Making first character help


Advice


Hi, I recently joined a Pathfinder group, to play Carrion Crown for awhile i was playing the former's player character but i managed to get my character killed.

I never made a character before so i need help with it.

My plan was to make a dwarf Inquisitor perhaps entering the group using the cover as a brewer but i don't know where to even begin

All i know is.

I start at level 9
I get 1 Campaign Specific Trait and 2 other traits
It's a 15 point buy in system.

Could someone help me.


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Hello Scaleclaw,

although I am also relatively new to GMing/playing Pathfinder, I think I might be able to at least give you some pointers.

First of all, I have marked this thread, so that a mod can move it to the advice forum, where you'll likely receive more expert help.

Secondly, I think it is useful to think about your character concept - that is, what sort of Inquisitor do you want to play? A defender of your faith against the heretics? A powerful magician in the service of your god? A sneaky infiltrator (though given that concept's reliance on social skills that may be hard to pull off with a dwarf, who gets a charisma penalty)? This optimisation guide by Bodhi gives some interesting ideas regarding concepts and might give you some help in building it as well.

Thirdly, you need to think about the combat and party role you see yourself in. Melee, switch hitter or ranged combattant? Or are you more of a spell-slinger? What classes do your fellow players play? Where is there a niche that you might fill that nobody else fills?

Fourthly, what books do you use/which are allowed by the GM. Just the core rulebook and the advanced player's guide? Are you only allowed to use books from the rules line, or can you draw on Golarion-specific material to bolster your concept?

Sorry for the many questions, but they might help get you better answers.

Happy gaming,

Makamu


1 person marked this as a favorite.

Makamu has given some excellent advice already.

Dotting for potential future input.

Peace!


He going to serve either Torag or Gorum so i'm thinking like everything dwarf rough and tumble and doesn't take sass from anyone.

The other party members are
A Assimar Pally
A human urban Ranger
An Alchmist with a plauge mask and a tentacle (right now he having coughing fits)
A Orcle with 2 curses and is basically healed by negative energy


1 person marked this as a favorite.

Hello Scaleclaw,

Scaleclaw wrote:

He going to serve either Torag or Gorum so i'm thinking like everything dwarf rough and tumble and doesn't take sass from anyone.

The other party members are
A Assimar Pally
A human urban Ranger
An Alchmist with a plauge mask and a tentacle (right now he having coughing fits)
A Orcle with 2 curses and is basically healed by negative energy

Okay, a rough and tumble inquisitor of either Toraq or Gorum. Looking at the party line-up you posted, I'd say a switch hitter inquisitor with focus on melee and strength might be closest to the rough and tumble you want.

Based on that you need to think about the following issues

15 point-buy means you don't have a lot of points to spend, so you have to look carefully at what you need to raise how high. Are you familiar with this table here?

Based on the concept you posted (a dwarf that does not take sass from anyone and is rough and tumble), I think it safe to say that Charisma is the lowest on your list of ability priorities.

Now I have another question: are you wiling/permitted to have negative ability modifiers? If so, then you can safely put none of your fifteen building points into charisma, which would give you a score of 8 and a modifier of -1.

Next up, you need to think about dexterity and inteliigence. Since intelligence guides your skill points and skills are never bad, even if you focus on combat, I'd recommend you put 2 points in here to give you a 12 and a +1

Dexterity, for its part, influences your armour class (AC) and your reflex safe. So it is not bad to have a positive modifier for that as well (besides, a good brawler can be strong of fist and quick of limb ;)). Another 2 points gives you another 12 and another +1 to start with. A word of caution: if you want to do ranged attacks, you need to raise that a bit (via the level-bound ability score increase perhaps?).

So, this leaves us with 11 points to spend on three scores, two of which are already at 12 and +1 (constitution and wisdom) because of your positive racial modifiers. Personally, I would put three points into constitution, which ends you with a 15 and a +2.

