Halfling

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So how do I flank with ranged? I must be 10 feet from my target to succed or when do I actually flank with ranged? :)

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

Threatening Shot (Ex)

Beginning at 16th level, the halfling sling master is so deadly with her sling that she may flank targets. She threatens an area at 10 ft. away, but not adjacent.

Precision (Ex)

Beginning at 4th level, a halfling sling master adds the indicated damage bonus to any shot she makes against a foe that is denied its Dexterity bonus to AC (whether the target already has a Dexterity bonus or not). This extra damage is 1d6 at 5th level. It applies only when the halfling sling master uses a sling while within 30 ft. of the target.

The extra damage increases by 1d6 every five halfling sling master levels thereafter.

At 16th level, when the halfling sling master gains the ability to flank with the sling, this damage also applies to shots against flanked targets.

The halfling sling master must be able to see the target well enough to pick out a vital spot, and she must be able to reach such a spot. A halfling sling master cannot use precision while striking a creature with concealment.


Hey there people! I was wondering how well Snap Shot would stack with Halfling Sling Masters Threating shot. - And if its worth actually taken snap shot at all when I have that.

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

I am consindering taking Clustered Shots shots before I choose this :)

Threatening Shot (Ex)

Beginning at 16th level, the halfling sling master is so deadly with her sling that she may flank targets. She threatens an area at 10 ft. away, but not adjacent.

__

Snap Shot (Combat)
With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.

Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.

Just so it's easyer to refer to ;)


1 person marked this as a favorite.

Hey there people! I made a Halfling Sling Master / Trapper, and I would love to get som feedback on it. So faar it's doing okay. I am allowed to respec/rebuild my character if I feel is "gimped" tho, but I am abit in doubt what feats I should choose further down the road too.

Halfling Sling Master will however get Spellcraft replaced by knowlegde necromancy and enhancted bullet with bonus feat on the allowance of my GM. - Since I am going the no magic route.

Trapper traps AC/how many times I can use them by my ranks in Craft Traps and not wisdom. Since we felt it was so gimped, even if I went a wisdom focused root. Which I honestly didn't want to.

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper

The Halfling Sling Master is a VERY good match since this character I am playing is being converted from the Warhammer Second Edition. However I want to know if its a bad or good choice I made if I go should go with that.

Stats: I am chooseing a slighty higher charisma do to my characters charismatic personality, aswell that when we roll "luck" its usally CHA we use. My character is "very lucky" or has it as a phrase due to lucky rolls, and surviving insane stuff.

25 points - with two stat raises. - Level 8.

STR: 14
DEX: 18
Con: 14
Int: 12
Wis: 12
Cha: 14

Feats:

Fortunated One, Lucky Strike, Point Blank, Precise Shot, Rapid shot, Manyshot "Can choose that as a Bonus feat". - Next level Deadly Aim + weapon focus sling, Adaptive Fortune, then I go with Slipslinger style.

Later Large Target or Arch slinger probably.

Weapons: Mastercrafted Mithril Longsword "+ 1 dps and to hit", Halfling Sling staff Mastercrafted + 1 to hit. A normal sling and a dagger.

Armor: Mithril Buckler, Mastercrafted Mithril shirt.

My favored enemy is Greenskins + Trolls. - By the allowance of my gm and due to story.

Traits: Wordly, Well-Informed, Fate's favored.

Drawback: Superstitious.

Keen senses traded for Night Vision. - Dwarf Racial
Fearless traded for Hardy. - Dwarf Racial

Due to warhammer lore reasons.

Note:

Halfling Sling Master already have the Warslinger trait within the ability called Superior Slinger, my GM said it would work as the warslinger trait aswell for the purpose of the new "Sling weapon style in the new book weapon master's handbook"

My GM allowed that all slings count for the purpose of rapid reload or weapon focus to avoid sillyness, and underpowering the weapon even further. We are not a big fan in the group on when it becomes word cutting.

In other words feats/skills/ability that has somthing to do with slings count for slingstaff aswell in our house rules, to avoid sillyness since the weapons are so close to each other. We don't want people being so "stuck" with one weapon, we rather use "weapon groups" aslong as it don't stray to much away from the orginial weapon you chose to be "specialized" in.

