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So my gaming group is ramping up for kingmaker.
The GM throws the idea out there that we could run a full group of “demihumans” (i.e. Gnome/Halfling only). The rest of the group gives it the tentative “this could be entertaining”. Personally, I'm fine with the idea, though I think playing gnomes in a “Build a civilization” party would end badly.
Anyway, I had to leave town the next day so I started rolling stats early: Standard die roll, 4d6 drop lowest.
I generated one of the most mediocre stat sets I've ever had to play:
10, 10, 14, 11, 10, 10
You can imagine my dismay. I don't even qualify for more than one of the feat trees.
Anyway, 10 minutes after rolling I finally stop looking up every 3 seconds at the GM with the "You've got to be kidding" look and decide to see if I can make this playable before I start session one with “Mark the Mediocre Midget accidentally commits suicide. Damn, I'll need to reroll.”
So I've come up with a 1-20 plan that I think can make me effective, if a bit pathetic compared to most other characters I expect to be generated. Normally I don't try to min/max this hard, but if I'm going to play a 6 point buy equivalent character then the GM gets to deal with the side of my brain that used to reverse engineer everquest mechanics. Only fair. (Hell, he might read this while I'm out of town. Who knows. Here's your fair warning sir.)
Anyway, I'd like any input people have. Let me know if you see flaws and especially if I'm missing something I should be getting. I present to you the Invisible Ball of Death. Also: I refuse to take heirloom weapon. I already have a character who has it in another game and I will not use a trait as a math patch here.
Invisible Ball of Death: This build doesn't really come together until level 8. Which is going to be pretty lame but such is having a singular stat over 13. Basically I'm abusing the bladed scarf (Cough... spiked chain flashbacks... cough) but with less combat wrecking via trip and more raw DPS. Part of the build requires access to a method of generating invisibility, IE via ring of invisibility as soon as I can get one. Then taking whirlwind attack and lunge and going to town.
Race: Halfling
Class: Pure Rogue
Stat Block: STR 8, DEX 16, CON 10, INT 11, CHA 12
Traits: Reactionary, <Campaign/Racial> Likely Brigand
Rogue 1: Exotic Weapon Proficiency (Bladed Scarf), Trapfinding, Sneak Attack +1d6
Rogue 2: Rogue Talent: Finesse Rogue, Evasion
Rogue 3: Dodge, Sneak Attack +1d6, Trap Sense +1
Rogue 4: +1 Int, Rogue Talent: Weapon Training (Bladed Scarf), Uncanny Dodge
Rogue 5: Mobility, Sneak Attack +4d6, Trap Sense +2
Rogue 6: Rogue Talent: Resiliency, Improved Uncanny Dodge
Rogue 7: Spring Attack, Sneak Attack 4d6
Rogue 8: +1 Int, Combat Trick: Combat Expertise, Improved Uncanny dodge
Rogue 9: Whirlwind Attack, Sneak Attack +5d6, Trap Sense+3
Rogue 10: Advanced Talents, Crippling Strike
Rogue 11: Lunge, Sneak Attack +6d6
Rogue 12: +1 Int, Rogue Talent: Feat: Skill Focus (Stealth), Trap Sense +4
Rogue 13: Hellcat Stealth, Sneak Attack +7d6
Rogue 14: Rogue Talent: Skill Mastery (Bluff, Stealth, Acrobatics, Disable Device, Perception)
Rogue 15: Stealthy, Sneak Attack +8d6, Trap Sense +5
Rogue 16: +1 Dex, Rogue Talent: Trap Spotter
Rogue 17: Improved Initiative, Sneak Attack +9d6
Rogue 18: Rogue Talent: Slippery Mind, Trap Sense +6
Rogue 19: Alertness, Sneak Attack 10d6
Rogue 20: +1 Dex, Master Strike, Rogue Talent: Skill Mastery (Diplomacy, Sleight of Hand, Escape Artist, Use Magic Device, Sense Motive)
I only barely remember reading Hellcat progression in print, and it's a stretch for a kingmaker game. Regardless, HIPS is necessary for the build and the later stealth additions make the Invisible Ball of Death more or less completely invisible. If I can't land it I'm taking trip/disarm progressions and looking for a Ring of Invisibility.
The spring attack progression really just exists to open up whirlwind. Some other threads on this board have implied that the combat trick ability doesn't require prerequisites. If so, I'm taking whirlwind at level 3, which would make no sense.
I had thought about going with TWF scorpion whips, but the bladed scarf gives me more flavor options and doesn't provoke AoOs.
Magic Item Priorities:
Anything and everything that can make me outright invisible. Preferably a ring of Invisibility. Yeah, I'll probably get it around 15 at earliest.
Clearly, stat bonus items would help. Belt of Incredible Dexterity, etc. are almost required to be able to hit much of anything with a flat footed AC.
Elven Chain becomes the armor of choice, though a mithral breastplate also works assuming I take medium armor proficiency when I find it, delaying progression slightly. Though that heavily depends on if a mithral breastplate actually has an ACP, I suppose. Not sure on MWK and mithral stacking. (Moving skill focus → Hellcat progression.)
Weapon Effects: Mostly +1 bonuses. My attack bonus is terrible unless I bump it to the ends of the earth.
Basic combat tactic is Go. First. Use suprise to get into position and then spin the scarf round and round hitting everything in a 30 ft circle.
Still looking for a campaign or racial trait to really go for. (DM has allowed 1 trait of our choice and one racial trait. I imagine since no halfling racial traits exist a campaign trait would work)