Then you have got 8 points left, three of which I'd put into wisdom (because you need it for casting), for a fifteen and +2

And the last five points should go into strength for another 14 and +2

So, if you dumb charisma, you initially have the following stats after racial modifiers:

14/12/15/12/15/8

Since you are level 9, you get two ability score increases at levels four and eight: Personally, I would bump both wisdom and strength for a +1 each, but that may not be the best option for the concept you want (more experienced players/GMs/theorycrafters, this is your cue!):

At the end of the day, you would have the following array (to be enhanced further by magic items of course):

15/12/15/12/16/8

Sorry for the long post :) If you need a quick and dirty build, somebody else will have to help out, I'm afraid.

Makamu (next up: your arrsy when not dumping charisma)


I'm willing to change the rough and rumble i meant that for his sense motive and intimidate but combat wise i'm good any which way.

The Pally primary weapon is a Great maul
The Alchemist Primary weapon is a dagger
The Oracle is a mace
The Ranger is a longbow

Right now i'd focus on picking spells between these

First level pick 5
Cure Light Wounds
Divine Favour
Ear-Piercing Scream
Expeditious Retreat
Protection from Chaos/Evil/Good/Law
Shield of Faith
True Strike
Wrath

Second level spells:pick 4
Bestow Insight
Brow Gasher
Confess
Cure Moderate Wounds
Flames of the Faithful
Ghostbane Dirge
Invisibility
Protection from Chaos/Evil/Good/Law, Communal
Spiritual Weapon
Weapon of Awe

level 3 spells:Pick 4
Burst of Speed
Coordinated Effort
Cure Serious Wounds
Dispel Magic
Heroism
Magic Circle against Chaos/Evil/Good/Law (Oracle usually cast this)
Prayer
Protection from Energy
Searing Light
Terrible Remorse


Once again, Makamu ninja's me with excellent advice.

One other method of more optimization, if you care, is the fact that your intelligence modifier and dexterity modifier are going to be partially reduced in importance due to WIS replacing them (with Monster Lore and Cunning Initiative) and you can select the conversion inquisition to be a true monster of bluff, diplomacy, and intimidate without any charisma at all. I'm pretty sure you don't want to spend points on perform, so that leaves disguise, handle animal, and use magic device. Besides which, only disguise of those four is a class skill anyway, unless you take traits which grant the other ones.

Thus, if you really wanted to, you could dump your charisma down to seven before the upgrade (netting you three more ability points) and having a final charisma of 5 (with a -3 modifier). I don't know that I'd recommend it, but I'm letting you know that you can do that.

However, it's important to note that the Conversion Inquisition - like all Inquisitions - does not give you any bonus spells... a really potentially high opportunity cost. Toddler is literally climbing on me, so I'm kind of out of time. Stay-at-home dadding is not as easy as it sounds. As I've found out the hard (but wonderful) way! :)

More later, maybe.


Just putting this out there, are you dead set on an inquisitor? it sounds like the team is already divine/martial heavy as every character is described by those words except the alchemist, who is a martial who can heal himself, so is quite simmilar.

You may want to switch to a more support type like a wizard or witch, though those can be hard to play for a first timer so a sorcerer may be better or even a magus as the magus can excell in close combat while still laying down buffs and supporting the party.

Finally have you considered playing a bard? the party being all strikers would love you.


You should post a build for critique or give guidelines that will allow someone to help you create a build


A Witchhunter Dwarf Inquisitor with the Anger Inquisition, the Glory of Old trait and the Steel Soul feat will have crazy saves. You could go like this:

Witchhunter Dwarf Inquisitor

Stats:
STR 17 (+1 at 4, 8 , 20 lvls)
DEX 12
CON 14
INT 10
WIS 14 (+1 at 12, 16 lvls)
CHA 5

ALternate Racial Traits: Giant Hunter

Traits: Threatening Defender, Glory of Old

Anger Inquisition

1 Steel Soul
3 Power Attack
5 Blindfight
7 Combat Expertise
9 Moonlight Stalker
11 Extra Rage Power: Superstition
13 Extra Rage Power: Witch Hunter
15 Extra Rage Power: Spell Sunder
17 Critical Focus
19 Staggering Critical

Favored class bonus every lvl.


