Air Cav


Advice


Replacement for dead-dead-splattered PC. Been having trouble with lack of long ranged punch and limited battlefield mobility.

Therefore Halfling hunter riding a giant wasp. Primarily a mounted ranged attacker. But wasp sting with weapons and teamwork feats should keep him from being completely helpless if needed in melee. (Note: I was considering the feats to get a familiar to really make even better use of the teamwork feats. but would have to lose all the archery feats.) Ranger would be a bit better with the bow but wouldn’t get the teamwork feats or as many spells.

air cav:

Male halfling hunter (verminous hunter) 7 (Pathfinder RPG Advanced Class Guide 26, 98)
NG Small humanoid (halfling)
Init +4; Senses Perception +14
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 size)
hp 49 (7d8+14)
Fort +8, Ref +10, Will +5; +2 vs. fear, +1 trait bonus vs. aberrations
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee +1 greenwood halfling sling staff +8 (1d6+2/×3) or
. . cestus +7 (1d3+1/19-20)
Hunter (Verminous Hunter) Spells Known (CL 7th; concentration +9)
. . 3rd (1/day)—communal protection from energy[UC], summon nature's ally III, thorny entanglement[ACG] (DC 15)
. . 2nd (4/day)—barkskin, bull's strength, ricochet shot[UC], summon nature's ally II, versatile weapon[APG] (DC 14)
. . 1st (5/day)—ant haul[APG] (DC 13), lead blades[APG], liberating command[UC], shield companion, speak with animals, summon nature's ally I
. . 0 (at will)—create water, detect poison, guidance, know direction, light, stabilize
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Statistics
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Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 9
Base Atk +5; CMB +5; CMD 19
Feats Arc Slinger[UC], Escape Route[UC], Improved Spell Sharing[ACG], Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot
Traits beast bond, foe of the strange, freedom fighter
Skills Acrobatics +3 (-5 to jump), Climb +5, Escape Artist +5, Handle Animal +10, Heal +6, Intimidate +3, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Perception +14, Ride +12, Spellcraft +6, Stealth +15, Survival +12, Swim +2; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Goblin, Halfling
SQ animal companion (wasp, giant named wasp mount), animal focus (7 minutes/day), bonus trick (1), hunter tactics, improved empathic link, nature training, paranoid, swarm stride, track +3, wild empathy +6
Combat Gear cold iron sling bullets (50), groaning bullets (50), potion of cure serious wounds, silver sling bullets (50); Other Gear +1 hosteling mithral agile breastplate[APG], +1 greenwood halfling sling staff, alchemist's bullet[UE] (2), cestus[APG], pitted bullet[UC] (5), handy haversack, ring of feather falling, 27 pp, 8 gp, 5 sp
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Special Abilities
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Animal Companion (animal companion (wasp, giant named wasp mount)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Ant +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Arc Slinger Reduce ranged attack penalties due to range by 2
Beetle (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Bonus Trick (Ex) Animal companion gains an extra trick.
Centipede (Su) When assuming this aspect, gain listed enhancement bonus to Climb & CMD for some maneuvers.
Cockroach (Su) When assuming this aspect, gain listed enhancement bonus many environmental dangers.
Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Flea +4 (Su) When assuming this aspect, gain listed competence bonus to save vs. disease & Acrobatics to jump.
Fly +2 (Su) When assuming this aspect, gain listed bonus to Perception & Acrobatics to balance or fall safely.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Leech +2 (1 bleed damage) (Su) When assuming this aspect, gain listed competence bonus to grapple CMB & grapple bleed dam.
Mantis +2 (Su) When assuming this aspect, gain listed competence bonus to AoO & grapple CMB.
Moth (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Paranoid Aid Another DC 15 for attempts to help you.
Phasmid +4 (Su) When assuming this aspect, gain listed competence bonus to stealth in forests or plains
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scorpion +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & grapple CMB.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spider +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & saves vs. web.
Swarm Stride (Ex) Pass through vermin swarms without distraction or damage.
Track +3 Add the listed bonus to Survival checks made to track.
Vermin Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Vermin Focus (7 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Wasp +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Worm (Su) When assuming this aspect, gain listed competence bonus to Perception.

wasp mount:

