Master Astrologer

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Ok, I found out a lot more information about the campaign and players etc.

It looks like we will have a 3-4 person party that will be traveling a lot. This will occur over land or on the ocean, it's up to us to decide as this will be more of a sandbox type of adventure.

We have a bard and a cleric.

I looked up the tatoo magic stuff and I love it.
I also looked up bladed dash and that looks great as it fits.

This character will focus on getting craft tattoos and go for the cool caster's tattoos for still and silent spells.

I do like the hexcrafter as a prestige class, but am not sure if that is martial enough for a 3-4 person party.

The thing I am also not sure about is how to build this guy without resorting to the standard shocking grasp trick. I like the idea of having a weapon that has the shock property, but do not want to be a one-trick pony.

Also, for race, I was thinking Sylph. It's not optimal, but I love the idea of having a flying without wings character.
Even a Human with the racial heritage feat would work.

Am I trying to do to much?

Should I just take a ranger and call it good? Rangers get full Bab and still get some good buffing spells.

Any thoughts or opinions would be helpful. Also any builds would be great.

Also, i was thinking of having this guy come from the Tian region. Making him a full Japanese character would rock.


Tattoo items? Is this a thing? (Edit: Is this an effect like the tattoo guy from Elektra? or... what do the Tatts do? I thought it'd be cool just to have them, Are you saying I can get some other benefit besides looking badass?)

And to the best of my knowledge anything is available...


How would I make this guy.

I picture him as a Japanese guy wielding a katana. He'd do the whole shirtless with tattoos all accross his chest and back.

I'd want him to have the cool effects that you see in most anime.

This includes the stand-still for a second with a dash that hits all enemies in front of him, The crazy stuff you might see in an old-school martial arts movie, etc...
Those cool effects that I am just not sure I could get by playing a straight fighter.

Is this a combo of classes? Is it a straight class with magic items? Not too sure.

I have a lot more to add, but it's very late/early and will edit some of the extra stuff in after I sleep.


Ravingdork wrote:

I'm looking to make a fighter-type character (that is, one without any spellcasting abilities) that makes optimal usage of the Eldritch Heritage feats. What are some really great bloodlines or builds that would compliment just such a character?

I have no level in mind as of yet, but I will likely use 25-point buy and have access to all Pathfinder material.

I'd definatly go with a Stormborn archer.

You get these cool abilities.

Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

No need to worry about the level 9 power as it is only ok, but the level 15 is nice.

Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.


You could also get a little bit of evil out of your system by creating a test of bravery.
You could even create a scenario, with much planning, that forces a "brave" person to do something very brave; like solo a small dragon. Something deadly and dangerous.
The only people accompanying that person may be you and your party.

I am sure you can put someone in a no-win situation where that person must choose who gets to keep their freedom.

So many ideas, it's up to you to learn whether a person is faking bravery or actually is.


I absolutely love this thread and wish it was in the description of the Inquisitor itself.

I am playing a LN gunslinger/inquisitor of Abaddar and view his motivations as seeking out threats to society and civilizations ,rooting out corruption and fighting to bring justice to the lawlessland.
Considering it's a Carrion Crown campaign and almost all forms of government are corrupt, he has his work cut out for him.
I believe that he will be assasinating many officials when he gets out of the damn werewolf infested forest.


I went 5 gunslinger/3 inquisitor for a carrion crown campaign.

I must admit that I like it, but I can also say that if I were playing a straight dwarf inquisitor I could have a fast healing of 5 or +5 damage. The bonus to hit (without the dwarf bonus) would still put you on par with a full bab class.


I am playing a Gunslinger(Musket Master) 5/Inquisitor 2 and am wondering what to level next.
I don't like the fact that I misfire very often, but I know that can be resolved with a greater reliable enchant.
If i go straight for Gunslinger 7, I can lessen the impact of misfires greatly, but i also know that Inquisitor spells and abilities are pretty handy.

I guess i need to ask this.

What level does Carrion Crown get to? I heard it was somewhere around 15th-17th. Is this correct?

Any advice would be appreciated.

Thank you for reading this.

P.S. My Gm is letting me choose whether i want to be a Preacher archetype at Inquisitor 3 or a regular Inquisitor.
Should i go Preacher or are the teamwork feats awesome enough that regular Inq works just fine?
If i do go regular Inq. What teamwork feats work well?


Zhangar wrote:

To build on what MP is saying --

Your inquisitor absolutely has moral authority.

Legal authority is a much bigger pain in the ass - you need to talk an official into deputizing or backing you, and probably have to do it in every single province.

Judge Daramid could make you official for Lepidstahd and the province of Vieland, but I seriously doubt her jurisdiction extends to Ascanor Lodge.

I suppose Prince Ordraud could actually give you authority in every province, but that requires impressing the Prince. And a lot of places are more likely to try to kill you than to honor it.

