
| Felgoroth | 
 
	
 
                
                
              
            
            I'm about to start playing in a campaign on Saturday and was wondering if someone could help me pick what I should play. As for the setting, the game is in a homebrewed world where the country our PC's are in has been locked in a 50 year war with a bordering country. As PC's, we're in a smaller town and each town is being taxed pretty highly because of the war and recently a town close to ours rebelled and has taken over their town. Oddly enough, there are 7 of us and I tried convicing everyone to play a character similar to the 7 Samurai but it didn't really work. Anyway, the other PC's we have at the moment are an Aasimar Cavalier, Tiefling (One-Handed) Fighter, Half-Orc Paladin, Half-Orc Inquisitor, Half-Orc (Knife Master/Sanctified) Rogue, and Dwarf Cleric.
So, with the first 4 PC's I listed being primarily melee oriented, the Rogue being a mid-ranged knife throwing fiend, and the Cleric kind of sticking back to heal and shoot crossbow bolts I've been thinking about some sort of ranged weapon specialist or caster. So far my ideas are a Goblin or Grippli (Guide or Warden/Trapper) Ranger working his way into the Horizon Walker, a Fetchling or Gnome Crossblooded Sorcerer with the Fey and Rakasha bloodlines playing the "face" of the party as an enchanter/illusionist, an Elf (Bandit/Charlatan) Rogue/(Diviner - Scryer) Wizard working it's way into an Arcane Trickster, a Fetchling (Bandit/Charlatan) Rogue/(Mysterious Stranger) Gunslinger, a Fetchling Rogue (Bandit/Charlatan)/(Demagogue) Bard some sort of Oracle of the Dark Tapestry, and an Elf Witch focusing more on sleep and divination.
My big issue right now is picking one of those, I realize there are quite a few different choices there and there are some very different ideas but I'm having trouble deciding mostly because we're starting at 1st level. My 1st idea was the Ranger but my issue at the moment is that if I do not play the "face" of the party, the Cavalier will and the PC playing the Cavalier is not the best face (no offense to him, he's better as a 2nd in command sort of guy though). So the Ranger there more because I like the idea. As far as everything else goes, I'd have a fairly high Charisma for them all, allowing me to take the role. The Witch seems very interesting to me because I've never really played a diviner and the Dreamspeaker racial variant ability seems pretty interesting and then the various Rogues all seem interesting but extremely feat intensive if I want to use a hand crossbow as a concealed weapon for the bandit archtype's abilities. Anyway, if anyone could shed some light on which would probably fit the party best, I'd appreciate the help. Thanks.
EDIT: I forgot to mention we're using a 25 point buy and once again, we're starting at 1st level. Magic in the setting is very rare and casting or carrying a weapon in public is grounds for a fine or arrest.

| Rolukk Earbiter | 
 
	
 
                
                
              
            
            From the existing party makeup, I would suggest either your enchanter idea for some arcane casting, or a bard to supplement all that melee power but still take care of some arcane casting. That party would hugely benefit from inspire courage and other bardy melee buffs. And you could still take care of the arcane knowledge, spellcraft, item identification and all that jazz with no troubles.

| Felgoroth | 
 
	
 
                
                
              
            
            Looking at the Bard a little more based on your suggestions I think I may do a Sound Striker mash up of some kind to keep me out of melee and allow me to have a weapon around when I don't have anything else. I think I forgot to mention that our group has house-ruled that players can combine 2 archetypes/variants as long as they don't replace the same abilities. I'm a little disapointed I can't combine the Demagogue and Sound Striker and the Celebrity doesn't seem as cool but I'm still looking. The Dirge Bard could but I'm not sure if the abilities are worth it or if the Paladin would have a problem with me at 10th level.

|  Secane | 
 
	
 
                
                
              
            
            First up, you can combine 2 or more archetypes as long as they don't change the same abilities even in the core game. Some Archetypes don't even change anything and its just more for flavor, like the totem Barbarian.
If Magic is very rare and banned, Bards/Sound Striker is a good choice, as you can claim any "magic" effect as just your music. There are even feats that allow you to hide a spell as part of a music performance.
Otherwise, picking Sorcerer or Wizard is not a bad choice, given that your party is so heavy with Divine casters. If you go as a Sorcerer, you could even try to get Diplomacy as a class skill via the right Bloodline or Trait and be the party face. Limit your spells to the less "flashy" ones and leave fireballs and lightning spells to out of town situations.
Last of all, you can consider going with an Alchemist and focus on Bombs to make up for your party's lack of AOE attacks.
Swarms can easily overwhelm a party without any AOE attacks.

