I'm an AP-prone casual gamer playing my first PF campaign (not the first RPG though). The tone of the campaign is somewhat light, but we're invested in the role-playing, enjoy the rules and tactics, have a great time and are in it for the long haul.
Campaign restrictions:
- CRB and APG only
- Improved Critical feat and Keen weapon ability are not available (but we still utilize existing crit ranges on weapons like rapier, etc.)
My request for advice is a result of my being overwhelmed by the plethora of options (even though we're CRB/APG only) combined with the glut of well-established recommendations for Bards. My goal is solicit recommendations for feats and spells to ensure - even though we're a fun-loving and creative group - that I'm able to effectively support the group into high-levels.
To facilitate discussion, here's my character so far:
The Fool
CN Human Bard 4
HP: 36 (highest in the group, interestingly)
STR:10 - DEX:16 - CON:10 - INT:13 - WIS:10 - CHA:16
FEATS: Lingering Performance, Toughness, Craft Wondrous Item
SPELLS:
[0] Summon Instrument, Ghost Sound, Light, Message, Detect Magic, Read Magic
[1] Charm Person, Silent Image, Grease, Cure Light Wounds
[2] Glitterdust, Invisibility
THE OTHER PC's
- Half-Orc Sorcerer who enjoys blasting, summoning, and spying
- Human Monk focusing presently on battlefield mobility and Cleave progression
- Rogue of noble upbringing pursuing a ranged attack feat progression
Without going too into campaign details, The Fool is definitely going to get Magical Aptitude to support Crafting Wondrous Items (along with the Sorcerer's help re: Cooperative Crafting). I've also found myself in the thick of combat with the Monk more often than not and we've been doing okay. Moving forward, though, I'm pretty stuck.
For the sake of discussion, here are a few things I was considering (all of which I'd consider "brainstorming" so I could take or leave any of them):
- Being in the fray one way or another since the Sorcerer and Rogue aren't presently interested in being melee focused ... if so, I figure I'd dip two levels of Fighter for Arcane Strike and Weapon Finesse as well as focus on flanking support for Monk, summoned creatures, and Rogue (re: Outflank, Gang-Up) ... this strategy also suggests focusing on Buffs/Debuffs based on the number of attackers we'd have as well as battlefield control.
- Skill Focus: Comedy to max/enhance Intimidate and Bluff (via Versatile Performance) for additional combat options
- Combat Reflexes or TWF just to get more out of action economy and help the team as a melee person ... but I keep thinking that I should just play to my strengths re: Buffs/Debuffs to address action economy ... not to mention my 3/4 BAB >:-(
- Dirty Tricks ... but despite how fun I *think* it would be, it seems like NPC CMD will outpace me quickly
If I was forced to commit right now, it'd be something along the lines of the first bullet, but even if I did commit to that, I'd still be stuck regarding what the right mix of feats and spells would be to support that strategy.
The thread which most closely addresses my nebulous feelings is probably this one: paizo.com/threads/rzs2palo?Debuff-bard
Thank you in advance for reading this far as well as your constructive thoughts. I appreciate it. ^__^
- The Fool of the Sacred Realm Rascals