| Darksol the Painbringer |
Alright, before I begin to ask what are some good suggestions as a Bard, let us lay down some ground rules set for this PVP Arena. Here are the following limitations/stats to consider:
The following classes are banned for this session: Wizards, Magi (Magus), Sorcerers, Summoners, Witches/Warlocks, Paladin/Anti-Paladin, Cleric, Oracle, Inquisitor.
We are not going to discuss why they shouldn't be banned or if it can be changed back; this was done in mutual agreement for all parties involved, so there is no disappointment or insulting to be had here.
The following classes are allowed: Alchemist, Barbarian, Bard, Druid, Fighter, Monk, Ranger, Rogue/Ninja, Cavalier/Samurai, and Gunslingers.
2. We are allowed to pick pre-set alternate races, such as Aasimar or Tiefling, but are not allowed to create/customize our own. A good note to estimate the allowance of an alternate race is that the RP count is lower than a Noble Drow.
3. All characters start with the following: 12th level characters, a 25 point buy for stats, and 108,000 gold (the WBL value for our level) to gear ourselves up with items, potions, supplies, etc. You cannot pool your individual cash to another teammate, nor can you give them items. Obviously, you can use items you have on your teammates.
4. The set-up for teams so far is that each team has a Druid, a Gunslinger, and a Bard (I am one of them). The others want to play a Samurai, a Fighter, and an Alchemist I believe; the final one is undecided (and on our team).
5. The arena is going to pretty much be a level ground fighting area, similar to that of a Colosseum, and there is no in-door ceiling.
As far as a Bard is concerned, I do know they have some spells they can cast (that others can't, which is nice), are good skill monkies (which may not help so much in an arena), and have somewhat of a MAD complex, since they must sate both Intelligence (or is it Charisma?) for spells, Strength for Damage, and Dex for AC/Hit (if I go a Finesse route). However, I wouldn't know which stat is more important than the other. In addition, I have no clue how some of their spells work, or if they are even required to be superior (or at least competent) since they have a bunch of mechanics to jumble.
So now I propose a general questionnaire to those who would lend me some advice:
B. Are there any alternate race traits I should change/select over others with the race you suggest? If so, which ones?
2. With the race you chose, how would you distribute my 25 point buy, and what are the reasons for doing it in this manner?
3. A. What skills do you think would be important in a PVP Scenario?
B. Are there any Archetypes that I should utilize as a Bard? If so, which one(s) and why?
4. A. What playstyle would be the most efficient for my party, which consists of a Druid, a Samurai, a Gunslinger, and an Alchemist?
B. What Feats should I select?
5. A. What Magic Items and Supplies would you recommend for me to purchase with the build you recommended?
B. With the current restriction on spells, what do you think I should select for spells to cast?
6. Any other suggestions?
Any assistance in the matter is appreciated. I will try to read over the class again in the Core Rulebook and try to make sense of the matter again.
| Darksol the Painbringer |
Ah I see it now, glanced over the thread and couldn't find it.
My lil bard is a finesse/rapier Arcane Duelist at level 7, quite dangerous for her level, Especially if she can buff herself with her goodies. But I can't comment on that level so I won't.
Well, I gave a quick look at the Arcane Duelist Archetype, and it looks pretty solid, since all the stuff it will be replacing won't be of much help (who uses Knowledge checks for a PVP session anyway?). It seems promising and would definitely add to what I plan to do.
I also looked up what kind of race I could play with the ARG, and it seems the Vishkanya would be the best choice due to its Favored Class bonus (+1 to Bardic Performance rounds per day), plus including poison benefits, and all its other stuff, so I think if there was a race that I should play, it would be the Vishkanya (since it offers +2 Dex and +2 Cha, but -2 Wis, which can easily be countered with an Iron Will feat, if I decide to pick it).
@ Mask: The reason that summon items and such were disallowed was because each time someone interacted with the summon or vice-versa, we had to open the book constantly and it slowed down the game tremendously.
Allowing Druids to Summon won't be an issue as long as they have all of the stats and such written down, so they don't slow down the game.
As far as banning the classes from the PVP session, it's a matter of both flavor and team balance; I won't get into detail as to the reason why because not only is it a moot point to do so (and would most likely derail the purpose of this thread), but also that it's not up to discussion (we all agreed to these terms), and this is what we are all left to work with.
| Atarlost |
1a. Aasimar is a strong contender for the favored class bonus increasing performance, but otherwise nothing beats good old homo sapiens. Build for charisma and strength over dex. You can bring martial grade damage.