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Are you wedded to halfling rogue? You can pull a half-way decent gnome oracle, summoner, or sorcerer out of those stats.
10, 10, 14, 11, 10, 10
str 8
dex 10
con 13
int 10
wis 10
cha 16
Basically any mellee class requires more than one good ability score...your 10 Con rogue is going to get eaten up and put out very little damage.
But as a caster all you *really* need is a good casting ability score and a passable con. Summoner and Oracle may be even better choices because you can hang way back AND you have armor to help boost your AC.

Ice Titan |

You have to break DR to do precision damage.
A monster with DR 10/whatever you're not wielding is immune to any and everything you can do because your max damage is 1d6-1.
A monster with DR 5/whatever you're not wielding is immune to any and everything you do because your max damage is still 1d6-1 and your to-hit is +2.
I'm sorry; it's just depressing. He's bad at everything.
At level 1 he has a -1 to hit. I've played wizards with higher to-hit bonuses.
Well, it's doable, but will you enjoy being the completely useless 3rd wheel character that relies on an item you won't get until at least (playing once a week for 6 hours) 3 months into the campaign?

Remco Sommeling |

I agree you should play a caster, persoanlly I always allow my players to take the elite ability score array instead. Nobody likes to have an underpowered character, especially if you are running premade adventures.
15, 14, 13, 12, 10, 8 I believe.. nothing fancy for sure, but good enough to make a solid character. Depending on how generous your GM might be, maybe make a play for this option.
optionally, you might ask to play a monster race, they often have higher ability modifiers to make it all a bit less painful to look at ^^
according to the bestiary you should be able to play any CR 1 or lower creature in a 1st lvl party. It might make your character different and fun to play despite mediocre scores.
Drow, Duergar, Goblin, Orc, Aasimar, Hobgolin, Tengu and Tiefling are prolly playable without any special rules.
Noble Drow, Svirfneblin, Gnoll and Lizardfolk might be an option.

hogarth |

Are you wedded to halfling rogue? You can pull a half-way decent gnome oracle, summoner, or sorcerer out of those stats.
Yeah, that's I would go for. Note that the Nature oracle can use Cha instead of Dex for Reflex and AC, and can get a handy-dandy mount to do some fighting for him as well.

Anetra |

Yeah, that's I would go for. Note that the Nature oracle can use Cha instead of Dex for Reflex and AC, and can get a handy-dandy mount to do some fighting for him as well.
The Lore Oracle Revelation uses Charisma for AC and Reflex saves actually, the Nature Revelation is Charisma for AC only (unless the copy I'm looking at is outdated!).

