Help playing as a player


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Hi,

I have a great deal of trouble playing the game as a player, i usually sit home think of concept worlds ideas and stuff and even encounters ideas so i feel i can use imagation to just make dm areas and worlds and towns and if i get something wrong i can fudge it so it works.

But as a player i just can't do, I come up with a character idea but when i try to add mechanics to it or even pick a class or abtilties i get headaches picking the right feats, traits how spells work, i spend more time flipping through books as a player then i do as a dm, and in the end my character turns out to be useless and usually dies in one or two sessions.

I find character creation as a player the most stressful thing and i need help with it greatly to help me ease into being a player.


Is your GM doing anything to help you? I would imagine that if you are playing characters that die in one or two sessions, your GM must wonder about why, and have some feedback to give.


Scaleclaw wrote:


and in the end my character turns out to be useless and usually dies in one or two sessions.

....hm, well, I'm with Bruunwald on this one, your GM should at least be trying to help you, or perhaps he just needs to lighten up, it sounds like your character is getting quite the beating (then again, I'm not sure of your tactics in fights) What level are you? ...and more importantly what are you facing against that's killing you?


No it's my fault my last character ran over away from the party to check on something alone.

But it more of....not about the death it about how underpowered i feel compared to other players at the field and if i spend time working on a characte ri make it wrong or does the wrong thing or makes little roleplay sense to me at least.


I would suggest looking at some of the creation guides for your next character and see if that helps. They have done all the page flipping for you already, just take the tops suggestions and you should be set.

JD


Scaleclaw wrote:
No it's my fault my last character ran over away from the party to check on something alone.

Okay yeah, a tiny bit your fault, but it happens every now and then, even the best of us wander off alone at least once without thinking.

Scaleclaw wrote:
But it more of....not about the death it about how underpowered i feel compared to other players at the field and if i spend time working on a characte ri make it wrong or does the wrong thing or makes little roleplay sense to me at least.

Well, when you run games as a GM, do you have any, say, battle-built NPC's? Like the captain of the guard, the king, or a special paladin? If so, I'd say just try and make your character build around one of your special NPCs

Edit: JD above me has the right idea, and if you have access to the Game Mastery Guide, DEFINITELY check that out. If you're unbelievably stuck however, request a character build here, I'm sure one of the awesome people on this site would gladly help you, and give you tips!


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Well , you gotta limit yourself.

The GM literally got limitless resources, but a player is not like that.

He got 1 char (usually hehe) with a set of skills/feats/etc and that is what he got.

Make a "normal" adventurer. Create a few things you are good at , and accept you will be bad at a few things you also, not all chars are the starts of the battle field , but they make do till they can shine in other situations.

Also you need to think what kind of group you are playing in. Usually a player should not fall behind the rest of the party UNLESS they are all a bunch of min/maxers, if they are , well you will also need to resort to this to not fall behind.


Nox Aeterna wrote:

Well , you gotta limit yourself.

The GM literally got limitless resources, but a player is not like that.

Couldn't agree with you more! But I can see the struggle, going from playing God to being a common adventurer, so to speak.

Nox Aeterna wrote:
He got 1 char (usually hehe) with a set of skills/feats/etc and that is what he got.

In the campaign I play in, I use my Sorcerer Character along with his Griffin Mount/Companion. Maybe if you, Scaleclaw, feel comfortable enough, you could try something like that? Maybe try out a Druid?

Edit: With our GM, if you can explain something well enough, and to a point where it seems reasonable, he'll allow you to have it, that's how my Sorcerer got his Griffin. Go to my Aliases on my profile and read "Arcturus Ironwing" it has his back story and everything if you're curious.


Well currently i have all the books i want expect

Dungeon Master Guild
Rise of the Rune lords Annvasary edition

One character i made was made to be sorta of a cook and singer but never found a use for any of her skills so i stopped playing her. bescause i put skills into Profession Cooking, Gardening and innkeeper with bluff and Diplomacy

and with my old dm i never had a use to do anything with them because what i did in combat was throw a sling that does 1d3 damage if it hits, which when i can do a maximum of three damage when i look at another party member who can Do all these things in combat and has done almost 100 damage with a smite i feel a bit jealous and useless by comparing them in a fight.

As a dm i usually am not restricted to money amount or a point buy so i put skills and abtilties where i need it. Such as this Kobold that's the rogue in my trail group on a mission to kill him since this kobold is slipping away and stole an item the rogue stole from someone else ha.