3a. Acrobatics, Use Magic Device, Intimidate, may as well be Bluff. Nothing else will be used in this fight. Spellcraft could have been if there had been a hostile bard or druid, but there's not so that's it. You can actually dump int if you can stomach the chupaqueso.
3b. I'd go Arcane Duelist. You lose some skill benefits you won't use and gain some free feats, one of which you will certainly use. Whatever you do do not under any circumstance trade out inspire courage or dirge of doom. You have the opportunity to walk all over your enemies' will saves and dirge will help.
4b. Power Attack, Furious Focus, Discordant Voice, spell focus (enchantment), greater spell focus (enchantment), dodge, weapon focus (longsword) in that order of priority and assuming you already have arcane strike from being an arcane duelist.
5a. Get a lesser quicken rod. Stack most of your money on defenses and have a buckler so you can go defensive. You can switch grip as a free action so you can make your attacks during your turn with 3:1 power attack, then switch to a one handed grip for the buckler's shield bonus during everyone else's turn. Skip the cloak of resistance, none of your opponents are going to make you make saving throws unless the alchemist is a poisoner. Maybe get a wand of lesser restoration to clear attribute damage.
5b. Your first buff is haste. Good Hope loses a lot of value when you aren't going to be making saves and the druid can wildshape to get more out of haste than any other class. You also need mirror image or displacement. All of your opponents have weak will saves. Unfortunately you're one level too low for mass cacophonous call, but you can throw the enemy into chaos with Confusion and pick off anyone who manages to act normally with Hold Monster (or dominate person if you don't think any of them are going to go for native outsiders. If they're smart then knowing you're a bard they will.) Virtuoso Performance is another option to get both inspire courage and either bladethirst or dirge of doom going at the same time. Get delay poison in case the alchemist is a poisoner.
6. Open with confusion and quicken a miss chance spell while inspiring. Or quicken haste if the druid is a pouncing form, but haste is a bigger advantage to a single attack form and they're easier to Greater Magic Fang. Be ready to drop inspire for dirge and drop a hold monster for the druid to coup de gras. If at all possible get rid of the alchemist first. He's the only one that can dispel magic.
| Atarlost |
Just remember a 12 level bard has a TON of rounds of bardic performance, so increasing the performance's bonus will be a better bonus than increasing the number of rounds you get.
Just make sure it either doesn't count as higher level for the purpose of how long it takes to start a performance. Swift actions are dearer than move actions for a caster and RAW I don't think you can start as a move action after level 13.
| Darksol the Painbringer |
@ Atarlost
Acrobatics is pretty much a given. UMD is going to be important should I use a high level scroll, and going Arcane Duelist would require me to have a high Intimidate check for Rallying Cry. The others would have to be Performance skills for my Bardic Performance (or would that not matter)?
Power Attack + Furious Focus is a good combo, though I don't know if it's one that I should take as a Bard; it'd be even better with Vital Strike, but whether that's even any good as a feat to take is questionable yet. For damage purposes, it'd be nice to just keep my attacks to a Standard Action than a Full Attack Option and only be able to maintain a song instead of be able to switch it. Discordant Voice is definitely awesome to add extra damage to ally's attacks, and I doubt they will have Sonic Resistance. The other ones could help, though for some reason I think I could get better use out of my feats than that.
| Darksol the Painbringer |
You really don't need a high perform unless you plan to take the Spellsong feat and plan to hide your spells via Spellsong. as Inspire Courage, Blade Thirst etc doesn't require a perform roll.
Discordant Voice actually requires to have 10 ranks in one or two specific perform checks. So picking one of those 2 to put ranks in is important.
| Darksol the Painbringer |
You'll get destroyed in melee combat. Gunslingers will put you down in one full attack unless you're buffed with miss chances and such. Your best bet is finding a 1-shot disable spell and pump it's DC, while having a wide array of buffs and anti buffs - don't bother getting weapons.
Not even anything like a Crossbow?
| ashern |
This is just my personal two cents. I've played a bard or two, and played in a RotRL campaign with a bard that broke* the freaking game with her insane buffs. Since all paizo sources are legit, take aasimar, pump 10 levels of favored class bonus into inspire courage, and take the master performer and grandmaster performer feats. Congratulations! As a 12th level character your inspire courage buff acts like you are 17th level, then adds +2 to the bonus on top of that. For those keeping track at home, your two buddies will now have +6 to attack and damage rolls, and with lingering performance they should have those buffs long enough to win the fight even if something happens to you.
