Seeking advice on an upcoming build


Advice

Dark Archive

In my friend's upcoming game, I'm thinking to run a disruption-focused 1/2 Orc Bard with the Sandman Archetype. As the game is a 20 point buy, I'm looking at the following build:

Level 1:
Str:10
Dex:14 (+2 Racial)
Con:10
Int:13
Wis:12
Cha:16

Weapon: Whip (to be upgraded into an enhanced Scorpion Whip during the Adventure)

Feats:
-Weapon Finesse

Alternate Racial Traits:
-Sacred Tattoo (replaces Orc Ferocity)- +1 to all saves

The character concept is a 2nd Generation 1/2 Orc, who appears fairly human and is based on the cocky "casanova" style character. The overall goal is that he won't focus so much on dealing damage, but on constantly tripping / disarming and generally making a nuisance of himself on the battlefield.

However, I'm unsure of how this character will progress from here. Obviously, I want to have access to Combat Expertise and improved Trip / Disarm as soon as possible. But does this strategy remain viable over the course of a longer adventure? Or will he quickly become "useless" compared to a bard with Inspire Courage / greatness / etc.?


Always put racial bonuses into your highest stat when you get the choice. Buy your Cha up to 14 and put the +2 there, instead of Dex up to 12 and putting it there. You get 2 more points to spend that way, which you could put anywhere and it would be good.

I think you will have issues with the low str performing combat manuevers. Giving up inspire courage is also a heavy hit here. If you want to focus more on trip/disarm, agile manuevers may be better for you than weapon finesse.

Getting foes denied their dex is important for the save penalty they get from sneakspell. Grease is your friend.

Don't expect to be a comat star. In fact, you will be pretty weak, and I would not take this character into a combat focused game. I know many campaigns you would not get to use the sandman songs before 4th or 5th level, and they personally do not impress me.

Dark Archive

I apologize, I did not clarify. The Dex score is meant to represent a 14+2 (16), not a 12 bumped to 14. That way the character gets two 16s out of the build.

As to Agile Maneuvers, it does make sense that I should focus on that at first level, since beginning by tripping someone will give me almost as good of a bonus as attacking them directly, as well as helping my teammates there.

I will definitely keep grease in mind, though. That sounds very helpful.


If it were me I'd go for strength over dex. You already have to burn a number of feats for trip/disarm, and agile maneuvers/weapon finesse are just adding to that.

10 con with a character that plans to be at least near combat most of the time also worries me.

I'm also curious why you want the sandman specifically for this. The sneak attack, etc. doesn't seem to sync as well with the options you want. For the magic mix it seems a magician bard might fit better, and for the trip expert an arcane duelist would be nice.

Particularly since around level 5 you can bond/enchant your own weapon with either of these, meaning you could drop speed or dancing on it early (half price)

Dark Archive

The Sandman variant came into play mostly from the flavor of the character. As I started working on it, I thought I would enjoy having a grifter / street magician / hypnotist style to his spells, so that the whole purpose of the character out of combat is to pull the wool over people's eyes. The sneak attack stuff I hadn't even taken into consideration yet, but the fascination / sleep combos and the ability to deny casters their spells seemed really appealing, and it all fit the flavor of "hypnotist" particularly well.

And I am focused in part on combat, but it's less of wanting to be in the melee and more thinking of a defensive style, with lots of denial and disruption. I will take a look at the Arcane Duelist build, though, to see if maybe that still fits the original flavor.


I would suggest this stat allotment

Str 14
Dex 13
Con 12
Int 13
Wis 10
Cha 17 (Including Half Orc +2)

Get your Indiana Jones on by using the whip, taking the Trip line of feats, and of coarse Dazzling Display with Skill Focus: Intimidate


I would suggest this stat allotment

Str 14
Dex 13
Con 12
Int 13
Wis 10
Cha 17 (Including the Half Orc +2)

Get your Indiana Jones on using the whip, taking the Trip line of feats, and of coarse Dazzling Display with Skill Focus: Intimidate.

Enjoy.

Sczarni

If you are looking for a fun and functional whip user, try Super Genious Games products....they have a PDF that focusses on martial archetypes, and one of them is whip.oriented. It's reallly effective, and the PDF's are really affordable.

Dark Archive

Thanks for the suggestion, Thengel, but my group pretty much sticks to the books we have hard-copy of, which is pretty much the Paizo stuff.

I did take the comments about the utility of the Sandman variant to heart, and after speaking to my GM I did opt to change the variant. However, instead of the Arcane Duelist, I'm thinking that I will try the "Street Performer" variant. Seeing as I wanted to make a character who was a grifter and street magician anyway, this variant is perfect. Plus, the ability to make my allies "disappear" mid combat could be fun.

As to the stats, I did debate changing it up a bit:
17 (after racial stats)
15
13
13
10
10

This should still fit with a 20 point buy, and I think will give the character better bonuses over time.

Liberty's Edge

Just so you know, with a 10 Cha, you will not be able to cast any Bard spells beyond Cantrips. May want to reconsider.

Dark Archive

Those weren't in an order of str/dex/con/wis/int/cha, just in a lineup from highest to lowest. If they had been for stats, I would have labeled them like in each other post. :P

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