Queen Ileosa Arabasti

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Goblin Squad Member. Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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So, I have to level up twice and have 6k gold.

I had intended on having an oracle that maybe can't hit so hard but wade into combat and cast controlling spells and be a general pain but I'm not sure how well that is working and would like some tips.

I'm thinking I may as well push the charisma up to 18 with the level 4 ability point and probably buy a strength belt. Below is what I'm currently thinking.

This is a pfs character

currently level 3

level up stats:

Maya
Female Demon-Spawn Tiefling Oracle 5
CN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 21 (+9 armor, +2 natural)
hp 43 (5d8+15)
Fort +3, Ref +1, Will +5
Resist oracle's curses (tongues [aklo, aquan]), cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Claw x2 (Maw or Claw (Claws)) +7 x2 (1d4+4/x2) and
. . Masterwork Heavy mace +8 (1d8+4/x2)
Oracle Spells Known (CL 5):
2 (5/day) Dust of Twilight (DC 16), Cure Moderate Wounds, Align Weapon, Grace
1 (7/day) Entropic Shield, Bane (DC 15), Protection from Evil, Bless, Sanctuary (DC 15), Cure Light Wounds
0 (at will) Read Magic, Detect Magic, Mending, Create Water, Enhanced Diplomacy, Stabilize
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 9, Wis 12, Cha 18
Base Atk +3; CMB +7; CMD 17
Feats Armor of the Pit, Armor Proficiency (Heavy)
Traits Reactionary, Shadow Diplomat
Skills Acrobatics -5 (-9 jump), Bluff +4 (+8 to tell a lie), Climb -1, Diplomacy +11, Escape Artist -5, Fly +0, Intimidate +10, Ride -5, Sense Motive +7, Spellcraft +3, Stealth -5, Swim -1
Languages Abyssal, Aklo, Aquan, Common
SQ beguiling liar, mysteries (dark tapestry), prehensile tail, revelations (gift of madness [1r] [7/day], touch of the void [1d6+2] [7/day])
Combat Gear Acid (2); Other Gear Masterwork Full plate, Masterwork Heavy mace, Belt of giant strength +2, Backpack (empty), Rope, 73 GP
--------------------

New stuff of note:

--------------------
Stats
belt of strength, +1 charisma

Tongues
Aquan is neither here nor there

Spells
Grace, Align Weapon, Protection from Evil

Skills
+5 flying, +1 spellcraft (will be grabbing Wings of Darkness when available)

Feats
Combat Casting or Power Attack or Toughness
--------------------

I'm wondering whether I'm going to be better off

a) going all out combat everything
b) focus on casting and being able to survive in the thick of it
c) mystery option ???

The trouble I've found with casting anything but buffs is you're always playing catch up as big baddies are always quite a few levels higher than you. Although Black Tentacles which you get later with Dark Tapestry isn't based on you casting stat (?) which is kinda cool.

Also I think I'm a little behind the gold curve due to modules haha


So, just trying to make sure I'm getting the most out of my character's abilities because at the moment their usefulness is lagging quite a bit.

Quote:

Quick Change (Ex)

At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.

This ability replaces lore master.

The way I'm reading the bolded is that you use bluff as a swift action then must move quickly to concealment or cover so you can make your stealth roll at a -10 as per "Creating a diversion to hide" under the stealth skill. Which leaves you a standard action. Given you pass the stealth roll and your enemies are considered flat footed my understanding is you would still recieve negatives due to concealment and cover going both ways if you wanted to shoot at the enemies.

To me it sounds like a way to get out of a sticky situation rather than to put yourself in an advantageous one (at least economically) unless I'm misunderstanding something somewhere.

Also, can you make the take 10s and 20s in combat?

Secondly, fascinate and suggestion. Would this be considered an hostile action by the fascinatee/suggestee if they realise what's happening (or would it be better to diplomacy first and end up with them suspicious with you, before fascinate/suggest or go fascinate suggest first?)
Could you fascinate/suggest someone you have taken prisoner/defeated in combat?