Now, I believe Ascanor actually has someone who you could get as a backer, assuming he's still alive. I'm not going to say who, because you're a player and I don't want to spoil things.

Thank you ever so much for not spoiling anything. This is good to know and something that my character might actually understand, but I do not, so thank you for that info.


MurphysParadox wrote:
It depends. Judge Daramid can probably give you authority. You can probably buy (under the table) a badge and position from a government official. You can just lie and dare them to disagree. Being an inquisitor doesn't give you de facto authority unless the government and your church are buddy buddy. It does gives you moral justification, so you won't have to worry about being a liar while you crush evil-doers despite the law.

That sounds GLORIUS!!! I love the sound of crushing evil-doers in the morning.

Also, i see it as more of a Markus wishes to bring Law to this land of lawlessness. By word or by bullet, either way, there will be Law as that is what seperates the men (Humanoids) from the beasts.
"It is only through the advances, cultivation, and mere existence, of civilization that men have grown and been allowed to prosper."
That is something Markus would say.


Thank you, i have asked him a bit more about all of this.The original concept might have fit Milani better, but it evolved into an Abaddar follower as i started working on it more and more.

I also saw my character as getting along with the judge that put to death 40 men for deserting the military. I see that form of justice fitting Markus( Character's Name ) as well.

So, I guess the question begs to be asked. How does one attain legal authority in Ustalav? Do I need to pick up a prestige class?
I hope I can get that authority through role-playing and not mechanics alone.

Well, I let slip that a war has already occured and, as befits our party's style, Everything happened at once; Ghost wolf thing possessed characters (one died), Estovian bolted,everything.
They were going to call in the constable, but that's what got me a bit confused as to my actual authority as i believed that the constable was another whispering way member who would help them out.
I wanted to take charge of the investigation right there and then, but had no idea of where the legal power of an inquisitor lies.

I also did not want Belik to get away as it was he whom i saw leaving one of the party member's rooms and found out that he was rifling through his stuff.

I have a good Diplomacy, bluff and Intimidate if needed.


I am asking this because we are in the middle of Book 3, most of the party was down due to a giant spider attacking us in the lodge and my character needed to step in and take control because he knew what was going on.
I had figured out exactly what all the distractions were about and wanted to act on this by forming an investigation in a classic Agatha Christie Poirot fashion.

The questions that struck me, as a player, the most was "Who gave you the right to investigate this? Who ordered this inquisition?"

We were asked to investigate, but given no authority to take over anything.

My character stood down because he was surrounded by 4-6 guards that had swords drawn. It was the right thing to do as shooting my gun provokes attacks of opportunity and reloading does the same, but the question stuck with me.

What authority does my character have to detain, hold, try or execute people that he knows are guilty?

My character is Lawful Neutral and is a follower of Abaddar with the Travel domain.

The next question that i can think of is, what does an inquisitor of Abaddar do?

I hope he is not just the IRS enforcer. I have pictured him as the sort that fights to defend civilization as it is his core belief that most humanioid existance would not exist without civilization and order.

May i have help as to what else an inquisitor of Abaddar is about?


Hello, I am playing a Gunslinger/Inquisitor in a Carrion Crown game and I have to many consumables.

Our party is 7th level and consist of a Stonelord Paladin,a Synthiest Summoner, a svirfneblin Ranger/Druid and my character.

Our very nice GM allowed us to purchase magic items based on character level because i just joined and one of the characters had, previously, died.

I guess i am just not sure if i am playing the right class.

I have 8 wands ranging from cure light wounds to unseen servant, 20 potions/elixers and a lot of items like campfire beads or the travelers all-tool.

I already know i need to rework the items as this is taking up almost 10k gold.

Any advice would be appreciated.

I am just not quite sure what to do.

Should i play a Bard instead? ug..
I like the character and the concept, we just have such a lack of spells/skills that it seems that if i do not get all this, we will just not get stuff done.


I had the same debate.
The thing to do is to stick to your initial concept and allow your character to change as you play him.

I almost went barbarian for the lovely rage domain with that Barbarian badassery. This coupled with the Courageous effect on a weapon = insane badassery.
Gain 1/2 again as much rage bonus? Oh heck yeah!!

My concept just did not fit this though, so i went Gunslinger/Inquisitor instead.


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I don't mind an Inquisitor's lack of Gravity Bow.

If i would ask for anything, i would want Litany of Righteousness to actually work for an inquisitor. Inquisitors do not have an aura, so this " should have been left off of the Inquisitor spell list."-James Jacobs

I would also ask that Inquisitors get either all martial weapons or access to more martial weapons. Having to rely on a god's choice of favored weapon is counter-intuitive to the flavor of playing an inquisitor.
Woot, my cool concept fits this god, but my god's weapon is a dagger? WTF???

Those would be the things i'd be asking for first.


Gunslingers and Ninja's are good for flavor.