Intresting but what weapon armour skills spells and campign trait should I take

As for the wizard post I was a wizard I was bored with it bescause all I did was make knowledge and spell craft checks in combat I buff others in combat

As for bard I like but I like to do something in combat then play a lute


Need more info i really do

maybe this will help

https://www.dropbox.com/s/6f7iu69mne9sjjb/Carrion%20Crown%20-%20Player%27s% 20Guide.pdf


For traits go for Glory of Old and for the campaign trait choose Chance Savior.

Use a Nodachi. Make it Keen and Furious, after these put enchantment bonuses all the way. Medium armor is your maximum, take a mithral breastplate when you can afford it.

For skills take Sense Motive, Perception, Diplomacy, Bluff and Intimidate. Put a point at your knowledges, climb and swim. You may want to raise Knowledge (Religion).

For teamwork feats take: Shake it Off, Paired Opportunists, Coordinated Charge, Outflank, Lookout, Precise Strike.

For spells see the blue and green choices from this guide. Also check the spells from this guide.


So i just copy the build from the guild then if so i believe this is it.

Point buy 15

Campaign :Carrion Crown

Level: 9

Traits: 2+1 Campaign Trait

My idea

Race: Dwarf

Alternative race traits:Giant Slayer
Class:Inquisitor

Archtype:Witchhunter

Judgments:Anger(Rage)

Base Stats
Str 16 -> (18 level 4 and 8 bonus)
Dex 11,
Con 13, -> Dwarf +2 (15)
Int 8,
Wis 15, Dwarf+2 (17)
Cha 7 =Dwarf -2 (5)

Favored class option: Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.

God:Torag (Maybe Gorum)

Weapons Great Maul (he's a dwarf why not)

Equipment: (In Progress)

Traits: Glory of Old, Heirloom Weapon

Campaign Trait: Chance Savior (+2 Intuitive)

Items (In Progress)

Feats: (Pick 5)
Steel Soul
Power Attack
Savage Display
Shatter Defenses
Intimidating Prowess
Paired Opportunists
Precise Strike
Instant Judgment
Judgment Surge
Shake It Off

Skills:(work in progress)

Spells:0
Detect Magic, Guidance,Light, Read Magic, Stabilize, Create Water

(Still working on this)
1:Pick 5
lvl 1 spells: Cure Light Wounds, Divine Favor, Ear-Piercing Scream, Protection from Evil, Shield of Faith

lvl 2 spells: Brow Gasher, Cure Moderate Wounds, Invisibility, Weapon of Awe

lvl 3 spells: Cure Serious Wounds, Dispel Magic, Heroism, Prayer


Is the above an existing build or your thoughts on the new one? If it is the later, the Witchhunter archetype will boost even more your already impressive saves against spells (Dwarf + Glory of Old + Steel Soul). Giant Hunter almost always comes to play after 9th lvl. And Moonlight Stalker is nice to have by lvl 9, remember that with a single casting of Blur on yourself you can enjoy its full benefit. Taking the Superstitious Rage power tree is both thematic and synergestic. Bear in mind that with the spell Litany of Sloth you can make a sunder combat maneuver for the Spell Sunder rage power without provoking AoO.

Finally what do you mean by writing Judgments: Travel and Rage? If you mean inquisitions, you can only have one, so only Anger for you.

I will take a look at your spells sometime later.


lvl 1 spells: Cure Light Wounds, Divine Favor, Ear-Piercing Scream, Protection from Evil, Shield of Faith

lvl 2 spells: Brow Gasher, Cure Moderate Wounds, Invisibility, Weapon of Awe

lvl 3 spells: Cure Serious Wounds, Dispel Magic, Heroism, Prayer


XMorsX wrote:

lvl 1 spells: Cure Light Wounds, Divine Favor, Ear-Piercing Scream, Protection from Evil, Shield of Faith

lvl 2 spells: Brow Gasher, Cure Moderate Wounds, Invisibility, Weapon of Awe

lvl 3 spells: Cure Serious Wounds, Dispel Magic, Heroism, Prayer

maybe i should lower wisdom by one and put it into dex

Why Anger over Rage Domain?


Yeah do the stats like I did them.

Anger gives a better version of rage than the rage domain. You take the feature at 6th lvl instead of 8th and your effective barbarian lvl is inquisitor-3 instead of 1/2 of your inquisitor lvl. You also take Hateful Retort.


