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:
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.
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
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
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
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
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.
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