| MellowCalico |
I've gotten some great advice here, I hope you can help again.
I am currently playing Pathfinder Kingmaker with my group. We are almost to the end of it all and the GM is going to be starting a Skull and Shackles campaign when it's over (maybe in a few months).
I decided I was going to play an Inquisitor and was pretty set on that. I even rolled up the character. But now I am having second thoughts. You see, my current character is a rogue and I like her, but I am at level 15 now and, to be frank, the character is complicated and I often forget what I can do with her. She's a rogue with the swashbuckler template and we are mythic on top of that. The complexity make it more of a chore anymore to play her than fun. I hardly role play in battle because I am constantly reviewing her abilities and such so I can figure out what to do.
I have this fear that the Inquisitor might end up getting that way too. I started to think that maybe I would have fun playing a warrior instead and going for depth when it comes to the character more so than the mechanics. I think something where the special abilities are more "built in" as opposed to remember I can do X or Y or Z, might be more fun for me and allow me to focus more on role playing.
So any advice? Is the inquisitor going to get mechanically complicated? Would a fighter accomplish what I am thinking of? Or is there something else.
On an aside, there was a point where our GM had me help him by RPing an NPC. I was told to give him a "french accent." I had a lot of fun with that using an accent and sometimes saying whole sentences in French. It added a lot of flavor and the rest of the gang told me I "HAD" to play a french pirate. That was a simple character and easy to play mechanically. So that's where this idea is coming from.
The rest of the group is going to be the following:
Daring Champion
Slayer
Bard
Skald
Thanks!
| MellowCalico |
Thanks again. There are already two melee characters in our small party. I might go with a fighter who fights at range (but can also do melee in a pinch). I may look into the martial cleric too. I just don't want things to get out of hand like they are with my very complicated mythic class swashbuckling rogue.
| Dave Justus |
Sadly I don't think their is anything less complex than a Rogue. Fighter maybe, but that is questionable. It is probably the mythic that is making this complex for you, and that really isn't going to be changing.
My guess is you are better off with the complexity that you know, rather than changing to something that will be at least as complex and that you don't know. Also, at level 15 you are fairly close to the end of the path...
| Frosty Ace |
Wood Oracle with a Bow. All the (Essential) Divine spells are covered, and spontaneous to boot so no daily micromanagement of spells. The mysteries Wood Bond and Wood armor will have you at an effective full Bab when hitting, and your Dex doesn't get capped by wood armor (If your GM allows magic vestment on Wood Armor, this becomes the best mystery you get). Grab the appropriate Archery feats and Wood bond, and with all the buffs your party will have, you'll be golden.
| MellowCalico |
Sadly I don't think their is anything less complex than a Rogue. Fighter maybe, but that is questionable. It is probably the mythic that is making this complex for you, and that really isn't going to be changing.
My guess is you are better off with the complexity that you know, rather than changing to something that will be at least as complex and that you don't know. Also, at level 15 you are fairly close to the end of the path...
Yeah, mythic adds a level of complexity to my current character, then there are two templates on top of that. But the new characters in Skull and Shackles aren't going to be mythic. So that should help.
I just don't want to go down the same path I did with my rogue in this new campaign. I had to add the swashbucker template and then we were mythic, and then I added the Chevalier template just to be on par with the rest of the party to hit and damage-wise (I didn't seem to level well... I am still the weakest link in the party). But what really bugs me is trying to remember all the powers and abilities I have.
I figured something easy, simple, and something I could flesh out more with RP and interesting skills.
| Omnius |
Conventional martial characters are actually relatively complicated to make work, requiring some significant system mastery and weirdness. Straight-up archer is... not bad, from a complexity standpoint, but almost anything gets crazy at high levels.
I second Kineticist as one of those baked-in, straight forward sorts. Pretty much any caster gets complicated quickly.
| Graelsis |
Hi folk, nice to see you!
I hope this can help.
First of all, you should read a bit the campaign player's guide, there, you will find a lot of usefull information that can help you to decide wich character you want to play and, also, wich character fits the best in the AP.
This is important because simple characters are not made by their class, but by their playstyle. You can have a wizard, wich is a "complicated" class, but if you stick to evocation and avoid all the rest of the magic features, there u go; you have a simple character.
I recomend u to take the character you like the most. Since it's a heavy sea/pirates campaign you can let your imagination fly. Once you got it, just make it simple.
You want a ranged fighter? then focus on that, try to be the most feared shooter of the inner sea!
You want a healer? again, focus, improve your healing skills, areas and buffs/debuff removals, just that.
Its not the class, but the way we choose to roleplay what help us to make it simple, or make it complicated.