Ok , first i will start repeating what i said before.

First limit yourself , you are not the GM this time , you wont be able to just take all you want :P, with that said.

Well did you use a bard? With their amount of skill points and class power one would think you could help your party during the fights without problems and be the cook/singer you wanted to be.

Still now comes a VERY important thing.

Is you GM experienced? Cause usually is the GM job to create a world where your skills shine at some point , sure maybe cooking... will not appear all the time , but maybe a contest in a town and so on.

Example:

Im playing a summoner , hell i decided to make my eidolon quite good playing string instruments (perform(strings)) , the GM then added to the world an idea that there are 10 great taverns in the world (that the bards classified) and that each of these got a competition where you can get a title. Hell , i now maybe cant use this skill all the time , but i for sure try to get these titles because i loved the idea and im having fun.


I give it a try. i just feel at time si feel judged by how i do in combat since there usually one player that take control in social aspects wheather they are good at it or bescause that is the make up of personality or how a player isplaying that character.


Scaleclaw wrote:
One character i made was made to be sorta of a cook and singer but never found a use for any of her skills so i stopped playing her. bescause i put skills into Profession Cooking, Gardening and innkeeper with bluff and Diplomacy

Well I suppose it all depends on if you plan on being Role Play heavy or not, the campaigns I run are 50% role play 50% combat, generally. You'll role play as much as you will cut things in my world haha

Scaleclaw wrote:
and with my old dm i never had a use to do anything with them because what i did in combat was throw a sling that does 1d3 damage if it hits, which when i can do a maximum of three damage when i look at another party member who can Do all these things in combat and has done almost 100 damage with a smite i feel a bit jealous and useless by comparing them in a fight.

Aw, yeah, sorry to hear that.

Scaleclaw wrote:
As a dm i usually am not restricted to money amount or a point buy so i put skills and abtilties where i need it.

I see your point about it being hard to go from GM to player, it's not an easy conversion if you're UN-experienced. As for me, I went from being a player to being a GM haha that can be overwhelming just the same


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I know those Feels

I've had character concepts that took 12 levels before they finally matched what I had in mind. Sometimes it gets a little frustrating.

These days I've taken to writing out the character concept; Start with a one sentence idea, then flesh out a background to fit without touching on any rule details, then a rough idea of where he starts in the beginning of the campaign and what he wants to be at the end of it.

and then I rough out 3 or 4 different ways I could fit the concept using different classes and different rules. But I try not to think two hard about the mechanics. I try and cover as much a range of different class as possible while making certain they all still fit the concept. Once I've got the rough ideas down I start tightening them up with specific rules and such until I nail down the one that looks the most fun.

It usually takes me a month or so ahead of time to fully create a new character.

As an Example: For Reign of Winter my concept is "Beast of the North". A bastard child of a Noble Talandan family who's mother ran away from home to be with a mysterious Ulfgar stranger. From his father he inherited a savage rage and would lash out at those around him much to his own shame. He feels as though there is a monster inside him seeking to break free.
The idea was over the course of the game that rage would grow stronger but he would eventually accept his heritage and master it.

Mechanic wise I came up with 4 ideas.
An Urban Barbarian was the simplest; a Young nobleman with a vicious temper.
A Ragechemist was the 2nd; He had tried to control his rages with potions and drugs but messed up and unleashed it worse than ever.
A Dragon bloodline sorcerer; The beast in him was a true beast, his father a dragon (White or Silver)and his blood was growing stronger by the day
and finally a Summoner; He had tried to use magic to exorcise his rages and caused them to manifest physically instead.

...
and then the DM and the group surprised me by picking Serpent Skull as our next campaign and I had to start over.


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Scaleclaw wrote:
I give it a try. i just feel at time si feel judged by how i do in combat since there usually one player that take control in social aspects wheather they are good at it or bescause that is the make up of personality or how a player isplaying that character.

If the GM knows you wanted to be a singer/cook why not make a spot where this could take part also? Im not saying it will happen every adventure , or that it will even happen during the aventure, but the world could reshape itself to a point where it allowed also your char to shine.

Simple example:

You know that there is an evil lord in the town , and you decide to take him down , still this char is too strong for your party to defeat , even more with all his guards.
Then talking to a NPC who is working with you , he gives an idea to poison said evil lord , you could cook something and get him to eat it , but since it is an evil lord , he wont eat less than prime food, there is where you come in , you can actually cook that.

