Sacred Huntsmaster

Inquisitor Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+4
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Max level of Spells
6
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Caster ability
Wisdom
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Sacred Huntsmaster is an Inquisitor archetype in Pathfinder: Wrath of the Righteous.

Some inquisitors create a strong bond with an animal companion, and they hunt and punish threats to the faith as an awe-inspiring duo. When they work together as one, there are few that dare to stand in their way.

 

Sacred Huntsmaster Information

 

Sacred Huntsmaster Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Abilities

1  0 +2 0 +2 Domain SelectionDeity SelectionInquisitor ProficienciesOrisonsStern Gaze, Animal CompanionDetect Magic
2  +1 +3 0 +3 Cunning Initiative
3  +2 +3 +1 +3 Solo TacticsTeamwork Feat
4  +3 +4 +1 +4  
5  +3 +4 +1 +4 Bane, Favoured Enemy
6  +4 +5 +2 +5 Teamwork Feat
7  +5 +5 +2 +5  
8  +6/+1 +6 +2 +6  
9  +6/+1 +6 +3 +6 Teamwork Feat
10  +7/+2 +7 +3 +7 Favoured EnemyFavoured Enemy
11  +8/+3 +7 +3 +7 Stalwart
12  +9/+4 +8 +4 +8 Teamwork Feat
13  +9/+4 +8 +4 +9  
14  +10/+5 +9 +4 +9 Explosive Weakness
15  +11/+6/+1 +9 +5 +9 Teamwork FeatFavoured EnemyFavoured Enemy
16  +12/+7/+2 +10 +5 +10  
17  +12/+7/+2 +10 +5 +10  
18  +13/+8/+3 +11 +6 +11 Teamwork Feat
19  +14/+9/+4 +11 +6 +11  
20  +15/+10/+5 +12 +6 +12 Favoured EnemyFavoured Enemy

 

Sacred Huntsmaster Abilities

Inquisitor Proficiencies

An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Hunter Tactics

At 3rd level, the Sacred Huntsmaster automatically grants her teamwork feats to her animal companion. The companion does not need to meet prerequisites of those teamwork feats.

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

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Exploit Weakness

At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.

 

Favored Enemy

At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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Orisons

Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Stern Gaze

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

 

Solo Tactics

At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

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Bane

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. 
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Stalwart

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.

Greater Bane

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

 

Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

 

 

 

 

 

Classes
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