Lubella Heathertoes is my Hells Rebels character: a halfling Dawnflower Dervish Bard (currently lvl 7). She is primarily a melee fighter.
Her essential spells are Good Hope, Mirror Image, Heroism, Moment of Greatness and Liberating Command. She focusses on both Perform Dance and Perform Sing (Both play an important part in the AP.)
She doesn't use Masterpieces.
The AP gives bonus Rebellion feats, which are included in her progression. She is a holy warrior of Sarenrae, and will eventually take the Sarenrae's Mercy feat.
Action Economy: Move Action: start Battle Dance, Swift Action: Arcane Strike, Standard Action: Attack
At 8th lvl, Standard Action: Cast Mirror Image (replacing destroyed images), Move Action: Meditative Whirl, Swift Action: Quickened Cure Moderate Wounds.
She is equipped mostly with found items (cash is in very short supply) She did save up for a mithril scimitar (important to by pass devils' DR/silver). Arcane Strike makes a magic weapon a low priority.
She took Leadership at 7th lvl, to advance roleplay goals. Her cohort is a healing-focussed human Hidden Priest of Sarenrae. He is deliberately meant to play a mainly background role, so as not to overshadow other PCs.
Shaman -- let's assume that everyone takes this racial FCB, but maybe not Arcane Enlightenment (or is it so good that everyone ought to take it?)
I played a half-orc Speaker for the Past Heavens Shaman, and did NOT take Lore/Arcane Enlightenment. I was still able to cast Heroism (Ancestor Mystery), Haste (Speed or Slow Time Revelation from Time Mystery), and Contingency (Time Mystery), not to mention Overland Flight and Chain Lightning (Heavens Spirit). And of course I used the half-orc FCB to grab Blessing of Fervor from the Cleric spell list.
I did all that with Charisma 8. The Guiding Star hex allowed me to add my Wisdom modifier (+10 late game) to charisma-based skill checks when I could see the open sky at night (as this was Strange Aeons, this was fairly common at higher levels).
You could incorporate 4e style skill challenges into an encounter. Perhaps the party needs to disable a portal before something comes through: eg 3 successful Arcana checks before 2 failures, with a time limit. You can also have crossbow traps that need to be similarly disarmed in combat.
[EDIT] The key here is that failing the skill challenge doesn't make the combat impossible, just harder.
I'm playing a halfling Dawnflower Dervish Bard; she's the party striker in our Hell's Rebels game. The recent underwater section has cramped her style a bit though.
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You should absolutely be worried about a low will save. You should consider Iron Will and Improved Iron Will mandatory for a class with a poor will save progression. Indeed, most characters would do well to consider taking Iron Will.
Strange Aeons… that's the one with Aberrant creatures, right? Are there lots of undead in that one? If so, pad300's advice is spot on. If you're looking to control aberrations, there may be bigger challenges at play. It may simply be that foes are afflicted with either an alien mind or some form of madness that immunizes them from "mind control" type spells, and I don't know of a work around for that.
Correct: plenty of aberrant creatures and undead.
FWIW. I'm playing a caster focused half-orc Speaker for the Past Heavens Shaman in Strange Aeons (currently in Book 6). While very suitable for the AP, this might not be the best choice for you girlfriend: there's a lot of complex things going on with this combination.
EDIT: It's OK to have Mind Affecting spells, but you need to have a plan B for when you run into immunities.
EDIT: Another player is playing a Madness domain Witch, based on the Mad Hatter in Alice in Wonderland. While limited at times, it's certainly thematic: his character IS insane!
You also only have one set of stats. Along MrCharisma's line of thinking, you could consider something like a Kensai Magus | Intelligence based caster. That gives you Spell Combat to help with action economy, along with better defences (Int to AC).
I'm playing a Ratfolk Bladebound Kensai Magus | Silksworn Occultist that, while not a full caster, has good utility, can fight in melee, has plenty of Ocultist powers and a decent selection of spells.
Repurposing a PC after several levels usually results in a weak character that's a drag on the party, IMHO. I would ask about retraining some or all of you class levels.
My characters usually have something like a trait and one saving throw feat (rising to 2 feats later on). I usually spend about a quarter of wealth advancing a cloak of resistance. Once levels get into the teens, failing a saving throw is often quite painful.
In an ultra low-wealth campaign like this, pet classes are indeed very powerful. So a summoner would indeed be very strong, but the power imbalance in the group would only get worse. Unfortunately that's pretty much inherent in the type of game that the GM is running.
When I played an Inquisitor, I found Judgement Light very useful, since it has so many different possible effects, depending on which Judgements you have active (you will typically have 2 active, giving you 2 different effects). Overall, I found it to be my best 4th lvl spell. IMHO. the amount of versatility in that one spell is invaluable for a spontaneous caster.