How do teamwork feats work, arn't they the same as feats

Race:Dwarf
Class:Inqustior
Class archtype: Witch Hunter
Racial archtype:Giant hunter
Relgion: Gorum
Traits: Chance Savior (Campign), Glory of Old, Treatening Defender
Weapon: Greatsword
Feats:1 Steel Soul
3 Power Attack
5 Blindfight
7 Combat Expertise
9 Moonlight Stalker

Stats:
STR 17 (+1 at 4, 8 , 20 lvls)
DEX 12
CON 14
INT 10
WIS 14 (+1 at 12, 16 lvls)
CHA 5

Weapon: Nodachi
Armour: Breastplate

Skills:
Sense Motive, Perception, Diplomacy, Bluff and Intimidate,Knowledge (dungeoneering) Knowledge (Religion),Survival

Spells:
lvl0 spells:Detect Magic, Guidance,Light, Read Magic, Stabilize, Create Water

lvl 1 spells: Cure Light Wounds, Divine Favor, Ear-Piercing Scream, Protection from Evil, Shield of Faith

lvl 2 spells: Brow Gasher, Cure Moderate Wounds, Invisibility, Weapon of Awe

lvl 3 spells: Cure Serious Wounds, Dispel Magic, Heroism, Prayer

My questions on the weapon choice why not use a great sword (gorum favorite weapon)

Also how does teamwork feats work differently then normal feats i have to take away a feat to learn a teamwork feat right?


Greatsword is better than Nodachi as is, but Nodachi pulls ahead when you make it keen. With the keen special ability the critical threat of the Nodachi raises to 15-20 in contrast with the Greatsword that its critical threat raises to 17-20. At 9th lvl you can afford the keen special ability from the start so the Nodachi will serve you better. However if you prefer the Greatsword for thematic reasons go ahead, the differences are small anyway. In any case your swords should also have the furious special ability. EDIT: You are not proficient with tha Nodachi, use the Greatsword as a result.

Teamwork feats are feats that in order to take advantage of, both you and you ally should have them. They promote cooperative play and are usually stronger than the regular feats. Inquisitor learns bonus teamwork feats every 4 lvls so no, you don't have to learn them in place of your regular feats. Also Inquisitors have the unigue ability (solo tactics) to be able to benefit from them without needing an ally to have choosen them too.

Also, Stealth is quite useful, drop one if the skills you mentioned and max Stealth. Make sure that an ally will use Blur on you before every fight, buy him a pearl of power in order to have it always reserved.


Umm isn't that a martial weapon inquisitors get simple weapons and favored god weapons pro as for the teamwork feats cool I suppose I could drop survival for sneaky

Also that level 4 and level 8 feat what to take?


Just my 2 cents
If you worship Gorum you get proficiency with greatswords
Then you can take the Guided Hand feat which lets you use your wisdom in place of your strength on attack rolls. This means you can keep you strength lower and wisdom higher... which is a great trade for an inquisitor. This really means that you only have to worry about one stat. I would still take a 13 strength for power attack (or a 12 bumped at 4th level)

With a 15 point buy I woild do
Str:13
Dex:10
Con:14
Int:10
Wis:18
Cha:8

That is after racials. At level 9 if you are doing standard WBL you should have 2 stat bumps to wisdom and enough gold for a +2 headband of wisdom so you should be looking at a 22 wisdom as your main attack AND casting stat.


Gorum as you said gives greatsword proficiency so you are fine about your weapon. Apparently I made a mistake, you take teamwork feats every 3 lvls. You can start with Shake it Off, Outflank and Precise Strike, working your way to Coordinated Charge at lvl 15.


As for teamwork feats... duck and cover can be very useful since you have a poor reflex save.
Escape route is fairly awesome for moving around the battlefield
Shielded caster can also be very helpful for healing yourself or others in melee


I don't really like dumping Str, with guided weapons you do not take 1.5xStr to damage, which is going to be a pretty serious amount in combination with Rage. Also inquisitors do not have a lot of feats, spending two just for this (and one is a completely useless feat tax) does not feel like the optimal choice for me. I'd rather have Moonlight Stalker by lvl 9 anyway.