YEY! You gave a chance for your team to beat this guy by doing what you know how to do.

This is a silly example to make my point , the GM can make everyone get their chance to show what they can do , it only a matter of him doing it.

Dark Archive

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Narrow down what you want your character to do (lots of damage, hinder enemies, social skill, heal and buff, etc.) Then look at the appropriate class guides. If you want something simple: For damage, play a human barbarian with high strength, a two-handed weapon, and the power attack and cleave feats. For hindering enemies play a human sorcerer with improved initiative and dodge as feats and mage armor and sleep or color spray for 1st level spells known. For healing and buffing, a human life mystery oracle with the channel revelation, and extra channel, and selective channel feats. For social skills, play a bard. Race and class don't matter much. Just have a high charisma and pick diplomacy and bluff as skills.


my current character is a dwarf Inquistior of Gorum who under contract to hunt Witches/wizard/sorcerer etc. but vs say the alchmist or the paladin i feel like i'm not contributing... honestly i thinkif i'm facing a spell caster my character should be the best suited and equiped to killing it, but i feel like that side bar npc

I may do 12 damage the alchmist and the paladin will always pull like 50's and i'm saying to myself (HOW THE HELL are they doing 50 when i can only do a max of 20 with bane furious greatsword)


Scaleclaw wrote:
I may do 12 damage the alchmist and the paladin will always pull like 50's

Well, with the Alchemist, I'm not too sure, it's been awhile since I played one; he may be using mutagens or potions he made to amp himself up.

On the other hand, the Paladin dealing that much damage..may make sense, I have yet to see their skills myself however. My level 10 Sorcerer is capable of dealing 60 damage with just a lightning bolt spell, but that's provided I roll PERFECTLY 10d6.

What level are the characters in your game?


level 9 the alchmist get like 5d8 sneak attack damage + whatever it dagger does and the paladin uses a maul with smite.

I use a greatsword with bane and furious


Scaleclaw wrote:

Hi,

I have a great deal of trouble playing the game as a player, i usually sit home think of concept worlds ideas and stuff and even encounters ideas so i feel i can use imagation to just make dm areas and worlds and towns and if i get something wrong i can fudge it so it works.

But as a player i just can't do, I come up with a character idea but when i try to add mechanics to it or even pick a class or abtilties i get headaches picking the right feats, traits how spells work, i spend more time flipping through books as a player then i do as a dm, and in the end my character turns out to be useless and usually dies in one or two sessions.

I find character creation as a player the most stressful thing and i need help with it greatly to help me ease into being a player.

Build for mechanics first, and let the fluff write itself as you play.

NOTE: I am not saying min-max.


Scaleclaw wrote:

my current character is a dwarf Inquistior of Gorum who under contract to hunt Witches/wizard/sorcerer etc. but vs say the alchmist or the paladin i feel like i'm not contributing... honestly i thinkif i'm facing a spell caster my character should be the best suited and equiped to killing it, but i feel like that side bar npc

I may do 12 damage the alchmist and the paladin will always pull like 50's and i'm saying to myself (HOW THE HELL are they doing 50 when i can only do a max of 20 with bane furious greatsword)

Because you are a 3/4 bab caster/skilled/martial mix. The paladin is a full bab melee character. The alchemist is also a damage focused character.

You have to look at the capabilities of the class. And the inquisitor while capable in combat, has it's 'stuff' split amongst a number of areas in a fairly inflexible way. Both that paladin and alchemist are classes that can with the right options focus everything on damage. The inquisitor finds it much more difficult to do that.

Lets start with what you want to be able to do (mechanically, not thematically) with your inquisitor, and then what choices you made(feats, traits, spells etc). Could you give those details? Because things you chose to help you hunt down witches, are likely not going to help you do damage, you dont need to do alot of hp damage to kill a witch, you need to get past their spells


Honestly , just with what you have:

4d6(2d6 extra from bane) +2(bane weapon bonus)+ 2(rage str bonus) +2(furious bonus min)

(Im assuming your GM is allowing the bonus from bane and furious to stack over the weapon modifier, otherwise take a +2 away.)

Add to that your teamwork feats + your judgments + your own str modifier + spells your class gives you to buff damage

I can assume you even use power atk since you have a 2-h weapon, how are you only doing 12 damage a turn?