I actually always wanted to play a cowboy type in a D&D campaign. It's just wierd enough to sound fun.

This is coming from someone who hated the concept of Shadowrun.


I went with 5 levels of Gunslinger (Musket Master) , but i debated Zen archer monk.
My character is level 7 and i am not regretting it.
I must admit that starting a round by rolling a 1 sucks as it effectively ends my round, but i like him.

The monk would have a higher consistant DPS, but i chose this for flavor.

I also wish there was a Myrmidarch version of the Inquisitor as i do not want to play the Paladin and also do not want max level Inquisitor spells. So, yeah, this works.. Also, 4 levels in a full BaB class gets you that coveted 4th attack.


Man, i like the idea of being flexible and creating new maic or steampunk-style gizmos.

Here's an idea that i have not worked out all the rules on, Bracers of reloading.
Works with one or two bracers.
Acts as a ghost hands to reload weapons, only you can make a greater that reloads to match a full attack action.

You can also do things like add force effects to these bracers, like the ring of shield.. same thing, but you raise your bracer to act as a shield arm, you can still hold your weapon because the shield is mounted to the bracer.

Force push ala Iron Man etc...

Bandolier of hands. This is a bandolier that has multiple slots for pistols. When activated, hands erupt to life and reload any weapon handed to them. The hands can be destroyed via ranged attacks. It'd also be cool to be able to withdraw the hands as a swift or immediate action.( Something like that.) Part of the hands withdrawing would auto hook the weapon. I can see asking the hands to work behind your back for the moment due to fighting. Hehe :)

Greater and improved versions have tougher hands that can do things like hand you your hanky while drawing your sword and brushing your teeth.

There are so many things that can be done with just a little imagination.


I posted this is the wrong place and flagged it accordingly.


What does everyone think? is the Grand Marshal a worthwhile Prestige class?
Does this compare with the normal gunslinger nicely?
What do you think?


Weirdo wrote:
Joes Pizza wrote:

while i agree, the problem arises when one character has 50k worth of loot and the rest of the group has 10k each.

When you cannot sell anything because a party member takes everything to be sold, then there is a problem.

Then you have one of two problems:

1) The GM is not including loot that is interesting and useful to the poorer players. You can solve this by having the GM insert more loot intended specifically for the poorer players.

2) The players are allowing the richer PC to claim an unfair share of the treasure that no one particularly wants, which he then sells for personal profit. (I think this is what you meant by "a party member takes everything to be sold.") You can solve this one by putting sale profits from this kind of item back into the general pool of gold to be split evenly (no one sells an item for personal profit), by having the poorer characters claim more items to sell for personal profit, or by requiring that someone claiming an item pay back its sale value to the other party members (thus making it pointless to sell an item for personal profit - you only take it if you want to use it).

My group generally finds a strict accounting unnecessary and gives items to the people who can use them, but we try to make sure that everyone gets a roughly equal share and if someone falls behind on treasure we try to give them bigger shares until they catch up.

Actually, in this case it's more a matter of.

I am joining a group at 6th level and the DM told me to start with the 16k gold as per recommended by the CRB.
The rest of the group stated wait a minute, we don't have anywhere close to that.

The DM totalled everything up and stated that 16k gold is about right for what each member of the group should have.
Most of the players had around 5k-8k gold (combined cash and loot), but one of the players has all the rest of the party loot on him. He then took the 22.6k gold staff that the adventure path just gave out.

When stated that he should give that staff up to help the rest of the group, the response was screw you guys, this staff fits my druid nicely, why should i give it up.

Now, i am glad i have not had to deal with this, but i will be soon and there may be some fun inter-party conflict when that one player tries to claim everything else under the sun.
My character will just not stand up for that, nor will this player..

Who knows? i am pretty sure there will be other magic items(duh) but that one player is screwing everyone else.
Thankfully, it is not me.... yet.


I have learned a couple of other things that i might need some help with as well.

Sry to make this drag on, i just hate having to switch characters all the time because they do not fit a concept. It sucks and is not fun, so i ask a lot of questions.

Ok, the Trade subdomain of Travel is cool and works well with what i am trying to accomplish. I will just try to keep my Disguise up as high as possible.

I looked at the Inquisitor 6th level spells and, while they are good, i do not want them. None of them fit the concept in any way.

The 5th levels spells? Ok, they are not only cool, but i could see my character going Righteous on someone.. Beware his wrath.

Is this still the class for me?

I also noticed the Gray Warden/Gardner
This prestige class is actually kinda cool and may fit. Still a bit iffy on this though.

Also, as far as races go the Tiefling, Sylph, Oread and the above listed all seem like they would be fun to play. Still trying my best to not let the Optimization bug ruin the concept.

One thing to note. The Zen Archer monk may end up being the class i take a 4 level dip into. Not sure if i should carry it further as i do not like those pesky 6th level spells.