I hope you all wanna rate/help me with feedback / idears to optimize it if you feel I am doing something wrong.


Hey there people! I making a Halfling Sling Master and combineing it with the Trapper archtype to avoid magic. - Allowed by my GM and all.

What I wanted to ask is what tricks would be the best choice? So faar thinking of Supriseing Strike as my first. Not sure what next :)

Infomation about the tricks:

Sling Trick (Ex)

At 5th level, and every 6 levels thereafter, the halfling sling master can select from one of the tricks listed below. Once she makes this selection, it cannot be changed.

Bend It (Ex)

As a standard action, the halfling sling master can clatter a sling bullet off a solid object, causing it to carom into a nearby foe. In this manner, she can strike a foe that has complete cover. She must be able to see the solid surface, and her target must be within 15 ft. of the spot she strikes. This attack takes a –2 penalty, and the target is treated as having concealment rather than cover (20% miss chance).

Blinding Blow (Ex)

The halfling sling master can trade 1d6 points of precision damage to strike the foe in the eyes, causing it to gain the blinded condition for 1d2+1 rounds. The target must have functional eyes for this ability to work.

Deafening Strike (Ex)

The halfling sling master can trade 1d6 points of precision damage to strike her foe's ears or temples, causing it to gain the deafened condition for 1d2+1 rounds. The target must have functional ears for this ability to work.

Opportunist (Ex)

The halfling sling master must be 11th level or higher to select this ability. Once per round, the halfling sling master can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a halfling sling master with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Painful Shot (Ex)

The halfling sling master with this ability is capable of causing great pain with her shots. Whenever she makes an attack with her sling that qualifies for precision damage, she can opt to forgo the 2d6 points of precision damage and instead inflict a –2 penalty to the target's Strength. This penalty lasts for 1d3+1 rounds. The halfling sling master must have at least 2d6 points of precision damage to select this ability.

Stones from Above (Ex)

Whenever the halfling sling master uses her sling while striking from higher ground, she gains a +2 bonus to the attack, rather than receiving no bonus. In addition, her racial bonus to the Climb skill increases to +4.

Surprising Strike (Ex)

Once per encounter, the halfling sling master can catch a single foe off guard. The manner in doing so varies according to each encounter. For example, she may strike just as an ally also attacks; fire her sling in an unexpected direction; or briefly duck behind cover, causing the foe to temporarily lose sight of her. Whatever the method, for 1 round the chosen target loses its Dexterity bonus against the halfling sling master (whether or not the target has such a bonus), allowing the halfling sling master to gain her precision damage. If the target has uncanny dodge, treat the halfling sling master as a rogue equal to her class level to determine whether she can overcome it.

Two For One (Ex)

As a full-round action, the halfling sling master can fire her sling bullets in such a way as to cause them to ricochet off one target and strike another. The two targets must be adjacent to one another; she uses her highest attack bonus for both attacks, but each attack takes a –2 penalty due to the spin she must impart to create the ricochet effect.

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master - Halfling Sling Master.


Well the title says most of it. How much WIS should a trapper invest? So faar I thinking 12. Going halfling and we have 25 points. In our campaign craft traps will be needed.

I will focus heavly on sling (Halfling Sling Master class combined with trapper, no pet or magic.

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper


Hello there Pazio people!

I am been thinking about what a good combo with Sling Master could be to loose the magic part and I read about Skirmisher and Trapper, so faar I am actually leaning towards Trapper.

Since we are transferring character from Warhammer Second Edition to Pathfinder. I may aswell try to be as spot on as possiable.

My character has a longer historie with troll hunting in our incounters, and I though traps would be the awesome thing to have in the mix. At first incounter as but a peasant he slew a troll by makeing a burning house fall over it. Later on he killed a "war troll" led by Greenskins that he send down into a boar trap pit filled with spikes and tar only to put it ablaze with fire.

Oh did I metion he is a pyromaniac?

Oh well! In the reason history he just lost the castle of Ytunsburg after a great battle with orcs. Where there was so litte left, that they left it, after a horriable bloody draw.

Naturally his favored enemy would be trolls, if lucky I would ask permission to have Greenskins and Trolls - Since Giant doesn't make alot of sense, really to me. And would it be fair to have greenskins and trolls? We talk the Warhammer universe.