Other than that I would suggest high UMD with a scroll of heal or two and focusing on debuffs/defensive spells to support your own survival. I would greatly suggest optimizing your initiative like nobody's business (via high dex, feat, trait, and possibly familiar). If you can manage to go first and buff your party with haste and inspire courage, the fight should be freaking over.
Also, you are high enough level to use some of the bard's better spells, so take a look at them. If desperate you can actually swap your actions for those of your druid/gunslinger (heroic finale), or cause them to beat on themselves (terrible remorse), or just try to deny them actions (dominate person or overwhelming grief). That being said your save DCs won't be amazing, just throwing out options for support.
*by broke I mean the DM kept us two levels behind the curve and regularly pumped up enemies, despite the fact that we were a 15 point buy and somewhat undergeared for most of the game. The bard's buffs were so strong by the end that my paladin had a +42 to hit on a smite, at level 11.
| Dilvias |
Race: Aasimar (musetouched)
Attributes before equipment: str 7, dex 18 (16+2), con 12, Int 8, wis 12, cha 23 (18+2+3)
Feats: Imp. Intiative, spell focus (enchantment), greater spell focus (enchantment), spellsong, lingering performance, harmonic sage (if the arena is an artificial structure) or silent metamagic
traits: reactionary, charming
favored class bonus: +6 levels with fascinate
skills: perform (sing), knowledge (engineering), perception, acrobatics, sense motive
Gear: headband of charisma +6 (36k), tome of charisma +1 (27.5k), belt of dexterity +2 (4k), lesser rod of quicken (38k)
Important spells: hold person (2nd), greater invisibility (4th), dominate person (4th)
If things go well... start fascinating the other team. The DC should be 10 + 9 (class levels) + 10 (charisma) + 1 (harmonic sage) + 1 (charming) + 2 (enchantment focuses, if allowed) for a total of 33 (or 31 if the spell focues aren't allowed). While singing, get into spell range. Using spellsong so it doesn't break fascinate cast dominate person (DC should be 26), starting with lowest will target. Game over.
If things don't go well (referee disallows fascinate, or something else goes wrong), greater invisibility, firing off quickened hold persons plus dominate person each round.
| Darksol the Painbringer |
@ Ashern
What book are the Performer feats in? I can't seem to find where they're at. Just so we're clear, though, we're only allowed stuff from the official books, such as the CRB, APG, ARG, UM, UE, UC, etc. I'd need to talk to the officiator about the AP sources and such, but I remember bringing something like that up before in a previous session and it was denied.
I put max ranks into UMD, Intimidate (for Rallying Cry of the Arcane Duelist Archetype), Perception, Perform (Oratory), and Acrobatics. (I took a -2 to Int for the extra stat points.) I have a 20 base Charisma, with a +6 Charisma Headband, making all my spells with a base DC of 19+; with any luck, most of their will saves would be low (since they are melee types, after all), since it seems having only a 19 DC for my first level spells would be quite simple to overcome, and is something that they plan to anticipate.
Ironically, with this Arcane Duelist Archetype, I am allowed an Arcane Bond with a weapon only that functions the same as a Wizard. I plan to use a Heavy Crossbow and a Buckler (for the added AC and Fortification, should it come down to it), since it says I can cast spells even with the Bonded Weapon in hand; the thing about a Bonded Weapon is that it allows you to enchant it as if you had the crafting feats and caster level required for the crafting components. This would basically mean that the cost to enchant the Crossbow would be half-off, since I am basically enchanting it.
By RAW, I should be able to make a +5 Base Price Crossbow for half the cost; I thought about getting a +1 Brilliant Energy Crossbow, and allowing it to bypass all Armor and Shield AC for any attacks I decide to make, making it quite easy for me to hit, and it would only cost me 25,000 gold to "make". Of course, I don't know if this would be the best course of action, or if I should focus on another property or two instead; I don't want to spend any more than 25,000 gold on the weapon, because I already spent the other half on the other utilities (36K for +6 Cha Headband, 4K for Bracer's of Falcon's Aim, 8K for +1 Mithril Breastplate of Spell Storing (with Touch of Gracelessness as the spell stored), 4K for +1 Buckler of Light Fortification. Adding the other 25K and subtracting the total from 108K would equate to 31K remaining), and I haven't bought any other items yet.
| Aioran |
I think Dilvias has the right idea. Pump your Charisma as high as possible and target their Will saves. I wouldn't bother trying to attack people, there are too many things that require standard actions for you to do already.
