Paracount Julistar

Creevy's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.



Dark Archive

Hello everyone, I'm trying to build an Investigator, and I had a question about the Inspiration ability when used in conjunction with the Orator feat. The important segment of the inspiration ability reads:

"An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill."

Emphasis mine. There's a new feat in the ACG called Orator. This reads:

"Orator

Prereq: Skill Focus Linguistics

Benefit: you can use your linguistics in place of bluff when telling a lie, Diplomacy when changing an attitude, and Intimidate when forcing cooperation."

Keeping these in mind, could I take the Orator feat, and then add 1d6 to all allowed bluff, diplomacy, and intimidate rolls without spending a point? I'm not sure if the answer is yes because I'm using my linguistics ability, or no because it's still considered, for example, a diplomacy check that I'm not using my diplomacy skill for. Any clarification would be appreciated.

Dark Archive

Hey everyone, I decided to try a bard out in PFS. Normally most bards get their CHA to 16 and then focus on their martial prowess. I wanted to go the opposite route, upping my CHA as high as possible and using my spells and whip to do my best wizard impression, while still retaining the skill monkey and social abilities of the bard. The whip is intended to trip opponents, and give me something to do when I'm not casting. I was hoping you'd look over what I have now, as well as give me some advice especially on feats, which is where I really need the help. I have no interest in using archetypes, as most of the good ones give up versatile performance and/or bardic knowledge, and I want to primarily be a skill monkey. This is my first time posting on here, so if I forget any information let me know and I will provide it.

My build so far:

Halfling Bard level 1

Str: 7 (5)
Dex: 14 (16)
Con: 14
Int: 14
Wis: 7
Cha: 17 (19)

Traits: Reactionary and Indomitable Faith (to buff my Wis dump)

In terms of spells I plan on taking mostly debuffing/good SoS spells, and when I am not casting them I plan to be tripping or disarming my opponents.

Feats are where I really need help. I have no need for whip mastery, as I do not plan on doing damage with my whip whatsoever. However, even without it, Weapon Finesse is crucial due to my strength dump, and I believe Improved Trip to be important as well, which means I need Combat Expertise. Even Greater Trip wouldn't go underutilized, but I also want Improved Initiatve since I plan to primarily be a caster/pseudo-caster.

On top of those, I'm afraid the DC for my spells won't be up to snuff, and was considering taking Heighten Spell for that reason. Do you think I'll need this, or will I be able to get by on the Charisma I have currently? Not to mention the bard favorites, Spellsong and Discordant Voice.