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I made a very similar inquisitor to yours that I am currently playing...the general concept was a very strong, melee based, two handed terror. I went with a Human Inquisitor (sanctified slayer) with the heresy inquisition (lets you add your wisdom mod rather than Cha to your intimidate, and bluff). For feats I took Improved initiative and Intimidating Prowess (which lets you add your Str mod to your intimidate checks in addition to cha(wis)). With my stats I had +12 to intimidate (+4 from str, +3 from wis, +1 for stern gaze, +1 rank, +3 class skill)

I then took my next level as a blood rager (Steelblood)for free heavy armor prof; I also took the elemental (fire) bloodline to be able to add 1d6 damage to my weapon 3 times per day; not to mention I get rage out of the deal. The rest of my levels I plan to go straight inquisitor....maybe another level or two in blood rager if I need the BAB or more rounds of rage per day.

Hope some of this helps!


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Just go super passive aggressive and bog down the game.

How you may ask? Well by obnoxiously checking your inventory after every combat/roleplay session/each time the rogue scratches their nose, of course! Take 10 minutes to meticulously inventory everything on your person, every time.

If the Rogue did take something, then shout out: "EGADS!! I HAVE LOST MY (ITEM), I SIMPLY CANNOT CONTINUE WITHOUT IT!!". You then spend the next several rounds/turns searching for the item high and low, asking your party members/random travelers/the dragon you were fighting/trees, if they had seen it. Even go so far as to re-trace your steps back to town, the tavern you stayed at, even the bed you slept in, in search of it!

I think in your situation, your best bet is to win over the other players, and have them on your side (even reluctantly). What I propose above should be the means to that end. It does not count as a hostile action; cannot be countered with a roll (save for being disabled); and falls in line with the rules/how you would react if you lost your wallet.

I guarantee that after a few instances of this, the rogue will have no desire to steal from you, as doing so will be a detriment to the game. If he DOES take from you again, then repeat the process above. If nothing else, it will frustrate the other party members/GM so much that they will HAVE to intervene, if not for their sanity's sake!

I hope this helps!


It is pretty much like pulling teeth...out of an angry bull...with chopsticks....and the bull is on fire.

But in all seriousness, getting them to mentally invest in any characters, plots, or twists is exhausting. No matter how much I play something up, or try to "play it cool" they cannot wrap their heads around the concept that "it's more than just a game". No matter what way I seem to bring it up, they want things to be cut and dry. An example of this is when we were running rise of the rune lords:

Minor plot point:

They were in the beginning of the glassworks, and chose to investigate each and every room, prior to the main chamber containing the goblins. To my dismay, after their 2nd store room, the cries of "this is boring!" began. Despite describing signs that the goblins had crawled in through the sewer system (small hand prints could be seen on the inner lip of the toilet0, they showed no interest in the how or why. To them, this was about finding the kidnapped Amiko and taking down anything that got in their way.

We have been playing for over a year now, with many situations like the above occurring. Yet, they insist that they want to continue playing...they simply want more to do. I think they are trying to supplement their dislike of roleplay, with more combat focused abilities. Yet they have no interest in doing arenas because they "like the story". It's a strange situation to be in.


Hi Cyrad,

I respect you being so candid, and I understand the points you are making. As noted in my FAQs, my players all came from MMO backgrounds. This was my way of alleviating their thoughts of "there is not enough we can do". Sadly, this idea stems more from a need to appease a knish player base, then to provide a practical system for players who are happy with how the game currently plays (such as myself, I've been playing for about 15 years, since 3.0).

The players are limited in their imaginations, despite reinforcing the idea of "if you can think it, you can do it", that should be perpetuated by a tabletop game. This may be a failing on my part, or it may be their background that has skewed their views to a point of disrepair. None of them had an investment in roleplaying, and were content grinding content for content's sake.

Posting this system was less a "everyone try this" and more of a "share what I have created". I had no intentions of fixing what I know is not broken, and apologize if it came across that way. For what it's worth, despite all of the work I have put into this system, I would rather have spent the time painting miniatures, or working on my campaign.
But this is the group I chose to GM for, and wouldn't trade them for the world!

Thank you again though for your honest feed-back, it is appreciated.

-Lazarrk


Hello Pathfinder community!

After some personal consideration, I have decided to share a system with everyone that I have been working on for the past few weeks. I mainly wanted to see the communities reaction on this system, and incorporate some feed-back to help shape this into something fun for everyone to add to their table! To help start this off, I have made an FAQ to help answer what this system entails.

What is the Paragon Path System?:

The Paragon path system is a new way to add thematic abilities to characters, while allowing them to direct their character towards a more specific role within the group. This is accomplished by providing players with three options they may choose from, once they reach 4th level: Defensive – Which focuses around abilities that raise AC, saves, HP, CMD, or provide damage mitigation; Offensive – Which focuses around gaining bonus damage, chance to hit, new ways of dealing damage, and causing stat ailments to enemies; Utility – Which focuses around increasing stats/skills, increasing/decreasing movement of targets, and granting abilities that increase battlefield control. Within each of these paths, a character will gain access to one of each of the following: A passive that remains active at all times (unless otherwise noted); a once per encounter ability, which is usually the core concept of the path; and a once per day ability, which is usually a powerful ability that gives the player an edge.