To that effect some spells:
1)Hideous Laughter (this is an enchantment), Vanish, Saving Finale*
2)
3) Haste, Slow (action economy wins games, slow them and they can't full attack)
4) Rainbow Pattern (will hit exactly two enemies), Virtuoso Performance* (Lets you start an maintain a second performance while it's in effect)
*Use these together
Masterpieces: Rondeau of Heavenly Order (Sing) - It's will based and restricts movement
Symphony of the Elysian Heart (Keyboard, Wind) - Gives freedom of movement so you can save people from grapple deaths. With a focus on martial characters this could be very helpful.
The Rheumy Refrain (Sing) - Forces a concentration check to avoid wasting actions if they do more than move or attack once (but not both). For a non-caster they'd only have the result of a D20.
Items: Handy Haversack - 2,000 (move action retrieval, no AoO provoked)
Bead of Force - 3,000 gp (Resilient Sphere someone but 'The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. ' Reflex DC 16 negates so maybe not that useful.
Boots of Levitation - 7500 So you can float out of melee range
| Dilvias |
Brilliant energy can't be added to a crossbow.
But for arguement's sake, let's say it could be. So, without investing any other feats, you would be +16 to hit (with a dex of 20), with a 1d8+1 damage 19-20 / x3 weapon.
Now let's take a look at your average opponent. Let's choose a human fighter, no archetype, with an array of str 19+3, dex 14, con 16, int 7, wis 14, cha 7. Let's say he has a ring of protection +1 and an amulet of natural armor +1, and doesn't have anything that ups his dex or con, and no defensive feats. Against the brilliant energy weapon, you would need a 14 to hit, or not rolling a 1. Not bad.
However, you are doing on average 6 points of damage. max damage would be 27 on a crit with a max roll. I'm not sure how you're doing hit points, but let's be conservative, and say half die per level (for the fighter that would be 5). So, the above fighter would be at 115 hit points. So, if all you are doing is firing the crossbow, even with max damage on every roll it will take you five rounds minimum to kill one target. More likely, it would take 10-15 rounds.
If you are willing to add deadly aim, that gets you up to an average of 12, max of 45. If you crit and max all 3 attacks, it will still take you 3 rounds to kill a target. On average, closer to 7 to 8 rounds. You're not gonna live that long.
Why? Because from your gear selection, your AC is only 24 at best (+7 armor, +5 dex, +2 shield). From the above example, the human fighter, not counting gear, feats or class bonuses is already a +18 (+12 BAB, +6 strength). Let's say he only has a +4 greatsword, and a +4 belt of strength. With weapon training, weapon focus and greater weapon focus, he is +28 to hit. He is almost certainly going to be power attacking, and let's say he has weapon spec, greater weapon spec and the vital strike feat line. So on a single hit, 6d6+34 (+12 strength + 12 power attack +4 weapon spec + 4 magic weapon +2 weapon training), or on average 55 points. If he can full attack you, you're dead. And this is a not very well optimized fighter. An optimized barbarian is gonna rip you apart.
| Dilvias |
Now, let's say that the officiator decides that casting things like dominate person is against the spirit of the contest, and disallows any spell that affects an opponent directly. Well, that sucks but okay. Now we are going to have to work for it.
First question, how much buffing are you allowed beforehand? hour/level, min/level, round/level? We'll assume for now min/level is allowed for pre-combat buffing, but not round/level.*
Since DC is no longer important, we can get away with a lower charisma. We also want to be human, for the extra feat. Arcane duelist archetype
str 17+2+3, Dex 16, con 14, Int 7, wis 7, cha 14
feats: Combat reflexes, Improved Initiatve ,weapon focus (whip), whip mastery, improved whip mastery, power attack , greater whip mastery
traits: acclerated drinker, one other
favorite class: hit points
gear: +1 scorpion whip of brilliant energy (Bonded weapon), belt of physical perfection +4, mythril breastplate, buckler, 2 potions of magic vestment +5, one potion of magic weapon +5, 1 potion of barkskin +5, 1 potion of shield of faith +5, 1 potion of enlarge person (with a higher caster level), 1 potion of fly, handy haversack
prebuffing: apply magic vestment potions, magic weapon potion, drink barksin and shield of faith potions. Cast good hope and expeditious retreat x3
1st round of combat: cast greater invisibility and drink potion of enlarge person.