Am i just not looking at the right class?
Am i doing something wrong here?
Maybe there is another combo that could let me do the same?

Thank you for any... anything you might suggest to help.


while i agree, the problem arises when one character has 50k worth of loot and the rest of the group has 10k each.
When you cannot sell anything because a party member takes everything to be sold, then there is a problem.


Yeah, i am startin to see some problems with thisin a game that i am about to join.

One player is taking at least one of every item (potions and elixers) to be sold and is also getting the very expensive staffs and other items.

The rest of the group seems to not care except for the fact that they have almost nothing while one character is loaded with most of the party loot.


Some things i have learned.

Man, i truly want a myrmidarch-type of archetype for the Inquisitor.
Then i could actually play a Solomon Kane. Stupid lowsey no all martial weapons.. what a joke.

Monk 4 saves you from needing to get rapid shot and manyshot.
So essentially, you are actually getting 4 feats.
You get 2 from not needing to purchase Rapid/Many and the 2 feats for monk 1 and 2.

Flurry = full monk Bab.

That's an extra attack faster and at higher levels.

Precise strike, while nice is not important.

Snap shot feats are not needed with monk 4 mixed in.

Your unarmed strikes will be doing a d8 (longsword damage) and will be treated as a magic weapon if you have ki in your ki pool. (for overcoming DR)

Your armor class will be roughly the same high levels, just the armor is cheaper than bracers etc, in the long run of coarse.

Your saves, whether you go with monk or no monk, will be roughly the same at higher levels, if you pick dwarf and steel soul proficiency.

Dwarf Is the perfect work around to negate those pesky heavy armor penalties.

If you want medium armor, all the weapons, and no armor penalties, take 4 levels of fighter. You will get that extra attack added on. This might make the perfect combo for a big 2-hander wielding character.

The 4 levels of fighter should also be sufficient if you want that shiny mithral plate. Oooo, shiny.( Not sure if you still take the move speed penalties for that heavy armor).


Thank you, this advice has helped a lot.

Yeah, i think i was trying to do too much.

The whole reason i was even thinking of fighter was to pick up a great sword as a secondary weapon.
I was going to then drop wisdom down to my minimum, and put on some mithril plate, or use celestial armor.

This would allow me to use those monk feats to pick up precise shot and rapid shot while using things like the free weapon focus as a base for, later, getting the snap shot feats.

I'd have enough feats to do all this with the above combo.
One other thing i was also pondering is that with this high wisdom, i may not get extra spells known on an inquisitor, but i will get more castings of those spells.
Another thing that is swaying me to go with high wisdom is that it applies to just about everything i am going to do. Example: I am going to take the Trade subdomain of Travel because i cannot afford a high charisma. While the bonus will not be effected, the number of uses per day will be.

"Have you considered a Middle-aged Archon-Blooded Aasimar, with the Immortal Spark alternate racial trait?"

I honestly don't even know how long an Aasimar is supposed to live.
Now i just need to find a race...
Heh, i can create great concepts, but the rules keep getting in the way of those concepts.


bump


the thread is Here

Does this same advice apply to an Inqiusitor?

I keep thinking of so many combinations, so here are some basic questions that might help me find an answer.

This thread is basically stating that a person should go Zen Archer Monk for a 3-4 level dip over 3-4 levels of fighter.

1.) Does that also apply to a Zen Archer 3/ fighter 1 / Inquisitor 16?

If i do the above, i will not need a huge wisdom as 6th level spells are my max anyway. 16 dex max

2.) Will having a lower Wis, but higher dex and str make up for the AC lost by picking that little fighter bit?

3.) If i was wanting to be a switch hitter with only power attack, would it be better to focus on 4 levels of fighter?

4.) What race works well? Was thinking dwarf, but if i go fighter 4, then i can be any race in medium armor. A normal humanoid would fit a better concept of blending in.

5.) Is wisdom one of those stats that is just so amazing to max on a primary Inquisitor that not doing so would hurt me badly?

I keep tripping over whether or not my armor class as a Zen Archer/Inq will be ok, or whether it even matters at all because a fighter/Inq will have just as high an armor class with similar saves etc...

Thank you for any help given.


see wrote:
Joes Pizza wrote:
Flurry of Blows wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.

...and...

Zen Archer wrote:
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon).He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
How do these two things equate to a no?
I've gone and italicized the text that explains why they add up to a no. An ordinary monk can make a flurry of blows with either his weapon or unarmed attacks, and may substitute the maneuvers for his unarmed attacks. The Zen Archer, however, cannot make unarmed attacks as part of a flurry, and so has no unarmed attacks in the flurry to replace with the maneuvers.

Thank you very much, i did misread that. It seemed a bit odd that a zen archer could do the fighter archer thing better thana figter at level one.

And ys, i had omitted part of a post because the reply cut it off and i had not seen it as important to the discussion... my bad, i apologise.


