Why can't I hit anything or do damage?

mfmg03

First Post
I'm a level 2 Paladin gnome struggling to compete in battle with a warforger(?) and fighter-type that hit all the time and for about 14 damage each shot.

Note: my group is playing with the book of distinctions and drawbacks, allowing my lvl 2 charater to start with 5 feats. My 3/5 feats at brew potion, power attack and mounted combat

I'm pitching about 6 damage on very uncommon hits (I hit once last game for 4 damage).

My group has no understanding of charge or the rules for Spirited Charge (they charge every round in non-straight lines and double damage), so I'm dropping ride-by-attack and spirited charge (I am mounted on a pony).

I have +5 melée (2 bab, 1 ability bonus, 1 size, 1 for masterwork lance).
I am using a lance (1d6) but thinking of going with greatsword (1d10).

My stats are:
13 Str (15-2 for being gnome)
11 Dex
17 Con (15+2 as gnome)
14 Int
10 Wis
17 Cha (15+2 as gnome)

If you're wondering, I decided to be a gnome for role-play/character purposes. I'm trying not to min/max so much but since I can take two feats from any 3.5 book (minus eberron), I'd like to see what you guys think I can do about my lack of... Accuracy in battle.

Also, my character is a potion brewer (he comes from a family of alchemists and my GM is allowing me brew potion prematurely because it fits my character). I have a trait however that let's me pick any first level spell for potion brewing. I'm thinking of taking Mage armor. What do you think?
 
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Were the stats rolled or point bought? The 13 str is going to be painful. A 14 would make a good deal of difference. A point to hit and damage and you'd get a bonus point of damage with a two hander.

A small paladin trying to play competing damage with a 'Forgery will be frustrated. You had to spread your stats all over the place for where the tin can could just crank STR & CON.

You are small. That's 2.5 damage right off the top if you are swinging a greatsword.
 
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A paladin's never going to do the same kind of damage that a fighter does; the fighter has a new feat every 2 levels to help him increase both his damage and his likelihood to hit. Brewing potions may ultimately prove very helpful, but it certainly won't help you hit monsters in combat.

You don't have spells yet. Once you get them, they'll help you out a bit. A lance is also not going to do the same kind of damage that a greatsword or any of the 2d4 weapons will do (minimum 2 may be a good thing if you tend to roll poorly), so I'd definitely upgrade the die on the weapon, preferably at least a d8.

The -2 to Strength hurts for a melee type, so I'd suggest boosting your strength as soon as you can ... every +1 helps. If your fighter-type has a strength of 16, 18, or better, he's more than doubling his level 2 BAB ... it'd be no wonder he hits more often than you do, especially if he has a masterwork or magical weapon, or any of the feats that help in combat. To some degree, don't take it so hard; once your party starts getting nasty spells cast on you, they'll really appreciate having a guy who stands an excellent chance of shrugging off most of the spells that affect them. Paladins make great people to send up against the evil spellcasters with that divine grace bonus.

Out of curiosity, why didn't you take feats that would help you hit more often, like Weapon Focus? Also, are you using Power Attack every time you try and hit creatures? That -2 to hit is brutal at low levels, especially if you don't have a way to counteract it...
 


I'm a level 2 Paladin gnome struggling to compete in battle with a warforger(?) and fighter-type that hit all the time and for about 14 damage each shot.

If you're wondering, I decided to be a gnome for role-play/character purposes. I'm trying not to min/max so much but since I can take two feats from any 3.5 book (minus eberron), I'd like to see what you guys think I can do about my lack of... Accuracy in battle.


I think it is great that you went with a character for character flavor, it can be a fun way to play. But as others have said you are likely to find yourself frustrated if you compare yourself to another character who is built as a fighter and of medium size. They will likely always be doing more damage than you.

You'll need to find your niches and play them up. You also might want to look at feats that increase your chances to hit as another has suggested. Even then though your damage output is likely to trail that of a medium sized fighter.
 

If you are hitting less than every other round, you might want to go for potions of true strike. That will pretty much guarantee a hit after you drink it.
 

Paladins spread their abilities into defense and spellcasting, fighters are all combat. Small characters are harder to hit but do less damage. You're a more defense-oriented character trying to compete with a larger, harder-hitter. You probably can't win that one.

If you're trying to compete in damage, and the group is abusing Spirited Charge, I'm not sure why you decided to drop it instead of embracing it.
 

Okay, so you get 5 feats at 2nd level, and everyone basically gets spirited charge for free... right.

Feats: Brew potion, mounted combat, power attack, weapon focus: Greatsword and ride-by attack.

I agree with Particle_Man, Go with potions of true strike.

Tactics: With ride-by attack, you can charge up to 80', so start within 40' of your target, charge and do a ride-by attack. Keep moving, at least 40' away, wheel around and do it again. This keeps your poor war pony (and you) out of range of the combat, unless the target bothers to ready for your ride-by.

With a masterwork greatsword, you should be doing +8 to hit (+2 BAB, +1 for strength, +1 for size, +1 for masterwork, +1 for weapon focus, +2 for charge), 2d10+4 damage. Don't forget your smite, which will give you an additional +3 to hit and +4 damage (+2, doubled for charging). If the monster is fairly easy to hit, you can take the -1 to hit for power attack for an additional +6 damage (again, doubled by charging). If something is particularly hard to hit, drink a potion of true strike beforehand.
 

Question: Why do you have Brew Potion now? I mean I understand that you want to brew potions but you can't cast spells right now and as such can't use the feat. So at the moment its dead weight. If you replaced it with Weapon Focus and took Brew Potion as soon as you can cast spells (2 levels from now), you can hit more often.

Also ask your GM if you can create an Extra Smite feat that gives you one extra smite per day. Smite is where the power of the paladin comes in. You'll be adding +3 to your hit and damage rolls (from your Cha modifier). Don't waste it on something puny. Save it for the day's biggest fight and unload on it.
 

Brew Potion requires Caster Level 3rd. No one can take it before 3rd level, and your caster level doesn't even kick in until 4th, and you wouldn't have caster level 3 until you hit 6th (Paladin level -3).

So yeah, you don't qualify for Brew Potion, can't make anything with it yet either, so toss that and grab something else, like Weapon Focus.

The Dazzling Display and Shatter Defenses will be good feat choices later if you intend to provide a supportive role (since you need Greater Weapon Focus to get the final feat in that chain and thus get individual benefit).
You'll have the Charisma to Intimidate people, and intimidating anyone within 30' to demoralize is a nice boost to the party.

Otherwise, you do have additional circumstantial bonuses. If you are mounted, you get a +1 to hit anything smaller than your mount (for higher ground). You should be gaining a +1 to hit against anything small or smaller at the very least, and if you have a Large sized mount (or gain one), you'll be getting that +1 against medium creatures.

Don't forget your smite. You should be getting Cha to attack/AC and some extra damage against at least one major bad guy per day.
Paladins make good "boss killers", and good against evil creatures in general once they get more smites per day.

The Lance deals double damage while charge on a mount, so if you are already getting "spirited charge" for free, you should be getting 3x damage.
I'd also ask the DM... if people are getting double damage on charges, what should you get for picking up the Spirited Charge feat? 3x damage? So 4x with a lance?
Or do people actually have "spirited charge" listed on their character sheets and they can use it even when not mounted?
Ugh.. this is why I dislike playing the rules wrong... it can screw some feat choices unless the DM starts to adjudicate things further.

Regardless, things should get better at 4th level, with spellcasting and a +1 ability score attribute to bring at least one of your odd ability scores up a notch (probably Strength to get it at least a 14, benefiting from the doubling for two handed weapons).
 

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