Remaining fight: Use bloodthirst to add speed to the whip. Use arcane strike to add damage. Full attack anyone within reach, or move and trip or disarm. Use the fly potion if someone tries to fly around.
*No prebuffing allowed: Okay, now they are just trying to mess with you. Round 1, cast secure shelter. Now that you have a wall between you and the enemy, hopefully you will have a couple of rounds of buffing first. Good hope plus magic weapon first, then enlarge person plus shield of faith. Keep going until they break in or you are finished buffing.
| Darksol the Painbringer |
Why would you ever use a crossbow when you're choosing your own gear? You have shortbow proficiency and 25 point buy and don't need skill points or your will save. Why are you even thinking of dumping strength?
Will Save will be important since other side has casters as well as our group, so a decent Will Save would be important, especially when the teams so far (regarding Bards) is fighting Fire with Fire.
Honestly, I would think to dump Strength, since I wouldn't be wasting any time getting into melee combat; I have spells to cast, I have performances to utilize, all of which do not require me to be in melee (and would be suicide for a Bard to do, since they are quite inferior in melee combat). Since these 2 things I mentioned are all I need to do to help win the game for us, why expand even further, and conserve my resources for more important stuff?
@ All:
I probably won't spend any cash on weapons, then; I forget that a Gauntlet is a weapon, and I can just use that as my Arcane Bond (good luck disarming/sundering that) for my Duelist archetype; this frees up a Hand for a Quicken Metamagic Rod. Besides, I don't think the officiator would allow me to "craft" a weapon at half price with the Arcane Bond rules anyway.
Here's my current stat set-up:
Str: 7 (-2)
Dex: 18 (+4)
Con: 8 (-1)
Int: 8 (-1)
Wis: 12 (+1)
Cha: 30 [18+6+3+1] (+10)
For Cha, I have a +6 Charisma Headband, Level stats placed into it, and a Tome of Influence and Leadership +1 utilized, costing me a total of 63,500, subtracted from my total of 108,000 equates to 44,500 gold left.
So with that much remaining, I can purchase a Lesser Quicken Rod and a Lesser Silent Rod, costing me a total of 38,000, subtracted from my total of 44,500, leaving me 6,500 to work with.
I then purchase a +1 Darkleaf Cloth Hide Shirt of Minor Fortification for 4,750 gold, and buy a +1 Darkwood Heavy Shield for 1,100, subtracted from the previous remaining gold, giving me 650 left.
With only 650 gold left, are there any recommended potions/scrolls I should think about purchasing, or am I completely spent?
As far as feats are concerned, I will be taking Lingering Performance, should they somehow find a way to debilitate me (and chances are, they will). I know Spell Focus was recommended multiple times, but with it only affecting one school (and there are some other good spells outside the Enchantment school), would it even be worthwhile to choose that as a feat, or are there really no other good feats for me to select?
| Darksol the Painbringer |
Now, let's say that the officiator decides that casting things like dominate person is against the spirit of the contest, and disallows any spell that affects an opponent directly.
Officiator has stated that non-damage offensive spells are allowed, (and Divine Damaging spells for Druids are as well), so things like Dominate/Hold Person would be allowed within the rules.
There will be distance between each team, and chances are it will be a flat ground area; however, each team has ranged characters (Gunslingers), so I will most likely focus the opposing Gunslinger first. Chances are it will be the same as before; when the gates open we will have 1 round to get out (or they will shut), and we can cast buffs/spells as we see fit. I will have the Quicken Metamagic Rod out; I will plan to be 1 square adjacent to the gate opening (and be out within the same turn) so I can buff 2 spells and do Inspire Courage while also getting a 5 ft. follow-up. Chances are these spells will be Haste and some other spell, like Mirror Image. Since I am 12th level, I would get the additional +4 Max to my D4 roll for Images.
As I've said before, we are not allowing starting Traits in character creation, nor are we implementing them in any form.
| Darksol the Painbringer |
I am bumping this since I am still in need of suggestions and/or guidance, as well as an update on this situation.