Bane usually never works bescause i don't have the right knowledge to guess what it is so i throw wild guesses so bane is pretty much useless


Sure i took

1 Steel Soul
3 Power Attack
5 Blindfight
7 Combat Expertise
9 Moonlight Stalker

Anger Inquisition

Paired Opport.unists
Shake it off
Outflank

Traits
Chance Savior
Glory of old
Threatening defender ( not sure what this even means)


Scaleclaw wrote:
Bane usually never works bescause i don't have the right knowledge to guess what it is so i throw wild guesses so bane is pretty much useless

Wait what? Why on earth wouldnt you have some ranks in each knowledge as an inquisitor? Monster lore makes the indentification of monster's type basic non-issue with just a rank or two. You can take ten on it after all.


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Scaleclaw wrote:

Sure i took

1 Steel Soul
3 Power Attack
5 Blindfight
7 Combat Expertise
9 Moonlight Stalker

Anger Inquisition

Paired Opport.unists
Shake it off
Outflank

Traits
Chance Savior
Glory of old
Threatening defender ( not sure what this even means)

So yea, basically oyu have a non-martially focused class (the inquisitor) with mostly feats that dont help you deal damage, why are you surprised that the damage focused characters out damage you?

Inquisitors have their focus split between combat, skills, and divine magic, and you have taken mostly options that dont help you do damage but instead ones that fit the theme of hunting down mages. Thats fine, and I would imagine you are very good at sneaking up to and taking out magical enemies of Gorum, which the paladin and alchemist arent likely very good at. But you arent going to be as good as them at dealing damage.


I thought Inquistior were all about heavy damage like a ranger and their favored enemy.

Also the Alchmist has amazing sneak and stuff i believe around +20-30 my sneak is -2

I roelplay more like a barbbarin just grabs his sword rages and charges in

Dark Archive

As long as you have a decent str, you should be doing decent damage even without bane. You have made two big mistakes if your goal was to do damage: 1) not putting ranks into knowledge skills to make use of bane (seriously, this is a no brainer for inquisitors) 2)Not taking mostly damage boosting feats. You should have cleave, finishing cleave, furious focus, vital strike, etc instead of blindfight and the like.

Also, you should be using your judgements before rushing in and use teamwork feats where applicable.

So you need to beg your DM to retrain some stuff either with the rules from ultimate campaign or just because he feels sorry that you accidently gimped your character as far as DPR is concerned or wait til you level and put every single skill point from that level into knowledge skills.

The other thing you need to remember is that inquistiors are not all about damage. They can do decent damage if built and played to do so, but they are versatile and can do a lot more. Your skills and class abilities let you be able to do investigative work, be excellent in social situations, and don't forget about your divine spells which can do more than I can think to list.


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Scaleclaw wrote:

Hi,

I have a great deal of trouble playing the game as a player, i usually sit home think of concept worlds ideas and stuff and even encounters ideas so i feel i can use imagation to just make dm areas and worlds and towns and if i get something wrong i can fudge it so it works.

But as a player i just can't do, I come up with a character idea but when i try to add mechanics to it or even pick a class or abtilties i get headaches picking the right feats, traits how spells work, i spend more time flipping through books as a player then i do as a dm, and in the end my character turns out to be useless and usually dies in one or two sessions.

I find character creation as a player the most stressful thing and i need help with it greatly to help me ease into being a player.

I feel the same way buddy. As a GM it's easy to weed through NPC gen. You know what you need the foe to be good at doing for this ONE encounter so you build to that and you're out in 5. Then you sit down as a player and think: What do I want this guy to be good at ALL THE TIME? Suddenly its that much harder to weed through the options.

My advice is:

1. Get your GM and fellow players involved. Find out what you're likely to encounter, what kind of game they want, and ask for input on your build

2. Cruise these boards. You'll find a lot of great math already done for you here, so stress less

3. Ask for help. If you know some good optimizers in RL or on these boards, ask. Nothing ever gets learned if you don't put up the white flag and admit you don't know

4. Sit down and weight options. Use a little of your GM math and figure out "Ok, if we'll be seeing a lot of undead, how many of those are skeletal? Would it make more sense then to focus on blades, blunt weapons, or a combo of both?" Really be brutal and cut away what doesn't make sense by the numbers.

