
AtomicGamer |

Thanks for the advice Javaed, I've actually been very torn about whether to put the racial +2 into charisma or dex. 14 is technically enough for either, but 16 is probably going to be of more use in dex...
Anyway, the gm said he wanted the game to progress through 3 tiers.
A world without heroes.
A world discovering heroes
Heroes discovering the world.

mcv |

Ranger is a nice class, but it slows down your progress in various Bard abilities. I don't think favored enemy really adds much to a Bard.
The choice between Cha and Dex is basically the choice between offensive spell DCs + social skills versus AC + to hit (ranged or finesse). Which is more important to you?

AtomicGamer |

Well, the favored enemy would just be to tide me over, I'd be getting the Ranger level to get Survival as a class skill (it's that kind of game) as well as Longbow proficiency.
I'd probably not do it till 3rd level though, skill substitution is too awesome to wait.
I see her as a physical tumbling, juggling sort of bard, but her defining ability is storytelling. Social skills are probably the most important...but she's still the type of person that I would definitely give 16 dex in any game where I wasn't starved with 10 point buy.

Twoswords |
Hey, just wondering if people had some insight to share.
I'll be playing in a first level game, that will remain first level for an extended time, due to a meta-artifact that prevents characters from gaining XP (and it has been active for thousands of years, so people don't really have a notion that there is such a thing as a hero, or even that you should get better with practice, beyond a certain basic point)
Anywho, my character is a half-elf traveling bard, based loosely on a gleeman (or gleewoman, as the case may be) from Wheel of Time. Juggling, storytelling, singing, etc.
She'll be a bit of a wild card (I'm thinking CG), raised on the road by her elven father, who was a bard, having struck out on her own a couple of years ago.
I thought I'd make her combat based on dagger throwing. (or rather, mostly rock throwing, saving daggers for emergencies)
This will be 10 point buy, and I was wondering if the following stats would be completely crazy:
Str: 14 - Dex: 14 - Con: 7 - Int: 13 - Wis: 7 - Cha: 16
Feat: Point Blank Shot.
Racial Feat: Skill Focus: Performance: Singing (or acting or storytelling)I could switch Dex and Cha....should I? Is it stupid to dump con like this?
Dagger throwing is not a bad idea as one an throw two daggers per normal attack in Pathfinder. If you are stuck at level one this makes you fairly lethal.
You dont have the most hit point, so avoid close combat and let the rest of the party handle it. It may be a really good idea to talk things through so that you all have a handle on how to deal with any combat situation as it will be fast and lethal.
While you may be stuck at level 1, nothing says that you need to be stuck in areas such as influence, favors collected, friends, and contacts made. Those are some pretty good goals to have, especially if you later on get the level restriction lifted.
Armor: look at what the absolutely best armor is that you can get, as this may very likely decide if you live or die.
As for feats, it is possible that the improved initiative is one you want to have so that you an act early on in a turn.
For skills: Perception and acrobatics are two you want to keep high from start.

Twoswords |
That's a lot of good advice, but how do you figure I can throw two daggers at once in a single attack? (other than by two weapon fighting, accruing normal penalties for such)
It is in the PF rules. Throwing two knives = one regular attack. I cant find exactly where the rule is stated as I am on vacation and have no books, but I believe it is Core.

Cult of Vorg |

It is in the PF rules. Throwing two knives = one regular attack. I cant find exactly where the rule is stated as I am on vacation and have no books, but I believe it is Core.
You either have a misunderstanding, or somebody scammed you. No such thing. At some point the TWF fighter and the 3.5 master thrower can get that ability, otherwise thrown daggers work as any other thrown melee weapon.
On topic, +1 to arcane strike, bypassing magic DR is a nice ability to have at low levels.
Throw anything is great for jongleur flavor, as well as removing improvised penalties for unusual surprise or nonlethal attacks.
I also agree that stats could be better if something like: s12 d14+2 c12 i8 w8 ch14

AtomicGamer |

The hit to int is especially hard to swallow, as I'm already starved for the skills I want. I'm already only taking a single performance and a single knowledge.
I'm taking acrobatics, for tumbling, sleight of hand, for juggling and magic tricks, stealth, because traveling between towns is incredibly dangerous, bluff and diplomacy, because she's charismatic and makes her living making people like her and I'm trying to squeeze perception in there too.