Giant wasp (Pathfinder RPG Ultimate Magic 37)
N Medium vermin
Init +4; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 23, touch 14, flat-footed 19 (+3 armor, +4 Dex, +6 natural)
hp 39 (6d8+12)
Fort +8, Ref +10, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee sting +5 (1d6+1 plus poison)
--------------------
Statistics
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Str 12, Dex 18, Con 14, Int —, Wis 13, Cha 4
Base Atk +4; CMB +5; CMD 19 (27 vs. trip)
Feats Escape Route[UC], Improved Spell Sharing[ACG]
Tricks Attack, Attack Any Target, Come, Down, Flank
Skills Acrobatics +4 (+0 to jump), Fly +8
SQ animal focus, attack any target, come, devotion, down, flank, woodland stride
Other Gear mwk studded leather, dire collar[ACG], muleback cords[APG]
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Special Abilities
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Ant +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Attack Any Target [Trick] The animal will attack any creature on command.
Beetle (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Centipede (Su) When assuming this aspect, gain listed enhancement bonus to Climb & CMD for some maneuvers.
Cockroach (Su) When assuming this aspect, gain listed enhancement bonus many environmental dangers.
Come [Trick] The animal will come to you on command.
Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Flea +4 (Su) When assuming this aspect, gain listed competence bonus to save vs. disease & Acrobatics to jump.
Fly (60 feet, Good) You can fly!
Fly +2 (Su) When assuming this aspect, gain listed bonus to Perception & Acrobatics to balance or fall safely.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Leech +2 (1 bleed damage) (Su) When assuming this aspect, gain listed competence bonus to grapple CMB & grapple bleed dam.
Mantis +2 (Su) When assuming this aspect, gain listed competence bonus to AoO & grapple CMB.
Moth (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Phasmid +4 (Su) When assuming this aspect, gain listed competence bonus to stealth in forests or plains
Poison (DC 15) (Ex) Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Dex; cure 1 save. The save DC is Constitution-based.
Scorpion +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & grapple CMB.
Spider +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & saves vs. web.
Vermin Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Wasp +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Worm (Su) When assuming this aspect, gain listed competence bonus to Perception.

Questions, comments, concerns? What do you think? How would you change it? Any archtype that seems more thematic?


You're riding a wasp; if you move over to CN alignment and worship Calistria, you'd be perfectly in theme to get a familiar for just one feat. Wasp familiar.

The ranged damage seems a bit light, even with bull's strength up that's only 1d6+4 damage once/round at +8 or twice a round at +6. At 7th level that isn't going to cut it. Hunters don't make amazing archers. Maybe look at a nature fang druid instead, or a sacred huntsmaster inquisitor?


Well it would take some major finagling to be able to ride a wasp familiar.
Hmm... mauler familiar.

I will take a look at the sacred huntmaster and nature fang this evening.


Is the flying mount and small size a required part of this?

A Strix Warpriest could pull this off with hover and flyby attack, sacred weapon damage, 6th level divine spell casting, bonus combat feats for all your archery needs, low light vision and darkvision, swift action buffs, fervor, blessings, and you are completely self reliant.

I've brought it up in other threads, but one level of Bolt Ace Gunslinger starts with full BAB, a masterwork repeating crossbow, grit based on wisdom, and some deeds.

Uaransaph is a NE daemon harbinger with the repeating crossbow as the favored weapon and the Air domain...

You could be a completely neutral Warpriest of Uaransaph, using the Valiant Loading deed, and the Zypher's Gift minor Air blessing, to never provoke AoO using the crossbow, loading or firing. This is at level 2, which isn't bad at all, it's faster than a ZAM gets point blank master.


I'm not a 100% on what is good DPR, but I have some experience with playing a mounted lance hunter (though that game had some high-power house rules).

Some random notes:
Not having the animal companion fight eats a lot of your damage output. Using the companion as a mount also means that while you are safe, your party is taking more damage while you are dealing less...

I don't think Escape Route[UC] works like you think. A strict reading does say that you never provoke AoOs while mounted, but I belive an FAQ has said that does not work. In either case its kind of dumb :p Plus you aren't going to be in melee much anyway.

Ditch Arc Slinger. It only gives you +1 to hit when you are further then 30ft but closer then 80ft. And no one is fighting at 80+ft. Just get Weapon Focus.

Bull's strength doesn't do much for you. It does not stack with Ant aspect. I think there is a level 2 spell that makes your arrows flaming. get that.

Improved Spell Sharing doesn't do much as your Animal won't be in melee, its your archery platform. This may be a bonus feat, not sure. But I'm sure there are better one. Get Lookout.

You can also ditch Mounted Combat, since again, you are not going to be in melee range.

If you take Weapon Focus and Large Target your damage should be a bit better.