Nefreet wrote:
Flurry of Blows wrote:

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

...and...

Zen Archer wrote:

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

I would say "No".

How do these two things equate to a no?

I understand that it is normally applied to a melee attack, but it still makes no sense.

Please, i am not trying to be an antagonist, i am not looking to troll or be trolled.
So, comments like "I stopped at" are not welcome.
If you have some input, i would appreciate it, but please do not troll this thread.


Nefreet wrote:
EDIT: I stopped at Trip, but Sunder and Disarm also require melee attacks.

Then how can i fighter trip and use ranged combat maneuvers?

Is this specific only to the fighters?
Did the zen arcer archetype get released much later than the archer fighter? If so, did they omit this little rules glitch?


If i am reading this correctly, the below states this:

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

and

A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.

I understand that unless you have the improved versions of these and attempt to use them in melee range, you will be provoking attacks of opportunity.

Also please note that if this is actually how this works, why would anyone want to play an archer fighter when said fighter suffers a -4 to do the same things?
That fighter also doesn't have access to trip till 11th level.

Am i misreading this? Was this misprinted?


Oh yeah, i almost forgot.
If you go 4 levels into monk, and are flurrying with your bow, you will also get that coveted extra attack that full BaB Classes have.
Your chances to hit with that last attack are slim to none, but a die rolll is still a die roll, don't cheat luck.


If you want a more martial archer, you can look at many of the multiclassing options out there.

How far down the archery line do you want to go?

If you want to get as far as the snap shot/imp snap shot, you can consider the Zen Archer Monk3/Inq17 approach.

Spend those free monk feats on rapid shot and precise shot or combat reflexes.. there are a lot of good ones. You will get weapon focus with bow for free so that helps. please also note that you will still need a Dex of 17 for manyshot and a Dex 19 for Imp. Precise Shot.( used to shoot people that are given cover by their

If you want to not even worry about getting Rapid shot and Many shot, then go Zen Archer Monk 4/Inq 16.

You will be able to Flurry of Blows with your bow and you can spend a ki point to get an extra attack at your highest BaB while only suffering a -1 penalty to hit.
You could spend that ki on other things as well, like AC etc.

Also, please note that your bab = monk level when flurrying, so a monk 4 = +4 Bab when Flurrying.
Also, you can substitute a disarm, trip and sunder for any attack as a part of your flurry of blows. Since your flurry applies to your bow, you now have ranged versions of those attacks.

All this and you have a few other very nice abilities as well.

If you want to Heavy Armor,( Mithril full plate counts as medium for most purposes. You will still need that proficiency. Also, if you want access to all weapons, then a fighter is good for you.
If you go 2 levels in, you will get 2 feats and the magical knack trait will have you casting spells at full Inq level.

Something to note. Not only does the Dwarf get full( at 20ft.) movement in any armor, but he also gets this:

Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment
This adds up to a +2 to hit(Full Inquisitor) or a +3 to damage at level 20 (+4 if full Inquisitor).

If you are worried about wearing plate and it effecting your Stalwart ability, then please note that Mithral full plate counts as medium armor. The only thing is that you still need the Heavy Armor Proficiency to wear it.

I am sure i am missing more stuff from my first post, Just posting this for now, i will add more soon.


Peet wrote:

I would consider the "templar" ideology to be Lawful Neutral.

Here's why:

A good character will help others with good deeds even if those people don't actually deserve it. Let's face it... they rarely do.

A neutral character can do good deeds for others, but usually expects them to earn it in some way. A typical neutral character does it for a reward. A chaotic neutral character does it on a whim. But a Lawful Neutral character could do it out of adherence to a code and set of standards. If the people live up to his standards, they have earned his help. If they do not, they do not deserve his help, and he is not forced to give it.

A Lawful Neutral character can still see his "mission" as one of saving the world, only his perceived enemies will be the forces of chaos; outlawry, destruction, and the dissolution of civilization. To him, such things would be seen as "evil," though they are not evil in the game sense. But they would mesh with the Templar's concept of right and wrong.

With this in mind, inquisitor might work. So might some form of monk.

Hope that is useful.

Peet

That is actually very usefull and sounds like a what i want to do.

I was originally going to pick Travel just because it's cool, but i am starting to learn that i don't need to pick that as i can get most of those abilities via spells.

Any advice on an Inquisition or Domain that fits this concept?


So, the more research i do, the more lost i get.

Gorum does not fit my concept at all, so he is out.

Is it better to stay with the monk dip over the fighter dip due to the fact that i will have a better AC versus touch attacks at a higher level while still retaining all those free feats?

I know that a fighter will be able to go full plate and if my DM allows Celestial Full Plate, then i am golden.
Maybe i just need to change this concept... That's the one thing i hate about D&D. I come up with a concept i want to play and the rules seem to always get in my way. /whine over


Bertious wrote:
If i was going to dip with Inquisitor i would be look at crusader cleric for the access to guided hand and channeling scourge as well as a handy bonus feat all without breaking you domain powers leveling.

