So a few of my PFS buds and I have decided to make 3 kitsune who run together and am hoping for some tips.


Advice


Ok, so as I said some of my buds and I are making 3 kitsune that will run together, so I guess the first tidbit of relevant info is what they will be. The first is a dex to damage martial, I don't know how he is going about it except he isn't going the swashbuckler route and I believe he mentioned at least some samurai levels. The second is going sorcerer, pure sorcerer if I'm not mistaken, no specialization was mentioned.

So that leaves me, I've been wanting to play a bard with dervish dance (Also no I'm not going dawn flower dervish) and thought it might be a nice way to ease into spell casting, as I have virtually no experience in that area, as well as provide a nice balance of what they all can do. I was kind of leaning towards voice of the wild bard for a few reasons, for one since there will be three kitsune in the party, that makes at least three party members who won't have much of an answer for magic darkness as I highly doubt the sorcerer will learn daylight and it'll be awhile before I can even think of getting it, and I will be able to grant dark vision by performing. Secondly, adding druid spells to my list sounds awesome.

However that brings me to my questions.

1. What druid spells would be best?

2. As a bard I obviously plan to do some buffing, however since I have access to druid spells could having some attack spells be a decent option?

3. Is the voice of the wild bard a good choice? If not, what would you suggest?


If you are only worried about darkness, just make sure and play PFS scenario The Wounded Wisp and spend the 2pp on the custom item you get in that scenario. It handles everything up to deeper darkness, and the scenario is replayable.

Wild Caller gives up a lot for what you get, countersong just by itself has saved more games for us than I can count, what with harpies, varguiolles, etc.

Giving up versatile performance, jack of all trades, bardic knowledge, dirge of doom, and inspire competence, and getting 1 ranger/druid spell every 3 levels, and animal focus that only applies to one person until level 10, is kinda weak.

I used a Dirge bard for my PFS bard, being able to affect undead with some basic enchantments was awesome. I also dipped a level of sorcerer with mine to get crossblooded fey/serpentine for beasts, magical beasts, and monstrous humanoids as humanoids for enchantments.

With Inspire courage, haste, and blistering invective (AoE fire and intimidate), you can be pretty awesome.

A Dex/cha race is a good choice for either slashing grace or dervish dance, so you are good there.

Ranger is the best list to grab for 1st and 2nd level spells, since they get some higher ones pretty early. Melee, lead blades. Ranged, gravity bow. Resist energy at levels 1-4 is pretty much immunity, as damage is generally low. Stone call is 2nd level for ranger, and makes a lot of fights better, but affects allies too unless you grab Feather Step. Fickle winds at 3rd level is pretty much win against ranged enemies. Aqueous Orb at level 3 druid, is a fun game.

But, unless you are planning on getting Cha sky-high, saving throw spells for bards are fairly weak based on the slower spell progression and MAD stats.

Silver Crusade

I will recommend you to build a standard bard, and a wild bard to level 9. Then decide what you want to play. This is the only way you can see how much your giving up to play a wild bard.

After playing a basic bard to level 12. Got to the point around level 6 to 7. I started calling him PFSP cheat code. As their where no knowledge skills I did not have. And I could disable magic traps from level 7 on. He could fill in for any role of a group. It's that versatility bards need to make it happen. From identifying monsters, talking to the public, mixing it up in combat, or disabling traps what ever needs done that what the bard dose.

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