Also with

Quote:
Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

As it's written it sounds as if hostile actions like attacking may not break the effect (the only similarity to sanctuary stated being that when the enemy makes the attack they make a will save). Although it would also make sense that it does break, adding the inconvenience of spending amove/swift action each time you attack to be able to maintain it.

Wasn't 100% sure whether this should be in rules or advice. If anyone has any suggestions as to how to better use these abilities I'm all ears as well c:


I had read of that as a good idea for Haunted but kind of forgotten, thanks haha.

What I'm mostly unsure about is whether or not the stat picks is a good idea and wibbling somewhat over whether or not to dual cursed


So playing around with some options as far as a Dark Tapestry oracle. Just a little unsure on a few things. I have been thinking of Dual Cursed for Misfortune as it fits the flavour of the character an sounds pretty amazing. On the other hand you lose the extra class skills, some useful skills and adding an extra curse can be awkward. I have haunted as the curse that won't progress btw. Oh and this is for pfs

stats:

Human (Varisian) Oracle (Dual-Cursed Oracle) 1
CN Medium Humanoid (human)
Init +0; Senses Darkvision; Perception -1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +2, Ref +0, Will +0
Resist Tongues (Aklo)
Weakness Haunted
--------------------
Offense
--------------------
Speed 30 ft.
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +3 melee touch, +0 ranged touch):
1 (4/day) Bane (DC 14), Bless, Cure Light Wounds (DC 14)
0 (at will) Read Magic, Detect Magic, Guidance, Enhanced Diplomacy, Stabilize
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 12, Wis 7, Cha 17
Base Atk +0; CMB +3; CMD 13
Feats Extra Revelation, Persuasive
Traits Bully, Shadow Diplomat
Skills Bluff +4, Diplomacy +10, Intimidate +10, Perception -1, Sense Motive +2, Spellcraft +5
Languages Aklo, Common, Kelish, Varisian
SQ Misfortune, Pierce the Veil

--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a {
Tongues (Aklo) You can only understand and speak one language in combat.

I think I probably want to ultimately go on the more spellcaster side of things but wearing the best possible medium armor so the character can get into the thick of things reasonably safely. I've put strength to 16 thinking that being able to hit stuff reasonably hard in lower levels when you don' have heaps of spells might be useful.

Also, is there any reasonable way to get prestidigitation? Hahaha, oh man, it would be so nice for this character flavour wise.


Hero lab was coming up with 32k for the holy crossbow for some reason. But yeah had just figured 18k going over the books again, good to see it confirmed though c:

Yeah, the game I played today I decided on Gallant Inspiration and Rapid Reload picking up a +1 crossbow. Confirming crits with GI is hilarious.

But yeah, with a not completely op group I had plenty of opportunities to actually use my bardic performances and spells. Never intended to do much damage with the character but was definitely enabling others to do a buttload and swing awkward situations into our favour which is what I definitely wanted to be able to do

Yeah, from what I'm thinking saving finale might not work so well for Streetperformer but some of the others simply because they're immediate actions might be worth looking at with Disappearing Act and even Harmless Performer. Purging Finale is one person affected by the performance being ended which works and Reviving Finale is just anyone in range of the spell so it seems they don't actually need to be affected by it to receive the healing which could be cool.

Ah but ending a performance is a free action which I think has to be during your turn? 2d6 hitpoints for a level 3 spell though, not a first choice. Allegro though casting Harmless Performer a lot sounds pretty nice if there's no haste already.

sorry, sidetracked haha

Thanks for the help


Hah, played today in a group of 4 who possibly slightly underleveled the chronicle. Seems my problem was more the party face rolling everything rather than the character itself being useless, got to do a whole bunch of stuff and be generally bad ass.

Anyone wandering in here.

Been thinking of adding holy to the characters crossbow. You just get additional damage against evil and not your usual +2 effect. Currently the crossbow is a +1 one. On hero lab you can't add holy unless it's +1, which makes it equiv to +3 which makes the price 32335, is that correct? Clarifying that you can't have just a holy light crossbow which would be 8335?


The people I play with are usually some mixture of sorcerer, fighter, cleric, paladin. There was a rogue, but they're not able to play so much latelty.