He also has the Foe Slayer story feat, so he can always roll with that Greenskins wise, if he doesn't get trolls and greenskins as favored enemy. Would it be OP or not, to have the two combined?

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/feats/story-feats/foeslayer-story

Stats

STR: 13
DEX: 18
Con: 14
Int: 12
Wis: 12
Cha: 14

Feats:

Fortunated One, Lucky Strike, Bonus feat: Point Blank, Quick Draw or Precise shot.

Weapons: Short sword "+ 1 dps and to hit", Sling, Sling Staff, Halfling.

Armor: Buckler, Mithril shirt + 1.

I may upgrade one weapon or armor to have a + 1 value. On the allowance of my GM. I think it will be either a sling or Sling Staff, Halfling or my armor.


Hello there Pazio people!

I have had alot of bad luck with getting feedbacks back on this character I am triyng to build. But I want to know if anyone has experience with a Skrimisher and Halfling Sling Master :)

I like to combine them both for a non magic / pet user ranger. Enhancted bullet will be switched out with a bonus feat and spellcraft will be turned into knowlegde religion / undead.

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/skirmisher

Lots of infomation here

http://paizo.com/threads/rzs2t4aa?Halfling-Sling-Master-Skirmisher-build-vs

But to avoid people not bothering reading it all it will be optional to read the rest hehe!

Stats

STR: 13
DEX: 18
Con: 14
Int: 12
Wis: 12
Cha: 14

Feats:

Fortunated One, Lucky Strike, Quick Draw, Bonus feat: Point Blank.

Weapons: Short sword "+ 1 dps and to hit", Sling, Sling Staff, Halfling.

Armor: Buckler, Mithril shirt.

I may upgrade one weapon or armor to have a + 1 value. On the allowance of my GM. I think it will be either a sling or Sling Staff, Halfling or my armor.

My characters favored enemy will be undeads.


Hey there Pazio! I made a mistake I would like to edit my book to a PDF version or subscription version instead. Since I want the PDF version as soon as possiable, and I need it for a roleplay campaign soon :) - Or simply cancel it and re-purchase.


Hey there Pazio people.

I just bought Pathfinder Player Companion: Weapon Master's Handbook (PFRPG), and I was wondering if I would get a PDF of it right away? I bought it here on the site mainly for the reason of getting a early PDF along with the book possiably faster then I would in Denmark.

Need som infomation within it dearly too, for a roleplay soon too :)


Hey there people! I am in need of som guidance, dearly :)

I am trying to build a ranger without spells but I like to focus on slings, and my character is a halfling :) - Preferably without the "animal companionship" and wild empathy.

There are two ways of doing this either going with spell-less ranger or a mixture of Halfling Sling Master and skirmisher.

Halfling Sling Master will however get Spellcraft replaced by knowlegde necromancy/Religion and enhancted bullet with bonus feat on the allowance of my GM. So the question is, which build is most viable?

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/skirmisher

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master#TOC-Precision-Ex-

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ spell-less-ranger#TOC-Evasion-Ex-

We move around alot and we play in the Warhammer setting, so a favored terrain can be hard to stick by.

The Halfling Sling Master is a VERY good match since this character I am playing is being converted from the Warhammer Second Edition. However I want to know if its a bad or good choice I made if I go with that :)

Stats: I am chooseing a slighty higher charisma do to my characters charismatic personality, aswell that when we roll "luck" its usally CHA we use. My character is "very lucky" or has it as a phrase due to lucky rolls, and surviving insane stuff.

STR: 13
DEX: 18
Con: 14
Int: 12
Wis: 12
Cha: 14

Feats:

Fortunated One, Lucky Strike, Quick Draw, Bonus feat: Point Blank.

Weapons: Short sword "+ 1 dps and to hit", Sling, Sling Staff, Halfling.

Armor: Buckler, Mithril shirt.

I may upgrade one weapon or armor to have a + 1 value. On the allowance of my GM. I think it will be either a sling or Sling Staff, Halfling or my armor.

My characters favored enemy will be undeads. If I had to choose a second it would be orcs or trollkin.


Hey there Pazio!

I am brewing a build together and I need som advice, and its direly needed.