5. Make sure that, through it all you never lose sight of the PC you want to be. You say you're good at a concept, so that's obviously one of your strengths. Laser focus on that concept; get a mental image of it. Now close your eyes and imagine that conceptual PC doing things you're likely to do in the game. How does he do them? Does he go into combat to end it quickly or brutally? Does he walk into a bar looking for a drink or asking for trouble? If he had to haggle with a merchant is he more likely to do so with words, fists, or magic?

Play to your own strengths and to heck w/the minutiae.


You're not going to do as much damage as a paladin - especially not in Carrion Crown (I assume you play that, judging by your traits), which is pretty much the paladin's wonderland (almost all of the opposition is evil-aligned).

As others have said, you really do need to get Bane to work to do damage, it's one of the cornerstone abilities of the inquisitor. Get some knowledge skills - and make sure the rest of the party have some too. That Alchemist should be helping you identify monsters for bane, he's got skill points and int to spare. Bana damage will really add up once you get several attacks.

We had a dwarven inquisitor in our Carrion Crown campaign, and while he didn't do as much damage as the paladin or the barbarian, he certainly pulled his weight in combat and had useful spells and abilities to supplement us. His domain powers really came in handy a lot, for example. Remember that you have those skills and spells in addition to your martial powers - you might feel overshadowed by a character that's all about damage, but you can do a lot of other useful stuff.


Scaleclaw wrote:

I thought Inquistior were all about heavy damage like a ranger and their favored enemy.

Also the Alchmist has amazing sneak and stuff i believe around +20-30 my sneak is -2

I roelplay more like a barbbarin just grabs his sword rages and charges in

This is rather where class guides come in. Heck, until reading about it - I had no clue how the inquisitor was meant to function.

Reading this literally - I'm wondering if you are you using Judgements? As has been given, Bane is wonderful, if you give even a little investment in knowledge skills.
Things that are mentioned in inquisitor guides.

To a flip side though - you mentioned you struggled with characters who didn't make sense roll play wise, but I must challenge a build you mentioned:

Quote:
One character i made was made to be sorta of a cook and singer but never found a use for any of her skills so i stopped playing her. bescause i put skills into Profession Cooking, Gardening and innkeeper with bluff and Diplomacy

Most of your builds mentioned aren't like this so perhaps I'm going down the wrong direction but a question stands as to why such a character would go out and do something as dangerous as adventuring. An activity which tends to involve people wanting to stab you. Which, in turn, lends to a point - when making characters, consider that combat in your campaign is probably inevitable (and I presume your GM wouldn't bring a political campaign out of the blue), and thus, ask what they contribute to combat. Since, it's the easiest source to look at: I recommend the monster creation guidelines here, at least for fighting characters. It allows very quick questions to be asked after you've built the character based on enemies of your level - what do I need to roll to hit enemies?, what do enemies need to hit me?

It's a bit crude, but my best advice for thinking about it. I know that the concept comes first - and that's great, personally - I find it impossible to make a concept without first finding some class feature or feat I want and end up making the story later, when really - your way round is rather the intent - but a set of fairly average figures to test if they can do something shouldn't stifle it too badly.
Another suggestable question, at least with the inquisitor in mind to ask, is "Does this character fit the campaign?" It's imaginable your GM would tell you what sort of enemy to expect at least and from there, think what kind of person fits fighting them. In a caster heavy campaign - that Inquisitor would be brilliant. But with Carrion Crown (building on someone's earlier assumption), you face a lot of undead (iirc - never played it sadly), it begins to be questionable for the character why they would spend time hunting all these undead rather than their mission as an inquisitor to kill wizards/witches/etc? Again, a crude suggestion but one I hope helps with getting characters that feel good in a campaign.

Also, the (Vivisectionist) Alchemist and Paladin. You're comparing your character there, to two of the strongest melee fighters in the entire game (without going into optimized builds territories) It's going to be a struggle to match them because they will simply decimate a lot of fights without much struggle. Speak to these players and ask them about any builds you may have planned because I do suspect your GM aims to challenge them if you're dying that easily.

Dark Archive

I wouldn't call the vivisectionist one of the strongest melee characters in the game. The paladin is, but a barbarian or two-handed/weapon master fighter is much better at melee damage than a vivisectionist, ninja or rogue.