Kirth Gersen |

I'm at a loss why you're so upset with those stats -- you've got a net positive modifier, after all, and start with no penalties until you start applying racial mods.
Then again, if you're used to cheesy 30-point attribute buys, or "roll 360d6 and pick all the 6s," or whatever else people do these days, then maybe I can see it.
When you grew up with "roll 3d6 six times, in order," (which means your class is pretty much dictated by the dice rolls) then the stats you've generated are just fine.

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hogarth wrote:Yeah, that's I would go for. Note that the Nature oracle can use Cha instead of Dex for Reflex and AC, and can get a handy-dandy mount to do some fighting for him as well.The Lore Oracle Revelation uses Charisma for AC and Reflex saves actually, the Nature Revelation is Charisma for AC only (unless the copy I'm looking at is outdated!).
Correct, Lore also gets two other nifty ability to get inherent bonuses to your intelligence score, and use CHA in place of Int for knowledge checks.

hogarth |

When you grew up with "roll 3d6 six times, in order," (which means your class is pretty much dictated by the dice rolls) then the stats you've generated are just fine.
I think the dissatisfaction usually comes from comparing one's rolls to another player's. I certainly saw my share of moping in AD&D, particularly if one player rolls an 18/XX strength and the other ends up with Jack and squat and Jack just left town. :-)
(Note: I've never seen an 18/XX strength with 3d6, but I've seen it a few times with 4d6-drop-1, which was more common in my gaming circle.)
The Lore Oracle Revelation uses Charisma for AC and Reflex saves actually, the Nature Revelation is Charisma for AC only (unless the copy I'm looking at is outdated!).
You're right, my mistake.

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I just want to applaud you for your decision to actually try and make this work rather than complaining about how it's impossible to do with those stats. I think what you'll find is that by having so much difficulty you wind up with a much more rewarding experience when you succeed. We have a rogue in our game who's only decent stat is his dex, he still manages to be quite effective when he's flanking. So go for it, best of luck to you.

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I'm at a loss why you're so upset with those stats -- you've got a net positive modifier, after all, and start with no penalties until you start applying racial mods.
Then again, if you're used to cheesy 30-point attribute buys, or "roll 360d6 and pick all the 6s," or whatever else people do these days, then maybe I can see it.
When you grew up with "roll 3d6 six times, in order," (which means your class is pretty much dictated by the dice rolls) then the stats you've generated are just fine.
First of all: I'm not really upset with the stats. If it were something I just had to deal with and move on as a one shot I'd build a terrible caster and continue. The problem is I'm really not sure what to build. The build I threw together up there is all I've been able to come up with that even begins to hold interest. The reason higher stats have become popular is less the numbers and more that people like having lots of options. The stats I rolled mean I don't have any options unless I build very carefully. I don't play Iconics, because I've already played all the iconic archtypes.
Also, in the days of 3d6 6 times, mobs were generated with lower stats. Pathfinder NPCs really aren't. Compare the monsters in the bestiary and APs with the monsters in MM 1. MM1 would get their asses handed to them, as would any of the Player classes from 3.5. Part of that is the higher base stats. Which means what worked back in the day doesn't work anymore. Power creep has been inflicted upon the gaming community over the past 12 years, and the bestiary reflects that.
However this is a long AP I'm going to be to playing through, and I just can't play any of the character concepts I had in mind. Those first 10 minutes I mentioned were me getting over the fact that I can't play a paladin or monk, which I've never gotten a chance to give a proper run. Also: Vinnie the break-you-european-style gnome monk makes me laugh and is something most people have never seen since anime took over the world.
I've played casters to death. I'm just coming off a witch. The last epic game I played I took a cleric from 1-15 in a 3.5 custom.
If I played a summoner I'd get the evil eye from everyone at my table - We all know what one of those can do. It's a good way to get the character killed and get a reroll though. I also don't really like playing pet classes, as it's just too much paperwork for me to remain entertained. I've built more sorcerers than I care to think about. They hold no interest for me.
If I could play a functional rogue I'd be content with that. Unfortunately for the many reasons pointed out in this thread that's really not possible without major magical backup.... which is almost always better spent on someone else.
Side note: Ice titan where is the breaking DR for precision damage enumerated? I've never actually been shown that rule. We've always played by it but I've never seen the RAW. And unless that is RAW this is a situation where I'm going to tell that idea to shove it. Also, he's +0 at level 1. Small characters get a +1 size bonus to attack.
Also it's 1d4-1. Small weapons.