We have one week from now (that is, the next Monday after this coming one) to finalize our characters for the battle. Here is my current character set-up for the PVP Session:
Male Assimar Arcane Duelist 12
TN Medium Outsider (Native)
Initiative +8; Senses Darkvision; Perception +16
Defense
AC 22, Touch 14, Flat-Footed 18 (+5 Armor, +3 Shield, +4 Dexterity)
HP 96 (12D8)
Fort +3, Ref +12, Will +9
Resist Cold/5, Acid/5, Electricity/5
Offense
Speed 30 ft.
Melee Arcane Bonded Masterwork Gauntlet +10/+5
Special Attacks Bardic Performance (Rallying Cry, Distraction, Fascinate, Inspire Courage*, Inspire Competence, Bladethirst, Dirge of Doom, Inspire Greatness, Soothing Performance), Daylight 1/day
Spells Known
- 4th (DC 24)- Dominate Person, Wall of Sound, Hold Monster, Greater Invisibiliy
- 3rd (DC 23)- Haste, Confusion, Slow, Overwhelming Grief
- 2nd (DC 22)- Blur, Hold Person, Heroism, Mirror Image, Silence
- 1st (DC 21)- Lesser Confusion, Grease, Hideous Laughter, Expeditious Retreat, Silent Image, Cure Light Wounds
- 0th (DC 20)- Resistance, Prestidigitation, Open/Close, Flare, Light, Detect Magic
Statistics
Str 7, Dex 18, Con 8, Int 8, Wis 12, Cha 23 (30)
Base Atk +9; CMB +8; CMD 22
Feats
Bonus 1st: Arcane Strike
Base 1st: Improved Initiative
Bonus 2nd: Combat Casting
Base 3rd: Lingering Performance
Base 5th: ???
Bonus 6th: Disruptive
Base 7th: ???
Base 9th: ???
Bonus 10th: Spellbreaker
Base 11th: Discordant Voice
Skills Acrobatics +19, Escape Artist +19, Perception +16, Perform (Oratory) +25, Spellcraft +14
Languages Common, Celestial
Combat Gear +1 Darkleaf Cloth Hide Shirt of Light Fortification, +1 Darkwood Heavy Shield, Lesser Metamagic Rod of Quicken Spell, Lesser Metamagic Rod of Silent Spell Other Gear Headband of Alluring Charisma +6, Tome of Intuition and Leadership +1, Masterwork Arcane Bonded Gauntlet
The most obvious issue is that I still need to pick 3 feats. I don't entirely know which would be the best to pick; I can say that I really need some Initiative, since a +8 is pretty low, and selecting the 2 Traits feat may not be a bad idea, since I can bump it up 2 (for a feat), and get a little extra boost to a Saving throw or something. I could also go ahead and select 2 Expanded Arcana feats for 2 extra 3rd level spells, or some other combination.
The biggest thing that may 1-shot me is the Gunslingers with their Touch AC Bulls***. One way I can stop this is by spending all my remaining feats to be able to deflect any ranged attack with my shield 1/round. Since each side will only have 1 Gunslinger, unless they make multiple attacks (which will nullify any attempts at making special single attacks), they wouldn't be able to damage me, and if they are shooting at me with any sort of single attacks, they won't be hitting me at all.
I could also do some Metamagic combinations, but I wouldn't know which would work the best. My plan is to find some feats that would help me in either going first (because the first to strike may mean the first to kill, and the last to strike may mean the first to die), effective enhancements or expansions of spells to manipulate and/or severely debilitate enemies, or other useful things I can help my allies with.
Any feedback and/or suggestions would be helpful and considered!
| Arizhel |
This is my idea:
Aasimar: Immune to Person spells, and 3 resist 5's, never bad.
Maxed out perform Comedy, Oratory, and Dance. Dance: Fly with versatile performance. Comedy is Intimidate through Versatile Performance. This also gives performance skills for when they cant see (Oratory or Comedy), and one for when they cant hear (Dance). Could remove perform Oratory, and max out some other skill if you like.
Angellic Blooded: Some nice benefits, and sets you up for angel wings.
Angel Wings: You can fly, without magic. This rocks if flight is allowed in your arena.
Weapon Focus Rapier => Dazzling Display: +27 Intimidate through Versatile Performance (Comedy) + Dazzling Display lets you Demoralize in a 30' radius:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
10+12 HD =22. Pretend they have a wisdom of 20 for a +5. You are now even with them. You win before you roll. No Save! Every multiple 5 on the d20 just adds 1 more round... pure gravy.
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Nets: Hit Touch AC, give Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Haversack: Easier to get your nets out of, helps ensure never above Light Encumbrance. If encumbrance is a non issue, dump this.