Cory Stafford 29 wrote:
I wouldn't call the vivisectionist one of the strongest melee characters in the game. The paladin is, but a barbarian or two-handed/weapon master fighter is much better at melee damage than a vivisectionist, ninja or rogue.

I'd disagree but that's rather a different topic altogether but I actually must retract my statement given:

a) I was conflating it with the archetype that gets pounce.
a) He's not at level 10 so it's not even relevant were said alchemist that archetype.


Physically Unfeasible wrote:
In a caster heavy campaign - that Inquisitor would be brilliant. But with Carrion Crown (building on someone's earlier assumption), you face a lot of undead (iirc - never played it sadly), it begins to be questionable for the character why they would spend time hunting all these undead rather than their mission as an inquisitor to kill wizards/witches/etc? Again, a crude suggestion but one I hope helps with getting characters that feel good in a campaign.

Inquisitors that only hunt mages are in the same boat as loincloth-wearing AM BARBARIANS; it's just one way to represent the class. An Inquisitor of Pharasma, for instance, could be very interested in destroying undead and their creators.

Even mechanically, the base Inquisitor doesn't really get anything special against casters; Bane hits any subtype you feel like identifying.

Dark Archive

Physically Unfeasible wrote:
Cory Stafford 29 wrote:
I wouldn't call the vivisectionist one of the strongest melee characters in the game. The paladin is, but a barbarian or two-handed/weapon master fighter is much better at melee damage than a vivisectionist, ninja or rogue.

I'd disagree but that's rather a different topic altogether but I actually must retract my statement given:

a) I was conflating it with the archetype that gets pounce.
a) He's not at level 10 so it's not even relevant were said alchemist that archetype.

I wasn't aware of that archetype, but even then, barbarians can get pounce, and you can't charge every single round. Well, maybe you could most rounds, but you'd get a lot of AoO's and wouldn't be focusing fire on one target at a time like you should. On second thought, I guess you wouldn't need to charge every round since pounce just lets you get a full attack on the same round you close with the enemy. You just full attack the rest of the time.Anyway, we are getting a bit off topic.


Scaleclaw wrote:
I thought Inquistior were all about heavy damage like a ranger and their favored enemy.

First off rangers also struggle to 'keep up with damage because their focus too is rather split. Inquisitors CAN do damage, but it isnt going to be the same as classes that are focused on it. Regardless of your impressions with the theme of the class, inquisitors have numerous abilities in their class around skills, and they have 6 levels of divine casting.

That is alot of their 'stuff' that doesnt go towards doing damage. They are more bard then barbarian. They can do damage, but you have to do some serious optimization around it if you want it to work, because the general flow of the class is a jack of all trades not a focued damage dealer.

Quote:

Also the Alchmist has amazing sneak and stuff i believe around +20-30 my sneak is -2

I just meant that they have lots of resources towards skills. Monster lore, track, stern gaze even stuff like detect alignment, or discren lies is oriented around the sorts of encounters that are dealt with through skills. Thats a whole bunch of (particularly early levels) abilities that dont help you deal damage.

Quote:

I roelplay more like a barbbarin just grabs his sword rages and charges in

Then you probably should have made a particularly religious barbarian, instead of a 3/4 bab, d8 jack of all trades class. There is a 3rd party class called the justicar by super genius games (its in their advanced options more inquisitor judgements product) that dumps spell casting for full bab and a focus on judgements. That would probably be a better choice for you and help better represent the character you have in mind. Because it really seems like the default inquisitor is a bad choice except that you want someone fairly religious.


Hey Scaleclaw, I see you do have problems to utilize your character. Ok lets see what you can do to improve him.

First of all, you should mention that you have choose the Witch hunter archetype. This means no monster lore for you, but usually every party has a Wizard that makes the Knowledge checks. Just ask him next time you activate bane.

Secondly, Moonlight Stalker is giving more DPS than any potential replacement, as long as you can have it activated. You don't have a lesser cloak of displacement, so you should take care that a caster casts Blur on you or you have invisibility / greater invisibility on you before the battle begins. When you eventually buy it your problem will be solved. Blind-fight will also help with concealment which comes up pretty often.

Thirdly, make sure you use every available buff you have. Even with just Power Attack + two handed attack + Justice judgement you should have respectable to-hit and damage. Add to this Divine Favor, Brow Gasher, Heroism, Prayer, Rage and Bane (after consulting your party Wizard) and you become a killing machine. Of course you will not have every buff on you every time, but what you have should be enough in order to be on par on damage with your other party members. You will not reach the DPS of a smiting Paladin, but remember that you have more spells, skills and features than him in order to be usefull in other areas too (buffing, skill checks etc.)