I have had GMs that DO track encumbrance; I personally pay fairly close attention to it.
I've occasionally encountered important strength checks. In Ironfang Invasion there was a very heavy door that required a high DC strength check to open in order to progress. In another campaign, my Halfling Bloodrager recently bent the bars of a portcullis to allow several PCs to escape an otherwise-deadly trap.
My PC for Curse of the Crimson Throne was a private investigator, so may not be what you're looking for.
Aesara Background:
Aesara was born Carina Maria Rosala to a prominent Westcrown family. She seemed to be a normal human child who happened to be exceptionally intelligent. She received a good education, studying literature and introductory philosophy. When she went through puberty, however, everything changed. She started growing horns and a tail as the fiendish heritage of one of her ancestors asserted itself. A family disgrace, she was largely confined to the family estate.
When she came of age, Carina ran away from home, eventually settling in Korvosa, where the discrimination towards Tieflings was not quite as bad as in Cheliax. She forsook her birth name, adopting the name Aesara, after an ancient Thassalonian philosopher. She survived through a series of low paying manual labour jobs. While employed as a dock worker, on her own initiative, she managed to solve a mystery surrounding cargo theft. Through word of mouth, she was contacted for the occasional personal or business investigation, which she conducted in her spare time.
Eighteen months ago, Aesara left her job as a dockworker and went into business as a full time Private Investigator. She plays upon people's prejudices by insulating misleadingly that she has underworld contacts that give her access to difficult to find information. Two months ago, she was contacted by the Marras family. Their son Paulo, age 9, was abducted while their nanny was taking him on a trip to the market. She has been working on this case tirelessly since then.
I played a Halfling Aldori Swordlord in the Pathfinder Kingmaker computer game, where it worker pretty well. Cautious Fighter is quite effective for a PC that wants to fight defensively all the time. I can't remember my exact progression, but it involved a single level of Scaled Fist Monk, 2 levels of Paladin and 4 levels of Thug Rogue.
Here's my current lvl 8 Giantslayer character: a halfling dawnflower dervish bard (20 point buy). I think she would likely be suitable (without knowing the details of your other party members). This character is a melee fighter with good social skills.
Equipment is a mix of found and purchased items (mostly found), so isn't necessarily optimal, or average WBL.
character sheet:
Lubella Heathertoes
Female halfling bard (dawnflower dervish) 8 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +10; Senses Perception +12
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Defense
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AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 size)
hp 75 (8d8+32)
Fort +8, Ref +14, Will +7 (+5 vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 30 ft.
Melee +1 flaming scimitar +14/+9 (1d4+7/18-20 plus 1d6 fire) or
. . mwk cold iron scimitar +14/+9 (1d4+6/18-20) or
. . scimitar +13/+8 (1d4+6/18-20)
Ranged light crossbow +13 (1d6/19-20)
Special Attacks bardic performance 22 rounds/day (move action; countersong, distraction, fascinate [DC 18], inspire competence +3, inspire courage +2, suggestion [DC 18]), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 8th; concentration +12)
. . 3rd (3/day)—good hope, haste, see invisibility
. . 2nd (5/day)—cure moderate wounds, glitterdust (DC 16), heroism, mirror image
. . 1st (5/day)—cure light wounds, expeditious retreat, grease, liberating command[UC], moment of greatness[UC]
. . 0 (at will)—detect magic, light, mending, message, prestidigitation, read magic
--------------------
Statistics
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Str 8, Dex 22, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +4; CMD 20
Feats Arcane Strike, Dervish Dance[ISWG], Great Fortitude, Improved Initiative, Toughness
Traits dwarf-trained, irrepressible
Skills Bluff +15, Climb +3, Diplomacy +18, Disable Device +9, Disguise +7, Escape Artist +17, Intimidate +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5 (+7 to navigate underground), Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +12, Perform (dance) +18, Perform (sing) +15, Spellcraft +5, Stealth +20, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Giant, Halfling, Kelish, Orc
SQ battle dance, mediative whirl, spinning spellcaster, versatile performances (dance, sing)
Combat Gear potion of alter self, wand of cat's grace (4 charges), antitoxin (2); Other Gear +1 mithral chain shirt, +1 flaming scimitar, crossbow bolts (10), light crossbow, mwk cold iron scimitar, scimitar, belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +1, headband of alluring charisma +2, true love locket, bedroll, belt pouch, blanket[APG], buffering cap (worth 2,000 gp, 1 lb), chalk, compass[APG], cost to enchant armour (worth 1,000 gp), flint and steel, map of the mindspin mountains (worth 50 gp), masterwork backpack[APG], masterwork thieves' tools, sack, sewing needle, thread (50 ft.), trail rations (2), waterskin, 164 gp, 7 sp, 8 cp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mediative Whirl (1/day) (Ex) Quicken a cure spell as a move action.