You could consider taking Deadly Aim instead of large target and Cat's Grace instead of Bull's Strength if you want to be more dependent on buffs. Also, bump your wasp's int so that it can gain feats.

Grand Lodge

I will second the sacred huntsmaster inquisitor. If ranged damage is the goal they have better spells and class features.

Natures Fang, however, has the best rate of ranged feat acquisition and is a 9th level caster.

For teamwork feats, there are a bunch that boost saves. I would focus on those as they will keep your AC in the air.


Another idea rather wild is The Winged Marauder. It's a Goblin racial Alchemist Archtype. It offers either a Dire Bat or Giant Vulture as a mount. Damage output scales up with bombs with discoveries you can be a battlefield controller. A 2 level dip in fighter gives you point blank and precise shot and profieciency with bows.


Eldritch Guardian fighter with a mauler familiar would work well too. No spells, but better BAB, more feats. Archery is such a powerful combat mode that it is unlikely you would every cast many spells anyway.


Ok, here is the latest version. Four levels of weapon specialist fighter to get weapon specialization to help with damage output. From then on, it will all be inquisitor.

air cav inquisitor 3 version:

Halfling fighter (weapon master) 4/inquisitor (sacred huntsmaster) of Calistria 3 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 109)
CN Small humanoid (halfling)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
hp 48 (7 HD; 3d8+4d10+7)
Fort +9, Ref +7, Will +7; +1 bonus vs. effects targetting a Halfling sling staff held by you, +2 vs. fear, +2 trait bonus vs. charm and compulsion, +1 trait bonus vs. aberrations
--------------------
Offense
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Speed 20 ft.
Melee +1 greenwood halfling sling staff +11/+6 (1d6+5/×3)
Special Attacks weapon training
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—copycat (3 rounds)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect alignment
Inquisitor (Sacred Huntsmaster) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—hide from undead (DC 13), litany of weakness[UC], shield of faith, wrath[APG]
. . 0 (at will)—detect magic, disrupt undead, guidance, light, sift[APG], stabilize
. . Domain Trickery
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 12, Wis 14, Cha 9
Base Atk +6; CMB +6; CMD 20 (21 vs. disarm, 21 vs. sunder)
Feats Boon Companion[UW], Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Shake It Off[UC], Weapon Focus (halfling sling staff), Weapon Specialization (halfling sling staff)
Traits birthmark, foe of the strange, freedom fighter
Skills Acrobatics +4 (+0 to jump), Escape Artist +8, Handle Animal +9, Heal +6, Intimidate +0, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +11, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +14, Ride +14, Sense Motive +7, Spellcraft +5, Stealth +13, Survival +12, Swim +5; Racial Modifiers +2 Perception
Languages Aklo, Common, Halfling
SQ animal companion (wasp, giant named wasp mount), hunter tactics, monster lore +2, paranoid, stern gaze +1, track +1, warslinger[APG], weapon guard
Combat Gear potion of cure serious wounds; Other Gear +1 hosteling mithral kikko armor[UC], +1 greenwood halfling sling staff, ring of feather falling, 316 pp, 6 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wasp, giant named wasp mount)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Boon Companion (wasp mount) Companion or familiar abilities are treated as if you were a higher level.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Sacred Huntsmaster) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shake It Off Gain +1 to all saving throws per adjacent ally
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Weapon Guard +1: Halfling sling staff (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Halfling sling staff (Ex) +1 to hit and damage with your chosen weapon.

wasp mount:

Giant wasp (Pathfinder RPG Ultimate Magic 37)
N Medium vermin
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 20 (+3 armor, +4 Dex, +7 natural)
hp 39 (6d8+12)
Fort +6, Ref +9, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee sting +5 (1d6+1 plus poison)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 1, Wis 13, Cha 4
Base Atk +4; CMB +5; CMD 19 (27 vs. trip)
Feats Improved Natural Armor, Iron Will, Shake It Off[UC], Toughness
Tricks Attack, Attack Any Target, Come, Defend, Down, Heel
Skills Acrobatics +8 (+4 to jump), Fly +14, Perception +5, Stealth +8
SQ animal focus, attack any target, come, defend, devotion, down, heel
Other Gear mwk studded leather, dire collar[ACG], muleback cords[APG], exotic military saddle, saddlebags
--------------------
Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fly (60 feet, Good) You can fly!
Heel [Trick] The animal will follow you.
Poison (DC 14) (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1 Dex; cure 1 save. The save DC is Constitution-based.
Shake It Off Gain +1 to all saving throws per adjacent ally

Next feat might be the Wasp Familiar religion feat. If I take a valet familiar it would also have my teamwork feats. With some of the choices, that could be a big help.