Finally make sure you familiarise yourself with your character. The non-core classes have more complicated mechanics than the core ones and can be more difficult and confusing to utilise them effectively. If you are new to the game or you don't have much time/patience to read and learn all of your class features and spells you should had better start a barbarian or another pure martial.

I don't want to discourage you from playing your character though. Learn to play him well and you will realise that you are a beast, both offensively (with all your buffs/boosts) and defensively (again buffs and SKYHIGH saves), with good utility and most importantly he is very fun to play.


Well i find knowledge is wasted since we all dog pile and never use acknowledges in combat so if i want to make best use of my bane is to remove my skills in all else and focus only on knowledge and nothing else.

Maybe i should just remake him a bit as a big Hard crashing Barbbarain

So i go,

Power Attack
Cleve
Great Cleve
Toughiness
Die hard

1d12
Go Mad dog arch type get a big panther or a wolf
maybe also use a one handed weapon since the 1.5x attack is not that great and hard to figure out.

Honestly building a character for one encounter is way easier then building a player character.

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First of all, you should mention that you have choose the Witch hunter archetype. This means no monster lore for you, but usually every party has a Wizard that makes the Knowledge checks. Just ask him next time you activate bane.

(As for knowledge checks, we don't have much in the party anymore since my wizard died and noone in character cared.

I kinda almost forced him dead on my own since noone took the wizard seriously and ingored any knowledge checks since that really all he contributed to the party besides buff spells.

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Secondly, Moonlight Stalker is giving more DPS than any potential replacement, as long as you can have it activated. You don't have a lesser cloak of displacement, so you should take care that a caster casts Blur on you or you have invisibility / greater invisibility on you before the battle begins. When you eventually buy it your problem will be solved. Blind-fight will also help with concealment which comes up pretty often.

I'm praying the Oracle knows blur or can pick it up

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Thirdly, make sure you use every available buff you have. Even with just Power Attack + two handed attack + Justice judgement you should have respectable to-hit and damage. Add to this Divine Favor, Brow Gasher, Heroism, Prayer, Rage and Bane (after consulting your party Wizard) and you become a killing machine. Of course you will not have every buff on you every time, but what you have should be enough in order to be on par on damage with your other party members. You will not reach the DPS of a smiting Paladin, but remember that you have more spells, skills and features than him in order to be usefull in other areas too (buffing, skill checks etc.)

Most combats over before i can activate anything besides my bane. expect really big fights.

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Finally make sure you familiarise yourself with your character. The non-core classes have more complicated mechanics than the core ones and can be more difficult and confusing to utilise them effectively. If you are new to the game or you don't have much time/patience to read and learn all of your class features and spells you should had better start a barbarian or another pure martial.

yeah i can't quite figure out the barbarian either especially the two handed weapon and rage powers. So my friend told me to try one of the new classes. maybe i'll like them


It seems to me that you don't try enough to master the classes and the rules in general. What is so difficult about calculating your damage modifier on two handed weapons? Anyway, here is a build of an (almost) invernurable barbarian made by Wiggz and Damocles guile. Comments also by them:

Human 2nd level Unbreakable Fighter / 18th level Invulnerable Rager & Urban Barbarian
Heart of the Fields alternate racial trait, Human favored class option for Barbarians

Attributes: (20 point buy)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th and 20th level)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7

Traits:
Threatening Defender (reduce Combat Expertise penalties by 1)
Auspicious Tattoo (+1 Will saves)

Feats & Rage Powers by level:
1st - Combat Expertise
1st - Power Attack
2nd - Superstition
3rd - Combat Reflexes
4th - Lesser Beast Totem
5th - Stalwart
5th - Diehard
5th - Endurance
7th - Deadly Aim
7th - Reckless Abandon
9th - Extra RP: Extra DR
9th - Beast Totem
11th - Improved Stalwart
11th - Greater Beast Totem
13th - Dazing Assault
13th - Come and Get Me
15th - Extra RP: Extra DR
15th - Extra DR
17th - Extra RP: Flesh Wound
17th - Witch Hunter
19th - Extra RP: Eater of Magic
19th - Strength Surge
20th - Improved Initiative

Diehard and Endurance are the pre-requisites for Stalwart and eventually Greater Stalwart which gives you a substantial boost of DR at the cost of attack accuracy. Reckless Abandon trades that accuracy for AC and Beast Totem trades that AC for nothing, meaning that collectively you get a big boost in DR for nothing.