Once per encounter abilities, WTF 4th edition!?:

I know, I know….I personally have nothing against 4th edition, and this was a concept I have always liked. These kind of abilities give the characters something they can do every fight, no matter what. Even if your Sorcerer has ran out of every spell, and exhausted their bloodline powers, they will still have a unique ability to perform in combat, until they can find a sport to rest.

What am I hoping to accomplish?:

My players all come from MMO backgrounds, they are used to having an array of powers and abilities thematic to their characters. While I do understand adding in this system seems to gear the game towards the “Holy trinity” trap (Tank, Healer, DPS), I also know that some players simply don’t want to level of choice Pathfinder offers. Since these players require a structure in order to truly play their characters the way they want. With this in mind, I have tried to make each path flexible enough that they can be incorporated into most games. Just because a character chooses the Defense path, doesn’t mean they must be at the forefront of combat; just as a player who chooses the Offense path can still hold back and offer support his/her party.

Why level 4?:

Because it is early enough in the game for players to begin defining themselves and really come into their roles, while not being too late for the character to feel trapped choosing a specific path. Around 4th level, new players have a general gr asp of what they can do, and what their characters are capable of, allowing them to make informed decisions on what path appeals to them the most. 4th level also seemed to be a bit of a lull for most classes, the last thing I wanted to do was place it on a level where a class gains several abilities and overload the players.

Doesn’t this break the game!?:

Well yes and no; I am fully aware that adding abilities to any character always runs the risk of someone abusing it. While I have done my best to keep each ability within a reasonable level of power, I can also assume that number crunchers out there would find a way to break this system. That is why the Paragon Path system will not be for every group!

When will you be releasing more classes?:

Well with my job and home life, I will be working on what I can, when I can. Further to that, I will be starting with the classes that my players are currently running: Barbarian, Cleric, Magus, Oracle, Ranger, and Sorcerer. Followed by their characters from our 2nd campaign: Druid, Fighter, Gunslinger, Inquisitor, Monk, and Rogue. At this time I have no plans on incorporating the ACG classes into this system, though I have given thought on characters choosing a Path based on the parent classes.

To help everyone visualize the direction I am going with this system, here is a look at the Ranger Class:

Ranger

Survivalist (Defense):

“In life there are no second chances; we must adapt, or risk extinction”

Passive – Ready for anything: The Ranger gains a +3 competence bonus to their survival skill. This bonus increases by 1 per 3 levels after 4th (+4 at 7th, +5 at 10th, +6 at 13th, +7 at 16th, +8 at 19th). In addition, after resting each day, the Ranger may select one of the following skills: Climb, Intimidate, Perception, Stealth, or Swim. Until the next time the Ranger rests, they gain a +2 bonus to the selected skill. This bonus increases by 1 per 3 levels after 4th (+2 at 7th, +3 at 10th, +4 at 13th, +5 at 16th, +6 at 19th.

Once per encounter – Warden’s Mark* (Move action): The Ranger selects 1 target to bear the Warden’s Mark, this does not provoke attack of opportunity. While marked, the target gains a +1 Natural Armor bonus to AC. This bonus increases by 1 for every 4 levels beyond 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). The Mark lasts until the end of the encounter, when the target is dead, when the Ranger dies, or when it is consumed (see below).

As a standard action, the Ranger may choose to consume the Mark and remove one of the following conditions from the target: Blind, Deaf, Fatigued, Shaken, or Sickened. Alternatively, the Ranger may remove a single Disease or Poison from the target by consuming the Mark. The target may take a Will save in order to avoid this effect (DC = 10 + ½ Ranger level + current Mark bonus). If their save is successful, the mark is still consumed, and the target retains the condition.

Once per day – Adapt (Swift action): Upon activating this ability, the Ranger may choose to apply their Warden’s Mark to a target as a free action, if they have not already done so this encounter. The Ranger can select one of the following adaptations which lasts until the end of the current encounter. The Ranger may choose to apply this adaptation to themselves, or the target of their Warden’s Mark. Once selected, the adaptation may be changed on the Ranger’s turn as a swift action, however the Ranger may not change the target of the adaptation. The numerical bonuses provided to the target of Adaptation are always based on the Ranger’s current level.

Chameleon skin: The Ranger or target gains 10% concealment; this does not stack with any other effects that grant concealment. Effects that bypass concealment also bypass the concealment granted by Chameleon skin.

Cerebral insulation: The Ranger or target gains a +2 resistance bonus to Will saves; this bonus increases by 1 per 4 levels after 4th (+3 at 8th, +4 at 12th, +5 at 16th, +6 at 20th)

Elastic muscles: The Ranger or target gains a +2 dodge bonus to reflex saves; this bonus increases by 1 per 4 levels after 4th (+3 at 8th, +4 at 12th, +5 at 16th, +6 at 20th)

Elemental adaptation: The Ranger or target chooses one of the following energy types - Acid, Cold, Electricity, Fire. The Ranger or target then gains energy resistance (3) to that type; this resistance increases by 2 for every 3 Ranger levels after 4th (5 at 7th, 7 at 10th, 9 at 13th, 11 at 16th, 13 at 19th.)

