess is you went brawler only for the martial flexibility? While nice I'm missing the over all "wow" from that dip. So melee power can be covered by everything...the downside to the inquisitor in this is you will burn bane for little impact. Honestly I went archer just because of that. As for the divine role...depends on what you are looking for...I love my inquisitor but he is a band aid...a cure in a pinch and maybe lesser rest... but honestly most of my spells are going towards combat. Most will tell you a big point of divine is getting some more status removal...which a inquisitor just touches. Stealth can be covered by many classes. Also I think that the aspect for the bull doesn't stack with the belt.

Suggestions: Honestly a full caster would probably be the way to go. Honestly a battle oracle with warsighted and if the gm is okay with it, seeker would give you almost everything minus bane. A battle shaman or a occultist would be ways to gain bane for a min at a time instead of a round..but granted it would be a huge move away from what you have.

Grand Lodge

The point of the brawler dip is to get pack flanking.

Silver Crusade

I have a Sacred Huntmaster with a deinonychus (velociraptor). I went Magic (Divine) subdomain for the first level power to buff the entire team as a swift action when I cast a buff spell on myself.

At level 5, I have Combat Expertise, Pack Flanking, Precise Strike, and Improved Trip as my feats. So I usually start fights with Expeditious Retreat on myself, so I can keep up with the dino, or Divine Favor if we start out close enough to the front line already. We run up to the front line together, count as flanking as long as we're next to each other and the same enemy, and we get an extra 1d6 damage on all attacks while flanking. My inq will trip the enemy, then the dino rips them to shreds with 3 attacks per round.

I'll probably go Improved Spell Sharing as my next teamwork feat, to get the Divine Favor up and running on both of us every fight. And of course Greater Trip as early as possible (level 9, I believe). Outflank is also tempting, since we flank so easily.


Ah ok figured I was missing something. Still not worth it imo. With a inquisitor every level counts. Don't get me wrong Albion, main reason I posted was to give your post a bump. In the end it's your character. Personally if you are doing a home brew go monster tactician..hmm then again might be too powerful :) I went with the archetype with the slayer flavor, he is at the point of destroying encounters with his bow


Fromper wrote:

I have a Sacred Huntmaster with a deinonychus (velociraptor). I went Magic (Divine) subdomain for the first level power to buff the entire team as a swift action when I cast a buff spell on myself.

Because Inquisitors never have a use for swift actions anyways....

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