Deadly Aim, Reckless Abandon and the ability to boost your Dex make you a credible ranged threat when times call for it.

He's got much better skills than your typical Fighter could hope to have - an important aspect of a character in the Skull n Shackles AP.

At 8th level he has DR 6/-, by 12th it's DR 14/- and by 16th it's DR 20/- which is pretty huge. He also has better than average AC for a Barbarian due to using Focused Rage instead of standard Rage and taking Beast Totem. Greater Beast Totem gives him pounce at 11th and at 13th he gets that nifty Dazing Assault/Come and Get Me trick. Just an all-around great martial character, and one that doesn't have to be played as a raging psychotic unless you want him to be - Focused Rage can just as easily be a combat trance, exceptional mental focus or just about anything else.


Well ok i do say 12 damage so i take that -2 from my rage, +3 from my weapon, then -my level times it all by 1.5 and that's how i get my bonus damage. From wha ti've been told.


Scaleclaw wrote:
Well ok i do say 12 damage so i take that -2 from my rage, +3 from my weapon, then -my level times it all by 1.5 and that's how i get my bonus damage. From wha ti've been told.

It is really not complicated. Check this example, using a +3 weapon. Let's say you have 16 Str without rage. You rage, so you raise your Str at 20. Your static damage from Str is 1.5xStr mod rounded down, in your case 1.5x5=7. Add to this result your weapon enchantment bonus and your static damage goes to +10. If you also have Power attack and +6 base attack bonus you can add 6 extra damage for a total of +16 static damage.


Maybe the guy i'm talking to on characters and pathfinder is really trolling me, since i go through him for most information.

The Rage system i thought was

(Weapon) +3 (+ Damage) 2d6 (+Str bonus) 6 (-level 9) (/1.5) equal the damage i would do. which was really curious.

So for example i was told

+3,+8,+6-9=8x1.5= 12 that how it was explained English is not my primary language so i do get lost in translation when i try to read and it takes me a few times to understand what it means.


I see. Well your formula is awkward at best, probably just plain wrong. You never subtract your lvl when you calculate your damage, in fact your lvl has nothing to do with the calculations.

Unfortunately there is no easy way to go around your language issue. If you are greek I could definately help you more, but right now the only thing that you can do is to arm yourself with lots of patience and read and figure out the rules by yourself. See this page for the combat rules, the damage rules are also included.


Well also for this inquistior to work i need points in all knowledges to determine what i'm dealing with or else bane is useless since there noone in the party that will speak with me on what i'm dealing with

I'm also not sure how a follower of Gorum or why he be out this far north hunting witches or evil.


Scaleclaw wrote:

Well also for this inquistior to work i need points in all knowledges to determine what i'm dealing with or else bane is useless since there noone in the party that will speak with me on what i'm dealing with

I'm also not sure how a follower of Gorum or why he be out this far north hunting witches or evil.

If you want to do knowledge checks you will need Monster Lore so you will have to go vanilla Inquisitor and not Witch Hunter, which is a shame as you will lose the Knowledgable Defence. Anyway I guess if you do not have any Wizard in the team you should probably go like this. Remove your skill points from Spellcraft if you choose this way.


maybe i just switch class.


Scaleclaw wrote:
maybe i just switch class.

This is no way a "must". If you feel though that you will not play the Inquisitor at his full potential then go ahead.


Well i was think an inquistior that can do everything by treats a sharp tongue i never really consider any character for combat, heck in 3.5 we rather let the wizard tank then my fighter because of how i build him


Check this build for an intimidate-based Inquisitor. Should be closer to what you are looking at, seeing that you can intimidate anyone that is not immune to fear into doing your will. I suggest against the Rogue dip that is presented though.


Wait wait how about this Gnomish Pranker look i could replace a large size great sword with a rubber duck.

I just need to max Slight of hand and perform and the other skills are up to me.


Scaleclaw wrote:

Wait wait how about this Gnomish Pranker look i could replace a large size great sword with a rubber duck.

I just need to max Slight of hand and perform and the other skills are up to me.

Yes it makes for a fun build.

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