Either way, party is usually pulling ridiculous numbers and fights are over quickly or things are immune to mind affecting (which I guess spell focus enchantment would be a bad idea for) and I'm mostly just trying to plink away with an interesting success rate haha. Oh and the consequences of area silence spells, my god haha

For things like disappearing act I probably need to figure out how it works mechanically with a rogue (and other classes) better.

But yeah, usually the party is being amazing, rather situationally this character seems to do anything particularly useful. Lack of inspire courage/bardic knowledge makes it seem like I should be making up for it in some way, but am falling waaaaay short at the moment.

Have precise shot, point blank shot so far and was going to pick up rapid reload or rapid shot (I'm not really how these differ exactly though). Arcane shot is something I was looking at picking up as well.

Reason for no bow is strength of 7. Other notable stats are Dex 16 I guess. I probably need to pick up a magical crossbow of some sort as my next investment? Ahh, it's all over the place really. Was a first character so newb mistakes I guess, druid is faring a lot better


So, looking at getting my "Bard" a bit more effective at something. Currently he's a bit of a joke (understatement, Streetperformer archetype is awful for pfs, oh to be able to change that) when other characters are just tearing everything down at the table.

It was recommended to me to spellfocus enchantment and go for save or suck spells. I didn't pay much attention to that at the time but it does seem like a good idea with my characters current stats.

Thing is currently my spell list includes

level 1: Ear-Piercing Scream (evocation), Grease (conjuration, also best spell ever), Silent Image (illusion), Timely Inspiration
level 2: Glitterdust (conjuration), Sound Burst(evocation) was thinking Gallant inspiration but if I pick up spell focus enchantment it would be Suggestion.

so
Conjuration: 2
Evocation: 2
Enchantment: possibly 1

Looking at the spell lists for each school while spell focus conjuration or evocation would have a reasonable immediate pay off, for the future not so much it seems. Evocation does seem to have some alright spells which do damage and debuff, but for pure sos enchantment seems to be the way to go.

21 Cha atm with a headband, level 5. Have been putting feats into improving crossbows, although hitting and then actually doing any reasonable damage is still kinda a shot in the dark.

I could keep putting feats into the crossbow because as a bard I just don't have that many spells per day idk ヽ(。_°)ノ


might have jumped the gun a bit, found some things

link

Just wondering what kinds of bonuses to the original skill would not count then I guess.


Ok, I've seen this asked a few times but reading through the threads I've found has only made me more confused over it.

So what I can gather

Feats, class bonuses and any racial bonuses to said perform skill are counted towards the total for VP. Anything which adds a bonus to the skill replaced is not?

In that case does Streetwise for the Street Performer bard not stack with VP? It seems a bit awkward if it doesn't.

Also any items which give bonuses to the replaced skill do not add to the total for the check? But also masterwork tools for the perform skill do not add to the check either?

Thanks in advance for any insight on this, it's doing my head in haha


Have to also agree with the suggestion of hero lab. I'm a complete newbie to PnP and getting your head around the finer details of the character sheet, let alone anything else is a bit of a task. Tried out some of the other ones and I was a bit reluctant to try hero lab due to the price.

I needed my sheet asap though so went for it and don't regret it a bit. It's easy and not messy to make changes to things and it means if you have an idea for a character you can mess around and see how it looks without much hassle at all.


I only have 50g on the character at the moment because I'm figuring he has left it with family or some other kind of bank system. Not being able to buy things is what I'm worried about. Largely wondering what the minimum crucial to carry for level 2 might be for pfs sessions haha. If it is more than 50g I will have to drop some stuff and bump it up haha


Heh, I would but it can change. I need to be able to carry a bare minimum and still be set as last session there was no one who could carry anything for me (I actually have 40 bolts I could be carrying) but the previous session there was.

Back to the question though, am I going to have problems if I only carry 50g on my character during a session?


