So I was thinking of making a more team friendly character for PFS, and it doesn't get much more team friendly than a bard. Halfling makes a pretty logical choice for bard, and war-slinger just seems like a pretty awesome alternate racial trait.
The problem is that ranged combat takes a fair amount of feats to be effective, so I'd probably have to take the two level fighter splash and Lore warden archetype seems a no brainer. The question is do you guys think the fighter splash will water the bard down too much? Here is an outline of the build I was thinking of so far:
Halfling
War Slinger alternate racial trait
Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 8
Cha: 16
Traits: Helpful, Freed Slave
Lv 1: Bard (1) - Arcane Duelist Archetype
Feats: Point Blank Shot, Arcane Strike(AD)
Lv 2: Fighter (1) - Lore Warden Archetype
Feats: Precise Shot (F)
Lv 3: Fighter (2)
Feats: Rapid Shot, Weapon Finesse (F), Combat Expertise (LW)
Lv 4: Bard (2)
Feats: Combat Casting (AD)
Stat: +1 Dex
Lv 5: Bard (3)
Lv 6: Bard (4)
Feats: Deadly Aim
Lv 7: Bard (5)
Arcane Bond (Sling)
Lv 8: Bard (6)
Feat: Disruptive (AD)
Abil: Blade Thirst
Stat: +1 Dex
Lv 9: Bard (7)
Feat: Clustered shots
lv 10: Bard (8)
Lv 11: Bard (9)
Lv 12: Bard (10)
Feats: Spell Breaker (AD), Spell Song (not sure on this one)
Tactics: At range just fire off as many sling bullets as I can, stack static damage (arcane strike, deadly aim, strength buffs, point blank shot, etc.) to make up for having a d3 damage die. When forced into melee use a shield, Armor, Expertise, small size and high dex to make myself nearly unhittable, and aid another for +4 to hit on for the parties power attack melee guy. My melee damage will be rotten, but the ability nearly guarantee a solid hit from the parties barb makes me melee damage almost incidental. This is on top of all of the usual bard shenanigans.
Why a sling?: Normally slings suck so hard you can hear the wind whistling towards them. War slinger changes that, with reload as a free action, slings one advantage becomes really cool, being able to add any amount of strength damage per bullet. Get an enlarge person, great more damage, get a bulls strength, more damage still, no messing around with static composite ratings. 1d3+22(~ish) three times a round with hits being cumulative for penetrating DR is fairly respectable. Your still behind where a ranged focused fighter or ranger would be, but not by a huge amount.
What do you guys think?