Rockspecht

Pathfinder Kingmaker build: Amiri the Sacred Huntsmaster

Apr 24th, 2020 (edited)
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  1. edit: Pastebin has started using "smart" filters that have an issue with a certain word that's literally not used in any offensive context here. It's related to the weapon type used, B. Swords. I hope you can figure out what that means by yourself. :rolling_eyes:
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  3. SH - Sacred Huntsmaster, THF - Two-Handed Fighter
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  5. 2 - SH - Gorum, War, Smilodon/Leopard // Cure Light Wounds, Divine Favor
  6. 3 - THF - Boon Companion, Dodge
  7. 4 - SH - Shield of Faith
  8. 5 - SH - Improved Unarmed Strike, Outflank // True Strike
  9. 6 - SH - Cure Moderate Wounds, Remove Paralysis
  10. 7 - SH - Crane Style, Undead // Lesser Restoration
  11. 8 - SH - Precise Strike // Invisibility
  12. 9 - SH - Weapon Focus: B. Sword // Remove Fear, Delay Poison (Communial), Cure Serious Wounds
  13. 10 - SH - Dazzling Display // Resist Energy (Communial)
  14. 11 - SH - Combat Reflexes, Seize the Moment // Inflict Serious Wounds
  15. 12 - SH - Fey, Fey // Inflict Moderate Wounds, Greater Invisibility, Restoration
  16. 13 - SH - Shatter Defenses // Inflict Light Wounds (lol), Divine Power
  17. 14 - SH - Back to Back // Freedom of Movement
  18. 15 - SH - Improved Critical: B. Sword // See Invisibility (Communial), Righteous Might, Resounding Blow
  19. 16 - SH - Find Traps, Flame Strike
  20. 17 - SH - Blind Fight, Shake it Off, Aberrations, Aberrations (or Plants, Fey; see below) // Stoneskin (Communial)
  21. 18 - THF - Critical Focus
  22. 19 - THF - Extra Bane Weapon
  23. 20 - Alchemist(Vivisectionist) or anything else, really
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  25. Hey guys, so I'm back to playing PF Kingmaker myself for the turn-based update. As I've made this build for myself first and foremost, I went back to look at it again to run it myself, and there is something I figured I'd like to change about it, namely levels 16 to 19. That being said, I've also figured that I might as well describe my thought process on why I've picked some of the things I've picked (ordered by level, so if you're curious about why I'd do 16-19 differently, just look further down). Most feats and spells should be self-explanatory by being generally good, but if there's something you'd want instead, just go for it. After all, I'm just writing a guide, I'm not your daddy. Unless...?
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  27. 2: Due to being chaotic, Amiri doesn't really have access to any of the great domains. However, the War domain isn't bad either. It gives her access to Battle Rage at SH 1. Not an amazing ability, but it's an alright filler to use if Amiri has to move and can't get in range of a target. At SH 8 (or level 10 in this build), the domain gets her a bonus feat. That's pretty nice considering Amiri has a bit of a slow start from her level 1 feats being B. Sword proficiency and Toughness.
  28. On the topic of animal companions, the Leopard is nice because it starts on small body size and grows to medium, as opposed to most of them starting at medium and growing to large. Large animals really are large, so the Leopard being medium makes it less annoying for other melee characters. Otherwise, the Smilodon is king of raw DPS and looks pretty cool in my opinion. The game states that the Monitor Lizard is also a small companion, but when I tried it out, it still ended up being large. Dunno if that'll ever get changed, but that would be another decent option. If you don't like any of these, you can also just pick another animal companion that you like better.
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  30. 3: So this level of THF does a couple of things:
  31. - Boon Companion needs to be picked here or our animal companion is going to fall behind one level already from the one starting level in Barbarian. Might as well use THF here for one free feat so that her slow start is a little bit faster.