Master work backpack (4lbs) actually takes up one more pound than it gives me the ability to carry, realistically it's needed though so I'd rather not drop it. Carrying all this in pockets would be silly

So he's got
Money 50g 1.14lbs
Oil 1lbs
Spell component pouch 2 lbs
tanglefoot bad x2 8lbs
spring loaded wrist sheath x 2 21bs
20 bolts 2lbs
light crossbow 4lbs
haramaki 1lbs

which comes to 25.14lbs with the mw backpack

There's some other small things I'd like to grab, but if 50g is likely to be problematic then I'm going to have to skip it haha


For level 2 what amount of gold would you reccommend to carry around. My character has 7 strength so it's quite a balancing act just to be able to carry equipment he might need to use in combat unecumbered, let alone any food or sleeping stuff etc.

I had been thinking maybe 100g should suffice, but if I can get away with having just 50g that might be good haha.

A compromise could be having anything combat related on my character in pockets and stuff (explorer's outfit is described as having a lot, obviouslt within reason) and dumping the (mw) backpack as needed.

Things like flasks of oil and tanglefoot bags though seem to be unreasonably large and heavy to be just going around with them in your pockets, especially if you're such a weakling anyway haha.

Going to acquire a wand of ant haul or ideally muleback cords asap

What do people think?


Done a fair bit of reading on it and RAI according to the writer was that Shaman's were to get ws later as a trade-off for the +2 for the primary form (although this plus the -2 to other forms plus the delay does seem a little harsh (but I've never played a druid before so who knows))

The ogc website lists it RAW but there seems to be varied opinions out there as to how much it's taking advantage of the ambiguity etc.

This, even assuming Shaman's get ws later it suggests bear is about on par with straight druid (depending on specific level), while Lion actually pulls out ahead. I could still possibly work with the Lion shaman, if I can reflavour it tiger (fluff only, the companion has the same stats as the lion anyway and ws applies to felines in general so sounds possible).

I guess so long as bear shaman isn't going to be disappointing or burdensome to my table I'll probably go with that. Otherwise Lion or straight would be fine.

Only wibble is about that late ws thing I think, if that's what the gm's decide is the case (I don't mind either way as that's what I'd assumed anyway). Totem Transformation doesn't sound like too bad a deal though.

Ah man, some of the domains do seem cool, I hadn't really looked into it because I knew I'd end up conflicted, damnit


Wasn't looking to nerf my character in particular haha, just wanted to make sure I'm heading in the right direction and whether or not Bear Shaman would be a poor choice or not (for reference my current character is a street performer bard, aha...)

The pseudo shifting pre level 6 doesn't seem like too shabby a trade off for the delay on ws. I think this character should do ok in melee pre any form and there's also the bear and a couple of spells to supplement it.

Bit lacking in experience to be sure though. Would the second stat array be better do you think?


I figured it might be worthwhile to get things looked over before I commit to this character and am unable to change it (oh hindsight).

Looked over treantmonk's druid guide as well for this.

The bear shaman archetype fits the flavour I want but I have made poor choices as far as archetypes in the past...

So

Male Half-Orc Druid 1:

CN Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 14 (1d8+5)
Fort +5, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Falchion +3 (2d4+4/18-20/x2) and
. . Unarmed Strike +3 (1d3+3/20/x2)
Druid Spells Known (CL 1, 3 melee touch, 2 ranged touch)
--------------------
STATISTICS
--------------------
Str 17, Dex 15, Con 14, Int 8, Wis 15, Cha 7
Base Atk +0; CMB +3; CMD 15
Feats Druid Weapon Proficiencies, Toughness +3
Traits Courageous, Outcast
Skills Handle Animal +2, Knowledge (Nature) +5, Perception +6
Languages Common, Druidic, Orc
Combat Gear Falchion, Hide
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Courageous +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Male Bear:

NN Small Animal
Init +2; Senses Low-Light Vision, Scent; Perception +1
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 13. . (+2 Dex, +1 size, +2 natural)
hp 15 (+5)
Fort +4, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bear) +4 (1d4+2/20/x2) and
. . Claw x2 (Bear) +4 x2 (1d3+2/20/x2) and
. . Unarmed Strike +4 (1d2+2/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Toughness +3
Tricks Attack [Trick]
Skills Acrobatics +7
SQ Attack [Trick]

--------------------
SPECIAL ABILITIES
--------------------
Attack [Trick] The animal will attack on command.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

There's the stats and stuff. Sacred tattoo is in there somewhere and going with animal companion. Going for a wildshape/summons focused build I think. Int and cha ok that low too? Makes sense for the character although cha could possibly be a little higher (rp wise).