The only probem with this is that you are taking a -1 bab and still get no heavy armor unless you spend the free feat on heavy armor.

Also, a crusader cleric only gets one domain and the inquisitor must pick the same domain as the cleric.

Just not worth it overall.

Believe me, i am trying to get a good build that fits my own concept and it is not easy at all.

At least the monk, with a 3 level dip gets a lot more profeciencies.
A 4 level dip lets you spend a ki point for an extra attack with your flurry, plus you get a lot of ki if you focus on wisdom, +1 to your AC, and slow fall 20ft.

I just keep wondering if the monk/inq can have the same armor class as a fighter/inq. Maybe it's better because the monk's ac applies to touch attacks.


Seranov wrote:
The only problem with using Heavy Armor as an Inquisitor is giving up the Stalwart class feature. Which, I suppose, may or may not be worth it, depending on the kind of character you're playing.

This can be overcome with mithral heavy armor as you are effectively wearing medium armor because it's mithril.

Also, if you enchant the armor with comfort, then that negates 1 from the armor check penalty. Add armor expert and even get celestial plate, if allowed, then you have an armor check penalty of -1.


I think i may have found a solution to this problem.

There is a cavalier order that seems to fit well.

This would only be a 1 level dip, for the armor and all martial proficiencies.
order of the land
or even
order of the seal
I like both of these, even order of the dragon.
Maybe i can modify order of the land a little, but i will ask the gm... Does this fit?
Why am i asking?
This character creation stuff is a pain in the butt, i just want to bring my concept to life, not fiddle with all these rules and whatnot.


Azaelas Fayth wrote:

Cestus>Brass Knuckles.

Remember Heavy Armour can limit some inquisitor Abilities.

EDIT: I also have an Inquisitor of Gorum. I use a Greatsword, Heavy Mace and Quick Draw Steel Shield, & longbow with Twin Cestus as his back-up weapons.

You don't need to dip at all. just pick up Heavy Armour Proficiency... Or doesn't an Inquisition give you Heavy Armour Proficiency & Tower Shield while allowing you to use Inquisitor Abilities while using them?

Good to know about the cestus. If i get mithril heavy armor though, doesn't it still work with stalwart?

Also, no inquisitions give heavy armor and tower shield.

Not trying to hijack this thread... if you want to help, i was asking for some help in this thread...

http://paizo.com/threads/rzs2p9a6?Need-some-help-with-building-a-character


agentJay wrote:

I have never played a multiclass character and I do not recommend it for my players (new at GM'ing) however, it seems on these boards no one recommends making a character without dipping. So do people dip because they are power gamers and without dipping they can't possibly be uber without it?

The other thing I thought about was the capstone ability. To get the capstone u can't dip but I guess most games don't go to level 20+ so no reason stay in one class?

I am actually going to dip a level into fighter for my inquisitor because i want to be able to wear heavy armor and use all martial weapons. I see the flavor of the class as being almost a switch hitter. All i need is power attack.

This guy is going to be decked out with a big 2-hander, a mace and shield ring, a long bow and maybe some brass knuckles.

Do i want to dip into fighter? No, but this character's concept just doesn't fit Gorum (I think that's his name... the god of battles/war) as a god.


Shameless bump


Ok, so this is an update to the progression of this character and i have new questions.

I got lost in the mechanics of making this character because i wanted him to have as many feats towards his progression as possible.
I went zen archer monk 4/inquisitor 2.
He was a badass with his archery, but a monk does not fit the concept in the least bit.

Ok, first... our magus and our gunslinger had to bow out, so we are left with a Witch, Svirfneblin Cave Druid/Ranger(eventually Horizon Walker.. i think), a cleric( with sun and healing domains) and a Stonelord Paladin.

So we have a tanky, and 3 casters.

We seem to need both a ranged character and maybe another frontline fightery sort.

I keep thinking going switch hitter would be good. I'd love to be able to pull this off, but i am unsure how to do this without using all my feats on archery alone.
I get the fact that you only need the primary 5 feats to be good at ranged combat; those being point blank shot, precise shot, deadly aim, rapid shot and multishot.
I would love to have some free feats for Instant Judgement and other goodies.

I picture this guy haveing a greatsword, composite longbow, a mace with shield ring and maybe some holy brass knuckles.

So, it seems a dip into fighter or playing a half-orc are the primary ways of making this work.
As far as races go, i love the dwarf because of its armor familiarity.
Human, Aasimar and half-orc all seem ok as races, but that's a tough one to know as of yet.

Um, we have no thief. The DM has stated that we can get past a lot of traps by just using a bit of ingenuity, so whatever.

We are in a carrion crown game so i don't believe going the intimidate route is going to work due to a lot of undead eventually.