| Felgoroth | 
 
	
 
                
                
              
            
            I had thought that about archetypes but I've had several people I play with tell me you couldn't. Magic isn't banned, it's just not used very much and if cast publically it could cause some problems. I think our group is going to be sturring up some trouble with the empire though. I'd given the Alchemist some thought but I played 1 not too long ago and the 1 I'm most interested in playing at the moment (the Vivisectionist) trades out Bombs for Sneak Attack and the idea is more suited for melee. The Grenadier could be a possiblitiy but I'm kind of looking to be sleightly more social, although as the Grenadier I really only need Dex and Int so my Cha could he decent as I'm probably going to dump Wis (I like playing Alchemists as mad scientists).
The Demagogue keeps looking more and more appealing because of it's 6th level ability which would help me to cause an uprising, but it gets rid of Inspire Courage for it's Famous ability and I think I'd prefer to keep Inspire Courage if I do a Bard. Perhaps my DM will let me trade out Inspire Competence instead. I also keep looking at the Charlatan/Bandit mash up and wondering about it. The best concealable ranged weapons I'd have would be daggers or a hand crossbow (I want to take the Underhand talent and Betrayer feat) the biggest issue I'm having is feats, I've decided if I do this to just stay complete Rogue and forget about the Diviner's "always act in a surprise round" bonus. Then if I go straight Arcane note, I usually play Enchanters/Illusionists so I don't really have any idea how to play an Evoker or Conjurer for battlefield control.

|  calagnar | 
 
	
 
                
                
              
            
            Plan bard is your best option with out any archetypes. And with using a 25 point buy. Making a barninja is not out of the question.
Barninja: A bard that acts like ninja from history and not film. They are information barkers. They deal in secrets, and hidden information. And for the right price they will get the information you want. Where it be there troop movements, or their dirty secrets.

|  calagnar | 
 
	
 
                
                
              
            
            The barninja got named that by the other players at the table. Because of how I was playing my bard. After a few game seasons it was a standing joke of who is the barninja going to social assassinate this time. Planting convincing evidence that your working for the Enemy is a good way to get some one killed with out raising a finger toward them.

| Felgoroth | 
 
	
 
                
                
              
            
            A Bard information broker does sound like a very interesting character concept and right up the alley of what I enjoy playing (I enjoy playing deceitful characters for whatever reason). The normal bard is not a bad choice at all but I think I might give the Court Bard a try so rather than buffing my allies up in combat I'll be debuffing my enemies and outside combat I can charm people easier in certain situations and so on and so forth. I'm not 100% sure on that yet though as the Sound Striker for a potential weapon is nice.
Right now my 1st level feat as any Bard is my toughest choice. Point Blank Shot for combat? Spell Focus (Enchantment or Illusion) for increased DCs? Extra Performance for more rounds of Bardic Performance? The feat that lets me weave spells into a performance (I don't know the name off the top of my head)?
Anyway, feats suggestions would be greatly appreciated as I'm going with some sort of Bard for sure. I think I'm going to play a Fetchling because they seem like the kind of person that would be dealing in information, although a Gnome is also a viable choice. Here's what I'm thinking with the 25 point buy:
Jimmy Jazz - Fetchling
Str: 12
Dex: 17 (15+2)
Con: 12
Int: 15
Wis: 8 (10-2)
Cha: 17 (15+2)
Jimmy Jazz - Gnome
Str: 11 (13-2)
Dex: 15
Con: 13 (11+2)
Int: 15
Wis: 10
Cha: 17 (15+2)
EDIT: Looking at it more, Wide Audience isn't a bad ability but I'd much rather keep Lore Master and Jack of all trades so I am going to stick with the normal Bard unless the DM will let the Demagogue replace Inspire Competence instead of Inspire Courage.

|  Secane | 
 
	
 
                
                
              
            
            The feat that lets me weave spells into a performance (I don't know the name off the top of my head)?
The feat is call Spellsong. And I would recommend you pick it up as it will make your life easier in a "magic banned" setting.
http://www.d20pfsrd.com/feats/general-feats/spellsong
Hope this helps!

| Felgoroth | 
 
	
 
                
                
              
            