  32. - The first teamwork feat of SH is pushed one level back to 5 where we can pick up Outflank super early. Outflank is amazing and the earlier we have it, the better. A lot of melee builds can only pick up Outflank at 7, so until you get it on several of your melee guys, make sure to keep the animal companion close to Amiri to ensure that it benefits from Outflank. Amiri herself has the Inquisitor bonus to use teamwork feats by herself, but the animal companion doesn't.
  33. - THF grants Amiri access to heavy armor which she usually wouldn't have. Wearing heavy armor nullifies her bonus movement speed from Barbarian, but that's not that big of a deal because you don't want her running in first for one, but also because animal companions can run and charge super far, so they'll be your mobile unit instead.
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  35. 7: Here we get to pick our first Favored Enemy. The most versatile choices are Fey, Humans, Undead, Magical Beasts. Level 7 is a little early to pick Fey, so something else is advisable instead. Magical Beasts are nice for the upcoming chapter 3, but I personally don't find them too threatening. Human enemies are plentiful, but I simply find the Undead more annoying to fight. If you'd rather go for one of the other options instead, that's also perfectly fine.
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  37. 9, 10, 13: Weapon Focus is required for Dazzling Display which is required for Shatter Defenses which is an amazing feat to shave off a bunch of AC from lategame enemies. However, Amiri isn't supposed to use Dazzling herself. She could, in theory, be made to use it (because Inquisitors are naturally more intimidating), but usually (especially if you're using a guide from Neoseeker), you'd have Valerie or your MC set up for it instead. So, don't use Dazzling on Amiri, just enjoy Shatter Defenses. Also, you'll most likely have some good weapons for Amiri to use around this part of the game which aren't B. Swords. Don't obsess about them just because you have a Weapon Focus - having a good weapon is much more important. Good B. Swords will come to you in time. Of course, if you don't care about B. Swords to begin with, you can also pick a Weapon Focus on something else entirely.
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  39. 14, 17: SH grants us more teamwork feats than there are decent offensive ones to be picked. However, some of the remaining ones aren't bad whatsoever. If you don't like Back to Back or Shake It Off, pick something that you prefer.
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  41. Now onto what I wanted to change about this build, levels 16 to 19. When I originally made this build, I did so at the end of the game. I was frustrated by that other Amiri build being poor, but I was also late into the game, so I felt like the things you picked after getting the high level spells on SH didn't matter much. However, now I see that some of the things are still worthwhile to have earlier.
  42. One more level of SH gets us access to Flame Strike. That sure is helpful to burn out those annoying swarm enemies a little faster. Yet another gets us another round of Favored Enemy. I disregarded this at first, but on second thought, you can make a choice here. Go for Aberrations if you wanna have a go at fighting the optional superboss (Beneath the Stolen Lands DLC). Otherwise, there aren't many enemy types you encounter at the end of the game, so going for Plants, Fey is also fine. There are also a few Constructs, but I believe Plants are somewhat more numerous.
  43. Also, these two levels give us more of those sweet Inquisitor spells.
  44. There are 3 feats picked in this level range: Critical Focus, Blind Fight, Extra Bane Weapon. Consider all of those optional.
  45. Blind Fight is nice but can be replaced by Echolocation from your favorite Alchemist. Critical Focus is arguably not needed as long as you use Dazzling. Extra Bane Weapon is just me turning it on and then leaving it on.
  46. I personally don't care for anything involving Power Attack, but if you like that better than I do, you could totally go for Power Attack, Cleave, Cleaving Finish for a couple extra attacks (albeit only at the very end of the game). Or go for Crane Wing and Crane Riposte if you're relying on Amiri to fight defensively with how the late game swarms you with enemies. All of that is good, just pick something that makes sense.
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  48. 20: Should you reach 20, you're done with the game anyway. Pick whatever you like! I like the idea of Amiri having a level in Vivi just so that she could crack open a cold mutagen with the boys.
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  50. I have created another build that pretty much does the same thing but mostly uses Ranger instead. See at
  51. https://pastebin.com/SgKdZQWF
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