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Performance (Dance) +18 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Singing) +15 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
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Offence With Battle Dance, Arcane Strike and Good Hope:
+20 to hit, 1d4+15 slashing damage, plus 1d6 fire.
Defences: AC 22 (often with Mirror Images), 75 HP
Fort +8, Ref +14, Will +7 (+5 vs. charm and compulsion)
A Dawnflower Dervish has such a high attack bonus, that you can sometimes still hit on a 2, even when fighting defensively!
The disadvantage of Enchantment is that immunities to mind-affecting are relatively common, depending on the campaign. Conjuration is more reliable that way.
The Dawnflower Dervish Bard spends the least amount of feats to get Dex to damage: none. :)
It's a different style of play however, so may not be for everyone. It does tend to be the tankiest of all the bards. The feat tax rules certainly do reduce the Dawnflower Dervish's feat advantage.
By the time you get 9th lvl spells, presumably you should have a +6 Wisdom headband.
IMHO, a potential melee character would want to use a reach weapon, hanging back and letting the enemy move in. As others have pointed out, you can't count on the other PCs for support. If it were me, I'd make a high-strength human or half-orc Speaker for the Past Shaman, with the Battle Spirit.
Suggested stats:
Str 16+2
Dex 12
Con 14
Int 10
Wis 14
Cha 8
Inital feat(s): Combat Reflexes, Toughness if Human
If you put maximum ranks into Diplomacy, you can be OK at it, even with 8 Cha. The Speaker for the Past archetype adds Heroism to you spell list, so that helps, and you can also buy a Circlet of Persuasion at some point. The Shaman list has a full range of healing spells for dealing with conditions. I wouldn't try to cover dealing with locks and traps, however.
Note that this build has a lot of moving parts, so it's not good if you suffer from option paralysis.
I suggest taking Improve Initiative. It reduces the times that you get caught flat-footed (and thus at lower AC) on the first round. I regretted not taking it earlier for my Dawnflower Dervish, for just that reason.
I've played a couple of Shamans: a human Flame Spirit all the way through Ironfang Invasion, and a half-orc Speaker for the Past Heavens Spirit in Strange Aeons (currently in Book 5). I've found them to be very versatile. The Speaker for the Past archetype in particular is very good, and makes a strong tier 1 caster. You could argue that the Speaker for the Past is too good.
I personally feel that Arcane Enlightenment is a trap option. The Speaker for the Past archetype gets you a good selection of "arcane" spells without being MAD.
With that in mind, I thought that knights, paladin and nobles clinging to traditional era could have developed a way to keep their traditional form of peasant wacking in melee by developing magical power suits or mecha.
Maybe allow Dreamscarred Press' Aegis class? They get an Astral Suit.
Being small is especially good for classes with dex to damage. At higher levels, the average -1 damage is more than made up for by the +1 to hit. The +1 AC is just a bonus on top of that.
The Steel Hound Investigator is a possibility, although it takes a lot of feats/talents to make it work. In general, melee/range switch hitters don't work very well in Pathfinder.
Unnamed Hero
Halfling bard (dawnflower dervish) 5 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +10; Senses Perception +11
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Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +6 Dex, +1 size)
hp 48 (5d8+20)
Fort +7, Ref +13, Will +6 (+4 vs. charm and compulsion); +4 morale bonus vs. charm and fear effects, +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee mithral scimitar +17 (1d4+12/18-20)
Ranged light crossbow +16 (1d6+6/19-20)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cat's grace, heroism, mirror image
. . 1st (5/day)—cure light wounds, expeditious retreat, grease, liberating command[UC]
. . 0 (at will)—detect magic, light, mending, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 23, Con 14, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +7; CMD 17
Feats Arcane Strike, Dervish Dance[ISWG], Improved Initiative, Toughness
Traits irrepressible, resilient
Skills Acrobatics +8, Appraise +3, Bluff +13, Climb +1, Diplomacy +13, Disguise +5, Escape Artist +16, Fly +10, Heal +1, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +11, Perform (dance) +11, Perform (sing) +13, Ride +8, Sense Motive +13, Spellcraft +7, Stealth +20, Survival +1, Swim +1; Racial Modifiers +2 Perception
Languages Common, Halfling, Kelish
SQ battle dance, spinning spellcaster, versatile performance (sing)
Other Gear mithral chain shirt, light crossbow, mithral scimitar, 8,350 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Performance (Singing) +13 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I'm personally also very fond of Good Hope, since it is Heroism on steroids for everybody in the party in range. Also, you can use a cheap Extend metamagic rod to get around the shorter duration somewhat.