Mutagenic Blood: The Ranger or target gains a +3 resistance bonus to saves against poisons or diseases. This bonus increases by 1 for every 3 levels after 4th (+4 at 7th, +5 at 10th, +6 at 13th, +7 at 16th, +8 at 19th.)

Resilient Anatomy: The Ranger or target gains a +2 resistance bonus to fortitude saves; this bonus increases by 1 per 4 levels after 4th (+3 at 8th, +4 at 12th, +5 at 16th, +6 at 20th)

Thick Skin: The Ranger or target gains a + 1 natural armor bonus to AC, this bonus increases by 1 per 4 levels after 4th (+2 at 8th, +3 at 12th, +4 at 16th, +5 at 20th)

Hunter (Offence):

“All creatures have a weakness, it’s just a matter of finding and exploiting it”

Passive – Thrill of the hunt: The Ranger gains +2 morale bonus to initiative (increases by 1 per 3 levels after 4th).

Once per encounter – Hunter’s Mark* (Move action): The Ranger selects 1 target to bear the Hunter’s Mark, this does not provoke attack of opportunity. While marked, the Ranger Gains a +1 bonus to attack and damage rolls against that creature. This bonus increases by 1 for every 4 Ranger levels beyond 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). The Mark lasts until the end of the encounter, when the target is dead, when the Ranger dies, or when it is consumed (see below)

As a standard action, the Ranger may choose to consume the Mark and apply one of the following conditions to the target: Blind, Deaf, Fatigued, Shaken, or Sickened. Alternatively, the Ranger may disarm one weapon from the target, or knock the target prone. The target may take a Reflex save in order to avoid any of these effects (DC = 10 + ½ Ranger level + current Mark bonus). If their save is successful, the Mark is still consumed, and the target suffers no ill effects. If this target fails this save, the condition last for 1 round per 3 Ranger levels (disarm and prone excluded).

Once per day – Ambush (Immediate action): Upon activating this ability, the Ranger may choose to apply their Hunter’s Mark to a target as a free action, if they have not already done so this encounter. The Ranger becomes invisible for 1 round per 2 Ranger levels, this does not provoke an attack of opportunity. If the Ranger successfully hits their marked target while invisible, they will deal an additional 1d8 damage. This damage increases by 1d8 for every 4 levels beyond 4th (2d8 at 8th, 3d8 at 12th, 4d8 at 16th, 5d8 at 20th). Targets immune to sneak attacks are unaffected by this additional damage.

Scout (Utility):

“The road ahead may be dangerous, let’s go find out!”

Passive – Awareness: The Ranger may always act during a surprise round; in addition, the Ranger gains a +1 dodge bonus to reflex saves. This Bonus increases by 1 per 3 levels after 4th (+2 at 7th, +3 at 10th, +4 at 13th, +5 at 16th, and +6 at 19th).

Once per encounter – Vanguard’s Mark* (Move action): The Ranger selects a single square within 15 feet to bear the Vanguard’s Mark. While marked, the selected square projects a 30ft aura. All allies that begin their turn within the aura are granted +10ft movement bonus to their speed, until the start of their next turn. This bonus increases by 5 for every 4 levels after 4th (+15ft at 8th, +20ft at 12th, +25ft at 16th, +30ft at 20th). This bonus movement is added before the character’s armor movement penalty applies. The Mark lasts until the end of the encounter, when the Ranger dies, or when it is consumed (see below).

As a standard action, the Ranger may choose to consume the Mark and apply the “entangled” condition to all enemies within the Mark’s aura. All affected targets may take a reflex to avoid this effect (DC = 10 + ½ Ranger level + the Rangers CHA mod.). If their save is successful the affected targets suffer no ill effects. If a creature fails this save, the condition last for 1 round per 3 Ranger levels, or until the creature frees itself.

Once per day – (Move action): Upon activating this ability, the Ranger may choose to apply their Vanguard’s Mark to a target location as a free action, if they have not already done so this encounter. Enemies within the aura are always considered flat-footed against any of the Ranger’s attacks. As long as the Ranger is standing within the Aura of their Vanguard’s Mark, they cannot be flanked and are Immune to sneak attacks. In addition, the first time the Ranger enters the aura, they gain 10 temporary hit points. The Ranger may choose to divide these temporary hit points among any allies within the Vanguard’s Mark aura. These hit points increase by 10 for every 4 levels beyond 4th (+20 at 8th, +30 at 12th, +40 at 16th,+50 at 20th). The Ranger or his allies may only gain these hit points once during the current encounter, and unlike the other bonuses, these hit point persist even if the Ranger (or affected ally) moves out of the aura of their Vanguard’s Mark. These temporary hit points last until the end of the current encounter.

* Multiple Ranger Marks do not stack, the highest bonus is always used in an instance of 2 Marks overlapping.

Thank you to everyone who reads and shows interest in this system.

Cheers,

Lazarrk