            Ya, Spellsong seems the most likely choice. I've decided to go ahead and play a Gnome so I can use the favored class bonus for extra uses of Bardic Music. I changed my ability scores to the following - Str: 10 (12-2), Dex: 16, Con: 12 (10+2), Int: 16, Wis: 7, Cha: 17 (15+2). I'm going to play him pretty absent minded anyway so the knock to Wis is both to give me a better Int and Dex and for roleplaying purposes. I'm taking the Gift of Tongues alternate racial ability to kind of help me at learning secrets and things of that nature and I might take Acedemian over Obsessive but I'm not sure on that yet as I'm probably going to put a rank or 2 in a Craft or Profession in order to run my information broking store with a front.
As for skills, I'm thinking at 1st level I'll go with ranks in Bluff, Diplomacy, Knowledge (arcana), Knowledge (local), Linguistics, Perform (dance), Perform (sing), Sleight of Hand, and Stealth. After that I'll shuffle ranks around in different Knowledges, Perform (Sing) will be my Sense Motive at 2nd level and Perform (dance) will be Acrobatics at 6th. He should be a pretty interesting character to play.

|  calagnar | 
 
	
 
                
                
              
            
            The real problem with court bard is. Buffing is much better then debuffing in effectiveness. Sound Striker makes you give up one of your best crowed control options for damage that is very low compared to inspire courage. IMO 80% of the bard archetypes give up something better then they get in return.
Just a suggestion.
Catfolk 
+2 Dexterity, -2 Wisdom, +2 Charisma
+2 Perception, Stealth, and Survival checks.
Bard
Str 14
Dex 17(15+2) 
Con 14
Int 14
Wis  6(8-2)
Cha 16(14+2)
Trade Cha for Dex for more casting focused. Or keep as is for more combat focus. All level points in to the one that starts as a 17. 
Feet: Lingering Performance : This one feet will help you get the most out of your performance. More so then extra performance or any ability that increase the rounds per day you can use it. The only one I feel is better is Discordant Voice it requires 10 ranks in sing or oratory. So you will be level 11 when you can first take the feet.
Then picking up Weapon Finesse at level 3. There are very few really good bard spells so. I focus on combat with bards I build. After the first few levels you will not need extra performance or the gnome extra preform ability's because you will have so many rounds per day there is not much of a chance you run out of them. Or that has been my experience with the bards I have played.
Skills: This is why I find vestal performance one of the best ability's a bard has. If you can hold out for the first level. You are much better off pouting points in acrobatics then taking it as a versatile performance. The only advantage you get is your Cha is a little higher but not buy much, and you will hardly every get to use fly. Using it for Act at level 2 will net you two skills for the price of one. And then taking oratory at level 6 will get you the same. The down side is for the fist 5 levels your diplomacy and sense motive will be off normal die rolls. The over all effect is worth the pain geting to that point.(IMO)
Level one (6+2Int Mod+1Favord Class)
Acrobatics, Linguistics, Perception, Perform (Oratory:Diplomacy,Sense Motive), Perform (Act:Bluff,Disguise), Sleight of Hand, Stealth, +2 Knowledge skills of choice at each level.

| Felgoroth | 
 
	
 
                
                
              
            
            I can't do Catfolk so Gnome is what I'm most likely doing. With the 16 dex and 17 cha I'll be sleightly more spell based but I'll probably bump dex up as well. I'm trying to stay out of melee as well so I'll most likely be pinging bolts or arrows at enemies rather than charging in with my friends. I'm still unsure about the Sound Stiker, Inspire Competence is nice but I think I can deal without it. The real loss is Suggestion for it's second ability. I have a few levels to decide though. I'm honestly probably going to be more social than combat oriented in the long run.

| gnrrrg | 
4 best options I can think of:
bard - support the fighters, help heal, knowledge checks
2nd cleric - with that many fighters you may want more healing
ranged fighter - dependent on how many of your fighters have range capability
spell caster - you've got some magic abilities, but nobody whose primary focus is spell casting.

| Felgoroth | 
 
	
 
                
                
              
            
            4 best options I can think of:
bard - support the fighters, help heal, knowledge checks
2nd cleric - with that many fighters you may want more healing
ranged fighter - dependent on how many of your fighters have range capability
spell caster - you've got some magic abilities, but nobody whose primary focus is spell casting.
Ya, I decided to go with the Bard and cover as many of those options as I could. What I lack in casting I will possibly eventually make up for with a bolt, arrow, or possibly a sling bullet. I may change it up to a Halfling but I do really like the Gnomes "Gift of Tongues" alternate racial ability for the character concept I've been thinking of.
 
	
 
     
     
     
 
                
                 
	
 