So how do i pull this off? If i try to go full archery i will also need weapon focus, snap shot, improved snap shot, combat reflexes and improved precise shot.

That's 10 feats over his complete career. This seems to be a bit much.
How do i do this?
Am i asking for too much?
Will i still be able to be a bit stealthy while interrogating evil-doers?
Please remember, we have 1 frontline person as a Stonelord and basically, it's all casters.

As far as diieties. I like Abbadar, Desna, Ragathiel, and Milani.
The Travel domain looks a bit too good to pass up, although, after extensive reading, it seems i will get most of the abilities from the Travel domain anyway(via spells etc.)

Also, please be aware that i ran the possibility of being full BAB and having all martial weapons, with heavy armor, while using the paladin spell list accross the GM and he said it's a no go as he has already told others that they cannot switch out abilities to emulate a rogue.


Thank you very much for these replies.
Huh, you have enlightened me to other possibilities.
I had not even thought about an Oracle and didn't know about the Crusader Cleric.

As far as what you wrote Bearded Ben. That being- I'd suggest picking a god by asking what greater good your character aims at, then finding one that fits that aim.
I'd say that the godess Milani is a good choice.
He's a protector of the downtrodden. The kind that most adults don't notice, or dislike, yet children and animals seem to see past his facade.
It's a bit tough to say as i haven't played that Rise of the Runelords game for almost a year, so characters are a bit sketchy.

I almost see this guy as someone who would travel from place to place investigating strange occurances and attempting to set things right if he deems it worthy of his attentions. I have always liked the concept of a dirty Paladin so to speak. The type of character who I usually seen fighting a battle from the trenches who is covered in mud and looks pissed.
He is not afraid of using such tactics as interrogation or murder, as long as it's for a greater good. His choices are carefuly weighed before he commits to a coarse of action as shortsightedness and lack of information can lead to horrible long-term results.
I almost see this as the type of character that you'd see in a Warhammer game.
Very mean, filled with grit and gristle, and willing to do anything to get the job done. Less the zeal-filled heretic, and more the quiet warrior who sees everything and battles evil with a righteous hand while using anything or anyone at his disposal.
I picture his clothes as whatever fits in with his surrounding. He's a blending in sort, only becoming a holy badass when he has no other option or when he is not under surveillance.
hmm
Is this a human or a dwarf? Is this a misguided Asimaar?
Is this more and more of an inquisitor?
Also, i think the Travel domain would be great, as would the Good Domain but Apsu and Desna do not seem to fit this concept as one is a Dragon god and another a Fairy goddess.


bump


Hello, i will be joining a group when the christmas break is over and i need some advice regarding which class fits what i want to play.

I played in the Rise of the Runelords campaign when it was first published and that was my only experience with anything after second edition D&D.
I used to play a lot of rangers, druids or mages, so this is an attempt at something different.
Ok, some background information.
This is a Carion Crown campaign that is nearing the end of the second book.
The party consist of a witch, a paladin, a druid/ranger, a cleric ( that may switch classes because i am joining), a gunslinger, and a magus ( that is only there occasionally).
The whole group just hit level 6 and the DM is more concerned about the players playing what they want to play, not what the party needs.

I really like this concept from the deadlands game. Here is some of the info given on the templar.

Templars are a strange lot. They turn their backs on entire villages one day, then give their lives for a single child the next. Their philosophy centers around worth, piety, and the greater good. They protect those who they feel benefit the world with their lives. Those who do nothing to help civilization, and who might even harm it, are not to be defended. They don’t help the wicked and don’t have any compunction about “blackmailing” a settlement or individual into changing their ethics in return for their help.
Some have called them selfish, and there is a certain truth to it. Templars believe their lives are valuable to the future of humanity, and they don’t risk them without a good reason.

This is a bit more about their attitude and how to play one.

With all the Templars’ power comes a lot of responsibility. The hard part about being a Templar isn’t helping out every waster that comes along—it’s turning them down. Think about it. Say a settlement in the Maze is looking for someone to save it from croakers. Your hero can’t just jump on top of the town walls and dare the fishmen to get him like he would if he were a Law Dog. Instead, he’ll have to infiltrate the town, talk with the civilians, and then find out if they’re worth risking his life for. And that’s what it all comes down to: a good Templar doesn’t think of it as “his” life. It’s the world’s. He’s been entrusted with the power of goodness in a world of evil. There are only so many weapons like him, and if he risks himself on some unworthy cause, the darkness may lose the battle but win the war.
Think “selfish.” That’s what the Templars are. At least until they judge a cause worthy of their effort. Then they become utterly selfless. That’s tough to play sometimes. As a human being, you may want to help a family of ranchers
threatened by hordes of undead. If you later find out the family likes to hunt mutants for sport on weekends, you might have to say adios. Even if there are innocents at risk, like the ranchers’ children. You might make the mother and father do all the dangerous stuff while you stay back to protect their kids—that fits the Templar philosophy. But even then you risk making orphans of the innocents, and that’s almost as monstrous as turning your back on them.
These are the moral dilemmas a Templar face every day. That can be a real challenge to roleplay. Sometimes your friends will think your character’s a complete bastard. Other times, she’s Joan of Arc herself.