Here are the details, feel free to skip in the text if you just wanna help with stats and feats. Its a no magic/no animal companion ranger build I am making by the way, who focus on sling / luck ;)

I am currently playing in a Warhammer Fantasy campaign, and we are trying to convert old characters from the Warhammer second edition, into the pathfinder system. So faar with great succuess.

I got this old Halfling character who was very focused on the use of a sling, with sword and buckler as backup melee. Field Warden the class was called and it was this sort of "Scout/ranger" ranged hobbit type who are VERY much alike to Halfling Sling Master also lore wise, beside the detail of magic. Its a trick topic if Halflings can use magic or not in the Warhammer unvierse, but most offical lore seemse to not support it, but alot of other material do.

But then I wondered, is it possiable to combine skirmisher with Halfling Sling Master succesfully, as in a viable build? I like to keep the slingtricks + sling bonuses along with stealth. Stat wise and ability wise Halfling Sling Master is spot on beside the magic, which the skirmisher replaces :)

Animal companions + wild empathy and the more wild aspects don't sit too well with my character either. Thats why Halfling Sling Master just fit well, beside the magic :) Spell-less ranger doesn't fit too well either cause it focus alot of animals + wild empathy.

So faar we switched spellcraft into knowlegde necromancy/religion since Field Wardens are known to hunt down undeads who enter the borders of the moot + a bagground story with slaying a elven necromancer. So favored target would ofcourse be undead :)

Here are the links:

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/skirmisher

It's totally fine with my GM, but its nice to know if the class would work propperly :)

Enhancted bullets will be switched out with bonus feats on the allowance of my GM. So it will become a 100% non magic class :)

Its part of the characters concept to be "Lucky" or having som kind of lucky nature. Cha we somtimes use in rare situations as a "luck modifier", but feats helps giveing the illusion too :)

Question is too if its worth putting more than 12 in wisdom, with skirmish or if its faar better to keep this setup.

This character is level 6 by the way.

25 points each.

Str 13
Dex 18
Con 14
Int 12
Wis 12
Cha 14

Feats: Fortunate one, Lucky Strike, Quickdraw, Point Blank.

Traits and replacements: Hardy from Dwarf instead of fearless due to halflings having magic resistance in Warhammer. Night vision instead of Keen senses same reason as the other one.

Adaptive luck trait - Replaces Halflings Luck.
Fleet Foot aswell, replaces sure footed.


Hey there people! I am brewing a build together and I need som advice, sadly got no feedback on my last post. Here are the details, feel free to skip in the text if you just wanna help with stats. Its a no magic/no animal companion ranger build I am making by the way ;)

I am currently playing a Warhammer Fantasy campaign, and we are trying to convert old characters from warhammer second edition into the pathfinder system. So faar with great succuess.

I got this old Halfling character who was very focused on the use of a sling, with sword and buckler as backup melee. Field Warden the class was called and it was this sort of "Scout/ranger" ranged hobbit type who are VERY much alike to Halfling Sling Master also lore wise, beside the detail of magic. I am unsure and so is my GM if it was only in Warhammre Second edition roleplaying game that halflings was unable to use magic, but we don't have a 100% clear go go on that. So we liked to make the spells "Just lucky momments or tricks of a proffesional" aka. Work as magic game wise/Mechanic but ingame not magic at all.

But then I wondered, is it possiable to combine skirmisher with Halfling Sling Master succesfully? I like to keep the slingtricks + sling bonuses along with stealth. Stat wise and ability wise Halfling Sling Master is spot on beside the magic, which we can work around with in character explainations. And chooseing some of the more toned down ranger spells.

But do you guys see a balanced way of mixing the two to make a non magic user Halfling Sling Master? Which I prefer to be honest :D

Animal companions + wild empathy and the more wild aspects don't sit too well with my character either. Is so why Halfling Sling Master fit the best so faar, beside the magic :) Spell-less ranger doesn't fit too well either cause it focus alot of animals + wild empathy.

So faar we switched spellcraft into knowlegde necromancy/religion since Field Wardens are known to hunt down undeads who enter the borders of the moot + a bagground story with slaying a elven necromancer. So favored target would ofcourse be undead :)

Here are the links:

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/skirmisher

Question is too if its worth putting more than 12 in wisdom, with skirmish or if its faar better to keeo this setup.