hogarth |

However this is a long AP I'm going to be to playing through, and I just can't play any of the character concepts I had in mind. Those first 10 minutes I mentioned were me getting over the fact that I can't play a paladin or monk, which I've never gotten a chance to give a proper run.
I think you could play a paladin. Maybe not the greatest melee paladin, but you should be able to do O.K., at least when smiting or using a ranged weapon.

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Quelian wrote:However this is a long AP I'm going to be to playing through, and I just can't play any of the character concepts I had in mind. Those first 10 minutes I mentioned were me getting over the fact that I can't play a paladin or monk, which I've never gotten a chance to give a proper run.I think you could play a paladin. Maybe not the greatest melee paladin, but you should be able to do O.K., at least when smiting or using a ranged weapon.
Edit: Sorry, that was a rapid off the cuff remark. This isn't a terrible idea. I'll think about it.

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where is the breaking DR for precision damage enumerated? I've never actually been shown that rule. We've always played by it but I've never seen the RAW. And unless that is RAW this is a situation where I'm going to tell that idea to shove it. Also, he's +0 at level 1. Small characters get a +1 size bonus to attack..
Okay what is the breaking DR for precision damage mean? You get precision damage regardless of DR, you just have to deal enough damage to overcome the DR. So you still get your sneak attack bonus regardless of DR.
Now you can break DR with weapon bonuses, so you get a +3 bladed scarf and you don't have to worry about the DR at all unless it's adamantine or alignment based, hell get an adamantine +3 bladed scarf and your golden for all but DR/alignment.

Caineach |

For a little weird tangent:
Halfing Inquisitor: use a repeating crossbow.
str 8
dex 16
con 10
int 10
wis 11
cha 12
Put all of your stat points in wisdom and you will be just behind the curve for casting spells, and wont even notice it until lvl 7. A wisdom item will prevent this.
As for precision damage not counting if you don't break DR, that is a rule I have never heard of before.
As for the guy complaining about someone comlaining about their stats: before 3.0 stats mattered a LOT less. A 15 str got you practically nothing over an 8, and a 16 only got you a +1 to damage. Your mental stats had almost no relevance unless you were a caster using it. Dex modified AC and rogue skills, but the rogue skills got up so high it didn't really matter, you just needed a mediocre score. 3.0 made stats more relevant by increasing both the importance of what they effect for people and the gradient they effect it with.

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Well, can you be an Aasimar Paladin? Boost your CHA at 4th level, wear a Headband of Wisdom for your spells at higher levels, cast Eagle's Splendour on yourself if desired.
STR 14
DEX 10
CON 10
INT 10
WIS 12
CHA 13
We're doing a short folk game. Have to play a halfling or gnome. Race restrictions are what really tear this one to shreds.
Also: to the guy who posted about the elite array. I'd take it in a heartbeat, but I don't think that'd be fair. Dice hit the table and all that. Either this character suicides and the sheet burns or I make it work.

Caineach |

Chris Mortika wrote:Did they errata that? In the print edition I have it's elf only.Quelian, in the post you edited, you mentioned that things would be different if Arcane Archer weren't elf-only.
Arcane Archer isn't elf-only.
Yes, they have said multiple times that that is an error they did not notice when copying from 3.5 to pathfinder.