I was thinking an inquisitor might work, but i am not sure if this is inquisitor, or a paladin of sorts.

Please note that many d&d campaigns will not have the time to allow a player to infiltrate a town under disguise, then learn about the people, only to decide from there.
What i was thinking is that instead of infiltrating a town etc, i could use information gathering, a high sense motive and a mix of augury spells along with buff spells.

What i need help with is:
1.) What alignment is this?
2.) What gods will allow me to be this selfish sort?
3.) What domains work with this basic concept?
4.) Do any races stand out as being a better choice than any others? I am trying my best to create a character concept, not one focused on min/max.
5.) Since we have a good mix of spells and ranged, should i just play a switch hitter that uses most of his feats on ranged weapons, while just picking up power attack?
6.) Should i multiclass to give me more feats to have more room to play?

I believe this is a good start with regards to what i need help with.
I do view this guy as a grizzled old veteran, even if he may be younger. He's the kind grandpa you would hate to piss off sort of person, so yes, i will have a high intimidate score. I also really like the idea of my character being introduced as a friend to the general that put the 30-40 ( can't remember the exact number) militia desserters on pikes. That's just too cool.

Thank you for any help given.


Lemmy wrote:

He still depends on his allies to get those bonus. The rogue deal up to 10d6 of extra damage just because there was someone on the other side of his opponent. Even more if she has TWF.

The Inquisitor gets Solo Tactics AND spells. Also, with domain powers he can get an Animal Companion and effectively have the bonuses all the time

The Fighter, who is supposedly a master of combat, he lives to fight. I can see him better positioning himself beside an allies shield to act something like a shield wall.

In a world where you can kill a dragon by repetdly biting his tail, is it too difficult to see a legendary warrior benefiting from his allies positioning better than his allies themselves?

Lemmy, you just reminded me of the movie Gladiator where he was using his shielded ally, and, therefore his ally, to block incoming attacks from multiple sides while he acted as the sword arm and attacked/killed their enemies.


It would actually be a lot more interesting if the fighter would become enough of a master of positioning that he could break a flank by reposistioning an enemy into a square adjacent to him while stepping back or taking the enemy's spot.
Not sure if this already exists, but i remember having 3-4 man drills in martial arts where we would need to learn how to fight against multiple opponents.
The easiest way was usually to attack one while dragging him into a position between you and others while constantly moving.
A fighter's representation of this could be a follow-up of a trip or grab where the tripped opponent is moved to the side of his friend thereby breaking a flank. You could also say that he goads or intimidates his opponent causing enough of a hesitation to not allow a flanking bonus.
There are quite a lot of options.

Also i wanted to address this as i trukly do not know how it works: "And you are going to constantly describe the enemy as having stumbled into goofy situations that the solo fighter can take advantage of as long as he has a warm body standing next to him?"

Is this what the inquisitor does?
I thought the intent was to mimic an inquisitor's ability.
If that was the intent, then why wouldn't the fighter be able to do the same thing?
I am confused.


Sry if it seems i am derailing this thread.
i am merely attempting to add that extra feats will not help unless they apply differently to each martial class.


I got to thinking a bit about this because i have been exploring some of the options for an archer.

When you think about it, the ranger gets 5 feats as a normal part of his level progression.
He also does not need to have any prerequisites to qualify for these feats.

Say a fighter was to get weapon focus/greater weapon focus and weapon specialization/greater weapon specialization. This will give him a +2 to hit and +4 to damage. Add this to his weapon training and gloves of dueling and you get a total, at 20th level, of +8 to hit and +10 to damage with one weapon.

This costs him 4 feats total.

The ranger's favored enemy bonus will give him a +10 to hit and +10 to damage. Combine this with instant enemy and you have a greater bonus vrs one (Only one enemy, but still) enemy type that is not a normal enemy. This bonus applies to any and all weapons that the ranger uses, not just one.
So, the fighter effectively has the armor training, heavy armor training, armor mastery and weapon mastery vrs. the ranger's increased skills, evasion animal companion, spells and a whole slew of other things.
Also the arguement that the fighter can just start with increased Int to take skills like UMD and Perception also applies to any class, only, any other class starts with more skill points per level.

The fighter just needs a lot of love.

I want a non-magical fighter, I truly do, but just adding more feats and not removing prerequisites or changing the way feats apply to a fighter will just leave the fighter gimped.

If the fighter had added effects or scaling feats, then i could see this meaning something.
To bad more feats do not scale the same way power attack and deadly aim do.

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