So faar my build is.

If more focused on getting strenght to 14. I prefer this one so faar due to sling + melee damge.

We are level 6 by the way ;)

25 points each. Thinking of these two most.

Str 13
Dex 18
Con 14
Int 12
Wis 12
Cha 14

Str 13
Dex 18
Con 14
Int 10
Wis 14
Cha 13
___

25 points each.

Str 12
Dex 18
Con 14
Int 10
Wis 14
Cha 14

Str 13
Dex 18
Con 14
Int 11
Wis 14
Cha 12.


1 person marked this as a favorite.

Hey there Pazio forum.

I am currently playing a Warhammer Fantasy campaign, and we are trying to convert old characters from warhammer second edition into the pathfinder system. So faar with great succuess.

I got this old Halfling character who was very focused on the use of a sling, with sword and buckler as backup melee. Field Warden the class was called and it was this sort of "Scout/ranger" ranged hobbit type who are VERY much alike to Halfling Sling Master also lore wise, beside the detail of magic. I am unsure and so is my GM if it was only in Warhammre Second edition roleplaying game that halflings was unable to use magic, but we don't have a 100% clear go go on that. So we liked to make the spells "Just lucky momments or tricks of a proffesional" aka. Work as magic game wise/Mechanic but ingame not magic at all.

But then I wondered, is it possiable to combine skirmisher with Halfling Sling Master succesfully? I like to keep the slingtricks + sling bonuses along with stealth. Stat wise and ability wise Halfling Sling Master is spot on beside the magic, which we can work around with in character explainations. And chooseing some of the more toned down ranger spells.

But do you guys see a balanced way of mixing the two to make a non magic user Halfling Sling Master? Which I prefer to be honest :D

Animal companions + wild empathy and the more wild aspects don't sit too well with my character either. Is so why Halfling Sling Master fit the best so faar, beside the magic :) Spell-less ranger doesn't fit too well either cause it focus alot of animals + wild empathy.

So faar we switched spellcraft into knowlegde necromancy/religion since Field Wardens are known to hunt down undeads who enter the borders of the moot + a bagground story with slaying a elven necromancer. So favored target would ofcourse be undead :)

Here are the links:

http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ elven-archer/halfling-sling-master

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/skirmisher

Question is too if its worth putting more than 12 in wisdom, with skirmish or if its faar better to keeo this setup.

So faar my build is.

If more focused on getting strenght to 14. I prefer this one so faar due to sling + melee damge.

We are level 6 by the way ;)

25 points each. Thinking of these two most.

Str 13
Dex 18
Con 14
Int 12
Wis 12
Cha 14

Str 13
Dex 18
Con 14
Int 10
Wis 14
Cha 13
___

25 points each.

Str 12
Dex 18
Con 14
Int 10
Wis 14
Cha 14

Str 13
Dex 18
Con 14
Int 11
Wis 14
Cha 12.


Hey there Pazio forum.

I am currently playing a Warhammer Fantasy campaign, and we are trying to convert old characters from warhammer second edition into the pathfinder system. So faar with great succuess.

I got this old Halfling character who was very focused on the use of a sling, with sword and buckler as backup melee. Field Warden the class was called and it was this sort of "Scout/ranger" ranged hobbit type who are VERY much alike to Halfling Sling Master also lore wise, beside the detail of magic. I am unsure and so is my GM if it was only in Warhammre Second edition roleplaying game that halflings was unable to use magic, but we don't have a 100% clear go go on that. So we liked to make the spells "Just lucky momments or tricks of a proffesional" aka. Work as magic game wise/Mechanic but ingame not magic at all.

But then I wondered, is it possiable to combine spell-less ranger with Halfling Sling Master? Trade som Ranger feats/Combat style for magic? I like to keep the slingtricks + sling bonuses along with stealth. Stat wise and ability wise Halfling Sling Master is spot on beside the magic, which we can work around with in character explainations.
And chooseing some of the more toned down ranger spells.

But do you guys see a balanced way of mixing the two to make a non magic user Halfling Sling Master?