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Quelian wrote:Yes, they have said multiple times that that is an error they did not notice when copying from 3.5 to pathfinder.Chris Mortika wrote:Did they errata that? In the print edition I have it's elf only.Quelian, in the post you edited, you mentioned that things would be different if Arcane Archer weren't elf-only.
Arcane Archer isn't elf-only.
Hrm. Paladin arcane archer maybe has some merit. Still a halfling
8 STR 16 DEX 10 CON 10 INT 10 WIS 13 CHA
... Lame, but doable if I dump points into the right spots.

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You have to break DR to do precision damage.
A monster with DR 10/whatever you're not wielding is immune to any and everything you can do because your max damage is 1d6-1.
A monster with DR 5/whatever you're not wielding is immune to any and everything you do because your max damage is still 1d6-1 and your to-hit is +2.
Not saying you are wrong, but are you sure about this?
From the Damage Reduction section of the PF SRD it says you need to break DR to add special effects, such as poison, but Sneak Attack damage is just that...extra damage.

Anetra |

Gnome paladin could work, then, depending on how you feel about that -2 STR hit. Also, now that Bard is any alignment, you can try and pull off my favourite-unplayed-character-concept: the Gnomish Paladin defence attorney, catch line "defending those who can't defend themselves in every way he can!"
Two options of stat arrangement presented below. Which one is preferable depends on, well, on how you feel about your STR score.
STR 12 // 8
DEX 10 // 10
CON 12 // 12
INT 10 // 10
WIS 10 // 11
CHA 13 // 16
Note that I cannot guarantee effectiveness when multiclassing Bard and Paladin. The concept likely came to me in a fever dream.

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Quelian wrote:Yes, they have said multiple times that that is an error they did not notice when copying from 3.5 to pathfinder.Chris Mortika wrote:Did they errata that? In the print edition I have it's elf only.Quelian, in the post you edited, you mentioned that things would be different if Arcane Archer weren't elf-only.
Arcane Archer isn't elf-only.
No they didn't errata that, they've released two errata'd editions of the PDF since Pathfinders release and they have not changed the requirements, I just double checked the PDF I downloaded yesterday. Arcane Archer is still only elf or half-elf. If that was a mistake that they've known about enough to comment on several times it would have been on the latest errata release which came what last week? Not to mention all the descriptive text for the class says
Elves or half-elves who seek to perfect the use of the bow
sometimes pursue the path of the arcane archer.or
Elves or half-elves who seek to perfect the use of the bow
sometimes pursue the path of the arcane archerand even
Requirements
To qualify to become an arcane archer, a character must
fulfill all the following criteria.
Race: Elf or half-elf.

R. Hyrum Savage Super Genius Games |

SNIP
Can you use 3rd Party products? If so, you might want to look at war master, shadow assassin, or hell, even dragonrider. :D
Hyrum.
Super Genius Games
"We err on the side of awesome."

Caineach |

Caineach wrote:No they didn't errata that, they've released two errata'd editions of the PDF since Pathfinders release and they have not changed the requirements, I just double checked the PDF I downloaded yesterday. Arcane Archer is still only elf or half-elf. If that was a mistake that they've known about enough to comment on several times it would have been on the latest errata release which came what last week?Quelian wrote:Yes, they have said multiple times that that is an error they did not notice when copying from 3.5 to pathfinder.Chris Mortika wrote:Did they errata that? In the print edition I have it's elf only.Quelian, in the post you edited, you mentioned that things would be different if Arcane Archer weren't elf-only.
Arcane Archer isn't elf-only.
They seem to have forgoten when James said it was terrible here

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Yeah. I know I've seen them say arcane archer isn't unbalanced if it's not elf only. It's just they've never removed it by RAW. If the DM is good with it I think that's the way I'll roll the character (The stats work out eventually)
I think I would actually do paladin/bard/AA.
6 into pally, 2 into bard (because versatile performance is ridiculous, 6 skillpoints are awesome, and it's a BAB regardless...)
Sorcerer gives you access to cannons, but you're an archer. You are a cannon. Bard gives access to most of the good utility spells which is what a caster needs.
Would have to heavily work out a specific code of conduct before beginning play, as always.
I actually really like this idea. Going to have to throw it to the DM. Hopefully he'll ok the arcane archer with a halfling. IMO he ought to throw me a bone or two with a 14/11/10/10/10/10 anyway. Especially if I end up competing with the other end of the spectrum.