Muleback Cords: Encumbrance will never be an issue with these. If Encumbrance is ignored in Arena, dump this.
Celestial armor/shield: Perma ability to call on flight spells if your wings are not enough, feather fall in case you get knocked out while flying. On top of that, it is the best light armor available!
Daredevil boots: Avoiding AoOs is good.
Everything else is self explanatory
Headband is the Headband Slot, not the Head Slot, so yes, you can use circlet and headband.
Da Bard
Azata-Blooded Aasimar (Musetouched) Bard 12
NG Medium Outsider (native) [REASON: IMMUNE TO PERSON SPELLS]
Init +6; Senses Darkvision; Perception +17
--------------------
Defense
--------------------
AC 30, touch 17, flat-footed 24 (+9 armor, +4 shield, +6 Dex, +1 deflection)
hp 100 (12d8+48)
Fort +11, Ref +17, Will +13; +2 vs. [evil], +4 vs. bardic performance, sonic, and language-dependant effects
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft., Flight (30 feet, Average)
Melee Heavy Shield Bash +7/+2 (1d4+2/x2) and
. . Net +7/+2 () and
. . Rapier +12/+7 (1d6+2/18-20/x2)
Special Attacks Bardic Performance (move action) (29 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (4 targets) (DC 19), Bardic Performance: Inspire Competence +4, Bardic Performance: Inspire Courage +4, Bardic Performance: Inspire Greatness (2 allies), Bardic Performance: Soothing Performance, Bardic Performance: Suggestion (DC 19)
Spell-Like Abilities Glitterdust (1/day)
Bard Spells Known (CL 12, +11 melee touch, +15 ranged touch):
4 (3/day) Cure Critical Wounds (DC 17), Dimension Door, Song of Kyonin, Virtuoso Performance
3 (5/day) Cure Serious Wounds (DC 16), Blink, Haste (DC 16), See Invisibility
2 (6/day) Mirror Image, Invisibility, Alter Self, Blur (DC 15), Glitterdust
1 (6/day) Moment of Greatness, Silent Image (DC 14), Grease (DC 14), Cure Light Wounds (DC 14), Saving Finale (DC 14), Vanish
0 (at will) Read Magic, Ghost Sound (DC 13), Mage Hand, Detect Magic, Mending, Message
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Statistics
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Str 14, Dex 18/22, Con 14/18, Int 10/12, Wis 14, Cha 14/16
Base Atk +9; CMB +11; CMD 28
Feats Angel Wings, Angelic Blood, Bard Weapon Proficiencies, Dazzling Display (Rapier), Lingering Performance, Prodigy (Perform [oratory], Perform [comedy]), Weapon Focus (Rapier)
Skills Acrobatics +23, Bluff +27, Climb +0, Diplomacy +27, Disable Device +2, Disguise +6, Escape Artist +19, Fly +23, Handle Animal +6, Intimidate +27, Perception +17, Perform (comedy) +27, Perform (dance) +23, Perform (oratory) +27, Ride +4, Sense Motive +27, Sleight of Hand +4, Stealth +19, Swim +0, Use Magic Device +6
Languages Celestial, Common, Sylvan
Combat Gear Celestial armor, Celestial shield, Net (15), Rapier; Other Gear Belt of physical might (Dex & Con +4), Circlet of persuasion, Vest of resistance +3, Daredevil boots (10 rounds/day), Handy haversack (15 @ 90 lbs), Headband of mental prowess (Int & Cha +2) (Stealth), Muleback cords, Ring of protection +1
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TRACKED RESOURCES
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Bardic Performance (move action) (29 rounds/day) - 0/29
Daredevil boots (10 rounds/day) - 0/10
Feather Fall (1/day) - 0/1
Fly (1/day) - 0/1
Glitterdust (1/day) (Sp) - 0/1
Lore Master (2/day) (Ex) - 0/2
Net - 0/15
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bardic Knowledge +6 (Ex) Add + 6 to all knowledge skill checks.
Bardic Performance (move action) (29 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (4 targets) (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (2 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Celestial shield If wearing celestial armor, use overland flight instead of flight once per day.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Rapier) Intimidate check to demoralize can affect those within 30' who see you.
Flight (30 feet, Average) You can fly!
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (2/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Prodigy (Perform [oratory], Perform [comedy]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Versatile Comedy +27 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Dance +23 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +27 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.