Is having so many odd numbered stats wasteful? I've read it can be handy to have an odd numbered primary stat as it helps you get the most out of it in pfs, idk about the rest though. Was a bit awkward trying to get more even numbered stats. (maybe these stats "Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8"?)

As far as druids go I'm finding mixed answers. Some say they're really strong, some seem to be saying they're quite weak. If they're underpowered and I'm going with an archetype that might be underpowered or one that removes/delays core class features (eg. no wildshaping until 6) being new, and in general I don't want to let my table down.

So yeah, advice/tweaks much appreciated. Not looking to 100% min/max but also don't want to be a burden due to poor/newbie choices :x


I love the bard flavour, it's so flexible.

Playing a Street Magician styled street performer at the moment for pfs. I regret being new and picking the archetype along with other poor choices in character creation but it's fun so far and am working on being less of a drag, aha


I read a post that somewhat applies to this situation and makes a lot of sense.

Go with the crossbow as the martial thing to do when I don't have any usefull spells I can be casting and focus on feats relating to that? Rapid reload, point blank shot etc. I keep reading just about everywhere that going full caster on a bard is suboptimal as you're making yourself a gimped sorcerer in that case?

The tanglefoot bag, you only have to sucessfully make a ranged touch attack and it ends up entangled and must make a save to be able to move at all(dc 15 later would be easy enough but they still have to take an action to remove the goo I guess). That's if I'm understanding it correctly. Sounds pretty good, anything else like that worthwhile knowing about haha?

Also talking to a friend, muleback cords might not be easily acquireable in pfs play?


I only commented on the combat bard stuff becaus it was brought up, that's not really my intention and I had figured it would be awkward to pull off with those stats anyway.

Weapon finesse so you can pick up dazzling display is not worthwhile at all? I think it improves this bard's chances to hit with a net as well. which could be useful. From what I've read you should have something you can do when you can't/have run out of spells?

Idk what you're talking about as far as fascinate, I realise it's pretty much an exclusively out of combat ability and the spells I've been picking have been with control/buffing/debuffing/utility in mind. I probably would have done better optimisation wise not picking street peformer but it's too late now and disappearing act has proved fairly useful so far.

Spell focus enchantment seems rather specific and only improves a handful of the possible spells a bard might take? Idk, maybe if you could explain your reasoning for that? I can see the payoff for the spells involved though.


You'd be saving on having to pick up Dervish Dance if you go the agile enhancement route but what other feat would you be saving on? (and how would you acquire such a weapon, gp?)

And the tripping route falls off as you gain levels but that's when you actually manage to acquire the feats to possibly make it effective?

I had been looking at going the whip or net route and going with dazzling display. Would that be ok or suboptimal? And where would you progress from there?


There's only one point in diplonacy and sense motive which I took first level before thinking too much about versatile performance. Smart I know aha, I'm investing in perform comedy for my next versatile performance (intimidate and bluff). And yeah, I'll invest into Acrobatics for sure now. Any reccommended knowledges to focus on?

After going for Dazzling display is going after tripping feats likely to be viuable or would you suggest something else?

What abilities should I be investing into when I get points? A point or so in Str?


So huge newbie to pnp in general and have probably made some hilariously bad mistakes in initial character creation, but hopefully it is salvageable,

So currently

Half-Elf Bard (street perfomer) 2

Stats:
Str 7
Dex 16
Con 10
Int 12
Wis 12
Cha 18

Feats/Traits:
Skill Focus Perform (Oratory)
Dangerously Curious
Performance Artist (Oratory)
Ancestral Arms (Net)

Spells:
Level 0: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1: Grease, Silent Image, Timely Inspiration

Skills:
Bluff 1 (9)
Diplomacy 1 (13)
Disguise 1 (9)
Know History 1 (5)
Know Local 1 (5)
Perception 2 (8)
Perform Comedy 2 (9)
Perform Oratory 2 (13)
Sense Motive 1 (13)
Sleight of Hand 2 (9)
Use Magic Device 2 (10)

I'm wanting to go for a kind of controller bard, debuffing/buffing (lol at no inspire courage...) The character flavour is that of a magician, misdirection, tricks, smooth talking etc. But that is achieved well enough with this current kit and this build seems to be in some dire need of some optimisation.