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lastknightleft wrote:They seem to have forgoten when James said it was terrible hereCaineach wrote:No they didn't errata that, they've released two errata'd editions of the PDF since Pathfinders release and they have not changed the requirements, I just double checked the PDF I downloaded yesterday. Arcane Archer is still only elf or half-elf. If that was a mistake that they've known about enough to comment on several times it would have been on the latest errata release which came what last week?Quelian wrote:Yes, they have said multiple times that that is an error they did not notice when copying from 3.5 to pathfinder.Chris Mortika wrote:Did they errata that? In the print edition I have it's elf only.Quelian, in the post you edited, you mentioned that things would be different if Arcane Archer weren't elf-only.
Arcane Archer isn't elf-only.
yeah thats his personal opinion, but not an official PRPG stance. He even says it wasn't a copy/paste error.
Yes. It wasn't a copy/paste error; it was an intentional choice in 3rd edition to present an elf-only class. And a dwarf-only class. Personally, since you can't change race once you start to play, I think that having a race be a prerequisite for a prestige class is TERRIBLY limiting and not good for the game.
Removing the Elf Only requirement is a great example of errata, actually. It's an easy fix.
note the bolded parts.
Personally I love the concept of race specific prestige classes, and race specific feats. It makes race more than a one time decision that barely effects aspects of play once the game starts.

Majuba |

Bravo on going for it! I think you'll have a blast actually. My first 3.0 character had.. well, negative point buy that I can't calculate b/c scores were too low.
My best advice from that experience is that multi-classing for additional abilities is your friend if you want usefulness and survivability. My first thought for you was arcane trickster. Single class has its advantages of course.
I can vouch that a Bard/paladin (archer) works nicely (particularly with scribe scroll) - different stats though.
On a completely different note, straight Bard would remain a major contributor, and you wouldn't even need to put the 14 in Cha - the 11 would be all you need (14 at 4th, 15th at 8th, 16 at 12th for highest spells).
All that said, I really like your starting idea. Two notes: 1)I don't know what the Hellcat thing is. 2) if you didn't know, bladed scarf was adjusted in the Adventurer's Armory to not be reach anymore.

Caineach |

Yeah. I know I've seen them say arcane archer isn't unbalanced if it's not elf only. It's just they've never removed it by RAW. If the DM is good with it I think that's the way I'll roll the character (The stats work out eventually)
I think I would actually do paladin/bard/AA.
6 into pally, 2 into bard (because versatile performance is ridiculous, 6 skillpoints are awesome, and it's a BAB regardless...)
Sorcerer gives you access to cannons, but you're an archer. You are a cannon. Bard gives access to most of the good utility spells which is what a caster needs.
Would have to heavily work out a specific code of conduct before beginning play, as always.
Personally, I would go fewer into Pally. 5 bard, for inspire courage +2 and access to 4th lvl spells at higher levels. Mercy definetely isn't worth extra Paladin levels, and the divine bond wont do you much good at higher levels. Bard 5 Paladin 3 would be my build. You want at least 3 bard to get the extra +1 bonus from arcane strike.

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Scarf, bladedP 12 gp 1d4 1d6 x2 — 2 lbs. S disarm, trip
Here are the new stats for bladed scarf in PRPG in case you didn't have them.
Thought it was a bit iffy. Oh well. That definitely kills the build in its entirety.
Let's continue down this arcane archer path and assume I can convince the DM to let me do it. We'll say he was adopted by elves or something ridiculous for now.
So this path grants 10 feats total..Not necessarily in this order
Deadly aim
Arcane strike
Point Blank Shot
Precise Shot
Rapid Shot
Manyshot
Weapon Focus Longbow

hogarth |

Let's continue down this arcane archer path and assume I can convince the DM to let me do it. We'll say he was adopted by elves or something ridiculous for now.
I don't even know why you need arcane archer at all. The free arrow enhancements are roughly the same as the paladin's divine bond enhancements, I think. And arcane spellcasting is nice, but (a) you said you were tired of spellcasters :-), and (b) you can probably get away with investing points in Use Magic Device instead (especially if you take the trait that makes it a class skill).