Wait don't i need 13 dex for Precise Strike

Also now i have 46,000 gp to spend on items so.. let's figure this out

Keen+Furious is 4000


Yes you need 13 Dex. A belt of Physical Perfection +2 will solve that problem, if you cannot afford it take another teamwork feat like paired opportunists.


Can you help me with items?


I would like some way to cast Blur on myself if possible

46,000 total to spend

8,000 gp Belt of dex +2
2,000 gp Keen weapon
2,000 gp Furious weapon

--------
34,000 gp Total to spend

Possible ideas

24,000gp Cloak of Displacement, Minor
4,000gp Gauntlets of Ogre Power (+2)
Weapon or Armour bonus


Buy a Cloak of Displacement, Minor.

Buy a belt of physical perfection +2

Start with a +2 Furious Greatsword, ignore keen for now


XMorsX wrote:

Buy a Cloak of Displacement, Minor.

Buy a belt of physical perfection +2

Start with a +2 Furious Greatsword, ignore keen for now

46,000 total to spend

8,000 gp Belt of dex +2
2,000 gp Keen weapon
2,000 gp Furious weapon
8,000 gp +2 Weapon
24,000 gp Cloak of Displacement, Minor
--------
2,000 gp to spend

I believe the party fund has a +1 ring of protection and a +2 (and i know) a +1 Breast plate so that should round me out

Whoops we forgot about our two judgements

Also i'm curious why witch hunter over normal Inquistior or another arch type


You calculate the weapon cost with a wrong formula. The weapon you write costs 32,000. My items would probably be:

A +1 Furious Greatsword costs 8000 gold. With the cloak you have a total of 32000. With a belt of giant strenght +2 you total 36000. With a Handy Harversack 38000. With a Mithral Breastplate 42000. With a rod of lesser extend 45000. No belt of dexterity, take the Paired Opportunists feat.

What about the judgements? If you mean what judgements are you going to use more often, I would say that usually the one you will have always on is Justice. The others are more circumstantial but maybe even more important like Smiting and Resistance. The most standard second judgement is destruction, bear in mid though healing, protection and purity in case you find them more useful in a given case.

Witchhunter for the Knowledgeable Defense ability so that you never fail a save against spells. Remember you need to max spellcraft for this to work properly, so swap another skill for Spellcraft.

You should probably swap Critical Focus and Staggering Critical for Strenght Surge for better combat maneuvers and Reckless Abandon as far as high-level feats are concearned.


Let's make this up on a mythweaver sheet so i understand


Her emy rough copy, I would like more info so i know wha tmy spells and feats and magic items do.

Anything i missed (HP needs to be rolled in front of GM)

http://www.myth-weavers.com/sheetview.php?sheetid=686869


Seems good to me. For any info you want check here.


Dm added new rule that messes up my magic items

No magic item over 10000gp cost


XMorsX wrote:
Seems good to me. For any info you want check here.

So the Cloak is out and i have

25,000 left to spend no idea over 10,000 gold.

Scarab Sages

thats always annoying when that happens, but ti does keep power lvl in check.
I would spend the money on defensive items.


Ok then. Remove the cloak, the belt and the armor from the above items and add:

- Headband of +2 Wis (+4000)
- Cloak of Resistance +2 (+4000)
- Amulet of Natural Armor +1 (+2000)
- Ring of Protection +1 (+2000)
- +1 Mithral Fortification (light) Breastplate (+8000)
- Belt of +2 Str +2 Con (+10000)
- Eyes of the Eagle (+2500) (max perception by the way, you can drop Bluff or something)


Whoops need a new level 9 feat Moonlight Stalker (Combat) requires 13 int

as well as Combat Expertise

I lower str by 1 and start with 16 not 17 str should fix it


Scaleclaw wrote:

Whoops need a new level 9 feat Moonlight Stalker (Combat) requires 13 int

as well as Combat Expertise

I lower str by 1 and start with 16 not 17 str should fix it

Yep, totally forgot it. Do it like this. Raise only Str from now on.

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