Other than there is the deadly aim and multi-shot typical choices. Plus the Arc Slinger halfling feat. Also I like the teamwork feats.

Grand Lodge

My immediate reaction is that weapon specialization is less powerful than bane or judgements so it seems like a wasteful dip. Especially when you are also delaying divine favour/power, named bullet, heroism, channel vigour and invisibility.

I would do a one level dip to get the feats going faster but that is it. Fighter or divine huntmaster are the obvious options.


This archtype loses judgements. Bane is just level rounds per day. That is why I was thinking the consistent +2 to damage might be more useful. But I do hate having my spells that far behind.

Here he is with just a 2 level dip in fighter.

air cav inquisitor 5 version:

Halfling fighter (weapon master) 2/inquisitor (sacred huntsmaster) of Calistria 5 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 109)
CN Small humanoid (halfling)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
hp 53 (7 HD; 5d8+2d10+14)
Fort +10, Ref +6, Will +7; +1 bonus vs. effects targetting a Halfling sling staff held by you, +2 vs. fear, +2 trait bonus vs. charm and compulsion, +1 trait bonus vs. aberrations
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 greenwood halfling sling staff +11 (1d6+4/×3 plus 2d6)
Special Attacks bane (5 rounds/day)
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—copycat (5 rounds)
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)
. . 2nd (3/day)—align weapon, blessing of luck and resolve[ARG], communal protection from evil[UC]
. . 1st (5/day)—abadar's truthtelling (DC 13), bless, divine favor, shield of faith
. . 0 (at will)—detect magic, disrupt undead, guidance, light, sift[APG], stabilize
. . Domain Trickery
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 9
Base Atk +5; CMB +5; CMD 19 (20 vs. disarm, 20 vs. sunder)
Feats Boon Companion[UW], Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Shake It Off[UC], Weapon Focus (halfling sling staff)
Traits birthmark, foe of the strange, freedom fighter
Skills Acrobatics +4 (+0 to jump), Climb +5, Escape Artist +8, Handle Animal +9, Heal +6, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +11, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +14, Ride +14, Sense Motive +8, Spellcraft +5, Stealth +13, Survival +12, Swim +5; Racial Modifiers +2 Perception
Languages Aklo, Common, Halfling
SQ animal companion (wasp, giant named wasp mount), animal focus (5 minutes/day), animal focuses (bat[ACG], bear[ACG], bull[ACG], eagle[ACG], falcon[ACG], frog[ACG], monkey[ACG], mouse[ACG], owl[ACG], snake[ACG], stag[ACG], tiger[ACG], wolf[ACG]), hunter tactics, monster lore +2, paranoid, stern gaze +2, track +2, warslinger[APG], weapon guard
Combat Gear potion of cure serious wounds; Other Gear +1 hosteling mithral kikko armor[UC], +1 greenwood halfling sling staff, ring of feather falling, 316 pp, 6 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wasp, giant named wasp mount)) (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.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Boon Companion (wasp mount) Companion or familiar abilities are treated as if you were a higher level.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Eagle +2 (Su) When assuming this aspect, gain listed enhancement bonus to Cha
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Sacred Huntsmaster) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shake It Off Gain +1 to all saving throws per adjacent ally
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +2 Add the listed bonus to Survival checks made to track.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Weapon Guard +1: Halfling sling staff (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.


Bane is just level rounds/day until you can afford a bane baldric, when it becomes (level + 5) rounds/day. Admittedly it may be a while before you have 10K to spare. But - just being able to up your game like that when you need to is great. I do like the last version of this character more than the previous ones.

Grand Lodge

Also, rounds per day are fine when you use it to 1 round a boss or completely bypass dr. Two sets of 3 rounds is going to tear through two combats.


Unfortunately we've been having both 1 combat days and 15 combats in a row days. But yeah, I'm kinda leaning toward just 1 or 2 levels of fighter then the rest inquisitor. Won't be as good a slinger in long day, but still pretty good.

Grand Lodge

On average +1 to hit = +2 to damage.

If you have more castings of divine favour or it's higher caster level will more than cover the weapon spec damage. Heroism 10min/level is worth more than weapon spec while active. More uses of animal focus add to the damage covering part of it. I think overall you will be about equal in a lot, very slightly worse in a few on a long day, and much better in the really hard ones.

Another thought you may be able to combine bombard animal companion trick with Target of Opportunity which seems super fun to me.

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