Caineach |

It's not mercy, it's the +6 damage per arrow from paladin smiting.
+1 to hit and damage from bard will average about the same as the +3 from smiting you get over bard 5 paladin 3, but will work for you more often and affect your allies too. You also get 6 more rounds of bardic performance. Just something to think about.
As for the AA errata, they have posted multiple times that not all intended changes made it into the latest errata, and that is not the only link I have found where James has said the requirement should be removed. Its just the one that psrd's faq sites.

Eric Mason 37 |
You could do a paladin or fighter with a crossbow. Crappy strength doesn't matter with a crossbow.
The fighter has more feats and the weapon specialization with weapon training to give extra damge, but you can smite with the paladin...
While crossbow archery isn't as good as high strength composite bow archery, it can still be useful. And there is the fact that the crit range is bigger so at high level you can go with a critical feat.

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Quelian wrote:I don't even know why you need arcane archer at all. The free arrow enhancements are roughly the same as the paladin's divine bond enhancements, I think. And arcane spellcasting is nice, but (a) you said you were tired of spellcasters :-), and (b) you can probably get away with investing points in Use Magic Device instead (especially if you take the trait that makes it a class skill).
Let's continue down this arcane archer path and assume I can convince the DM to let me do it. We'll say he was adopted by elves or something ridiculous for now.
This isn't so much a spellcaster as an archer who can also cast. It plays in a novel manner and is one of the things my group has wanted to see in play for a long time once we realized it was playable.
The free arrow enhancements stack up MUCH MUCH faster than the divine bond enhancements, unless I read them wrong. (I'm out of town at the moment, away from my books. Running off the SRD for the most part.)

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You could do a paladin or fighter with a crossbow. Crappy strength doesn't matter with a crossbow.
The fighter has more feats and the weapon specialization with weapon training to give extra damge, but you can smite with the paladin...
While crossbow archery isn't as good as high strength composite bow archery, it can still be useful. And there is the fact that the crit range is bigger so at high level you can go with a critical feat.
Arcane archer build is what has my interest piqued. Strength bonuses get overwhelmed quickly by the sheer amount of magical force behind an arcane archer's arrows. Also, a strength mod item is cheap and easy.

far_wanderer |

My suggestion would be to play a venerable halfling rogue and focus on skills. Put the 14 into Dex and your racial and aging modifiers will still give you a 10, so you won't take any penalties. You would be worthless in a fight, but there would at least be an in-character excuse for it. And you would have 11 skill points per level to play around with. If I were in your shoes I know that I would fairly quickly become bored with attempting to measure up as a combat character, this route gives you something to actually be reliably good at and provides a lot of rarely-seen roleplaying opportunities.

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Quelian wrote:It's not mercy, it's the +6 damage per arrow from paladin smiting.+1 to hit and damage from bard will average about the same as the +3 from smiting you get over bard 5 paladin 3, but will work for you more often and affect your allies too. You also get 6 more rounds of bardic performance. Just something to think about.
As for the AA errata, they have posted multiple times that not all intended changes made it into the latest errata, and that is not the only link I have found where James has said the requirement should be removed. Its just the one that psrd's faq sites.
That's a good point. I could play up the leader deal. Kingdom has to have a ruler and all. Also gives me facetime and an easier time early on.
Also, I get to show this group that not all bards are pansies with frills. Rambo bard would be entertaining.
The only thing that has me concerned is the BAB loss with Pal 3 bard 5. Puts me into arcane archer at 9 instead of 8 with PAL 5/Bard 2.
My ending plan at 20 was PAL 6/BARD 4/AA 10, maximizing BAB and combat technique.