Animal companions + wild empathy and the more wild aspects don't sit too well with my character either. Is so why Halfling Sling Master fit the best so faar, beside the magic :)

We switched spellcraft into knowlegde necromancy since Field Wardens are known to hunt down undeads who enter the borders of the moot + a bagground story with slaying a elven necromancer. So favored target would ofcourse be undead :)


Well as the title says, what are the difference in advantages and disadvantages between the two. I use a musket atm, on my dwarf character. But I am not sure I ready to give up on the gunslingers many different firearm types, cause I like some variation. But is it very bad not to go musket master, if my main is musket?

And is it even possiable to combine the two? Level 5 here, though of three levels in musket master then gunslinger 2 levels. Is it any good? :)


Hey there forum my GM just provided us with run through of our BG's from the ultimate campaign that means traits. And more of those.

I am playing a bard/Rogue myself level 4. 2 in rogue 2 in bard or 3 in rogue 1 in bard. Dependning on what I decied.

I got these traits after making my BG and it seemse my GM forgotten when he ran the others through to say that you can only
pick on trait from etc/class/type as in you can't pick two social trait, so he said it! Just pick som traits and it will be cool.

So I will! So faar I am consindering Wordly - Vagabond - Resilient or Seeker or Dirty Fighting. Actually I consinder alot, so faar Vagabond and Worldly seemse to be
the once I lean most towards.

I got the attachtment drawback, we all got draw backs so!

Hope my infomation is clear enough, I am planning to go arcane trickster probably soon or later. But nothing is 100% defined.

My current feats are: Rogue talent - Finesse Rogue - Decitfull - Persuasive - Agile Manuvers.

__________________________________________________ ______________________________

Traits I can pick so faar:

Civilized social trade.
You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Vagabond child Regional.
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Orphan social trade.
You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Kin guardian combat:
triat. +4 AC to assited family member.

Dirty Fighter Combat.

You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side).
Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Poverty stricken trait.

Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Unforgotten (Story)
You search for a person dear to you—lost, but you pray not dead.
Prerequisite: You must have a close relative, spouse, or other person dear to your heart who never returned from a journey, was captured, or otherwise vanished with little trace, or you have the Major Disaster background.
Benefit: Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.
Goal: Find your lost loved one alive, and in the process, decisively defeat a challenging foe who kept you apart.
Completion Benefit: You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will saves. If you find your loved one dead, you lose all benefits from this feat until you put the body and possibly soul to proper rest. Putting the body to rest restores the completion benefit, but you don’t regain the ability to reduce nonlethal damage.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves. The seeker social trait.

Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

Attached Drawback: You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger,
or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback

Read more: http://www.enworld.org/forum/showthread.php?354091-Need-help-picking-traits -Bard-and-the-rogue-Pathfinder#ixzz2xoUgj6ht


Hey there people I am currently multiclassing a Bard/Rogue.

This is how it went down, we didn't start off as magical users so I Rogue until level 2 favorit class. But then when I became able to become a bard I got the chose of gaining a new favorit class, so I went with bard ofcourse.

3 level rogue and 1 level bard. " I choose this but we are still in leveling/putting in skill points phase which means I can undo one level of rogue"

My stats are as following, and I raised my dex from 15-16 at level 4.

10 STR
16 DEX (2+ human racial)
11 CON
15 INT
12 WIS
18 CHA

I am currently level 4 in all. I can still choose to go 2 rogue, 2 bard. But I wanted to get atleast to level 3-4 for acess to Trickster later aswell as 1+ fortitude and 2d6 sneak attack.

What do you guys think? In what order should I obtain levels?

My plan is as following. Go level 3 rogue and level 1 bard, then contiue to level bard until level 6 where I got 3 levels in each. Then go one more rogue level or maybe sooner.

Or should I stay level 2 rogue and go all in on the bard until a later level?

I just felt that its better to do it now in the early levels then later.

I may go level four in rogue for both rogue talent + uncanny dodge since I am a very dex based character.

My feats are: Decitful, Persusive, Agile Manuvers and as Rogue talent I got Finesse Rogue/Weapon Finesse.

I feel like Uncanny dodge is not in my in interesseret to skip.

Do mind we play in a low fantasy world so that overuse of magic will have a chance of backfireing social wise.