Have looked at Treantmonk's Bard guide and have plotted out what I think might be good for the next few levels.

Level 3:
Spells: 0 Unwitting Ally, 1 Hideous Laughter
Feat: Weapon Finesse (can't wait for this, then maybe I can hit with my whip...)
Skill points: Both performs, SoH, Linguistics +3, Perc, UMD
Languages: Draconic, Osirian, Tien (started with Kelish as the int bonus language. I'm not sure what languages come up often but have been going for human languages which appear to be used often (character's father is a merchant and suits the street performer idea) If there's are any suggestions as far as languages go or if linguistics is actually a worthless skill to level I'm all ears. Threw in draconic because it's shown up in just about every session I've played so far, but idk really)

Level 4:
Spells: 2 Glitterdust, 2 Silence
Skills: both performs, SoH, Linguistics, perception, UMD, Know Nobility, Know Religion (dunno whether it's a good or bad idea but picking up knowledges where I can to compensate for the lack of bardic knowledge... )
Get an ability point at this level but I have no idea what I should put it in to help myself out. Pretty sure my stats aren't particularly ideal.

Current items and things are: crossbow, wand of mm, wand of clw, net x3 (if someone can carry the extras...), scorpion whip. Probably predictably haven't had much luck with the whip and nets.

Any advice was be HUGELY appreciated, whether I should change direction of the build whatever and any particular advice about feat progression and the like. Don't want to be a liability in tough situations.

Thanks for giving it a look ouo


Yeah I realise that alchemy, it's more for flavour than anything. Although the ability to sub it for climb checks given the character's strength could be situationally useful. Coukd probably achieve a similar flavor with prestigidation (maybe) or other similar spells without the physical side of it, eh

With white haired witch you seem to lose any out of combat uses for the hair which is probably something I was interested in, you also lose 5' of reach. Ability to grapple and potentially use it more often (?) in combat could be handy but I probably don't really want to be so close to often given con anyway.


The main reason is for prehensile hair pretty much. The familiar thing was just a bonus because I had been looking into whether it might be possible to get a rabbit pet (flavour again aha). Although currently there are no rabbit familiars in the source books anyway so both cases I probably need to approach the dm about it and I'm not sure whether the familiar thing would work in society play. You could take a hedgehog I guess and rp it as a rabbit, the stats would probably be about right but the perk it gives doesn't really suit it buuuut sidetracked there.

The character isn't actually as silly as it sounds to play haha, I'm having heaps of fun so far.

I've heard of prehensile hair being used for things like climb (checked against int rather than str) which could be situationally useful.

If it weren't for it being a society play character I think I would definitely go with it but I've heard it tends to cater for or need some level of minmaxing

Thanks for the reply though :D


Admittedly this is pretty much only to get Prehensile Hair as a flavour thing (familiar would be a bonus flavour wise also). Enlarge person, stabilise and guidance are also attractive though.

It would just be 1 possibly 2 levels if the second level for the patron is worthwhile for any of them.

Currently a street perfomer bard with

Ghost Sound
Mage Hand
Prestigidation
Read Magic
Grease
Silent Image

Going for a kinda of magician feel (tricks, misdirection and smooth talking). Looking for clarification as to whether this is a completely stupid idea or not. Thanks haha

I think my stats are a bit lackluster from what I've read(first pnp rpg so likely newbie mistakes everywhere) but it's too late to change it now. Here they are if it helps though

Spoiler:
str 7
dex 16
con 10
int 12
wis 12
cha 18
Race is half elf so stat bonus to cha