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My suggestion would be to play a venerable halfling rogue and focus on skills. Put the 14 into Dex and your racial and aging modifiers will still give you a 10, so you won't take any penalties. You would be worthless in a fight, but there would at least be an in-character excuse for it. And you would have 11 skill points per level to play around with. If I were in your shoes I know that I would fairly quickly become bored with attempting to measure up as a combat character, this route gives you something to actually be reliably good at and provides a lot of rarely-seen roleplaying opportunities.
Was considering something similar, but it just ended up not being all that interesting. Also note that you have a stupidly low strength which means a wet blanket completely removes you from play. Also, taking yourself out of combat leaves you out of half the game. I'm a tactical combat player. 5-6 years of casters burns it into you. Impotence in combat would blow. Bard gives me something useful to do early on, and AA gives me something to wreck house with later on.
Adding to that list of good feats:
Pinpoint Targeting
Improved Precise Shot
Far shot
That's 10.

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Instead of Arcane Archer have you thought about doing Eldritch Knight instead? Both are very viable, but you do end up getting more spellcasting out of EK, and bonus feats to boot.
Although this would require Bard 7, Paladin 1 at minimum to qualify, it might be very powerful as you'd end up getting 6th level spells.

hogarth |

The free arrow enhancements stack up MUCH MUCH faster than the divine bond enhancements, unless I read them wrong. (I'm out of town at the moment, away from my books. Running off the SRD for the most part.)
paladin 5 --> +1 enhancement
paladin 8 --> +2 enhancementpaladin 5/bard 2/arcane archer 3 --> +1 enhancement & elemental enhancement (+1 equiv)
paladin 11 --> +3 enhancement
paladin 5/bard 2/arcane archer 5 --> +1 enhancement & elemental (+1 equiv) & distance (+1 equiv)
paladin 14 --> +4 enhancement
paladin 5/bard 2/arcane archer 7 --> +1 enhancement & elemental burst (+2 equiv) & distance (+1 equiv)
paladin 5/bard 2/arcane archer 9 --> +1 enhancement & elemental burst (+2 equiv) & distance (+1 equiv) & holy (+2 equiv)
paladin 17 --> +5 enhancement
So by level 14, they both have +4 in bonuses, but the arcane archer is stuck with distance (which barely counts in my opinion) and elemental burst (which is okay, but maybe not as good as holy); by level 16 (!) the arcane archer has definitely pulled into the lead, though.
The paladin's big disadvantage is that he needs to use a standard action to activate his weapon, although at some point he might be able to take the feat Quicken Spell-like Ability.

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The paladin's big disadvantage is that he needs to use a standard action to activate his weapon, although at some point he might be able to take the feat Quicken Spell-like Ability.
The paladin, at least initially, also will only have it for 1-2 fights at most per day, whereas the AA bonus is constant.
Conversely the Paladin can pick and choose what to add... even simply making the weapon a +5 weapon (which if I'm not mistaken would bypass DR too).

Ice Titan |

Ice Titan wrote:You have to break DR to do precision damage.
A monster with DR 10/whatever you're not wielding is immune to any and everything you can do because your max damage is 1d6-1.
A monster with DR 5/whatever you're not wielding is immune to any and everything you do because your max damage is still 1d6-1 and your to-hit is +2.
Not saying you are wrong, but are you sure about this?
From the Damage Reduction section of the PF SRD it says you need to break DR to add special effects, such as poison, but Sneak Attack damage is just that...extra damage.
Hm, my group has used it as a house rule for a while, but you're right, it's nowhere in the book. Hm.
Well, I guess it's more doable. 1d4-1+1d6 can still be like, 3 though. He can't break DR 10 and has to rely on multiple different weapons or a high enhance bonus to break DR though, and since he's using a feat for an exotic weapon, having to bust out the mallet vs. skeletons sounds kind of depressing.
Poor little guy.