
spectrevk |

Now, I know that I shouldn't expect to do much with a 1st level Bard. That said, I'm whipping up a quick character for PFS tomorrow after a couple of months away, and I decided that the Sandman sounded awesome (spell stealing plus trapfinding? sign me up!)
The bad news is that I can't see any way this character is going to be helpful in combat, aside from performance buffs. I'm also concerned about survivability.
STR 10
DEX 14
CON 13
INT 10
WIS 12
CHA 18
AC 16
HP: 9
FORT +1
REF +4
WILL +3
Shortbow +2 (1d6)
Dagger +0 (1d4)
SKILLS
Acrobatics +5
Bluff +8
Diplomacy +8
Disable Device +7
Perception +5
Perform (Act) +8
Stealth +6
Use Magic Device +8
FEATS
Point Blank Shot
Precise Shot
TRAITS
Eastern Mysteries (Qadira Faction)
Criminal (Disable Device is now a class skill; +1 Disable Device)
GEAR
Shortbow
40 Arrows
Dagger
Studded Leather Armor
Buckler
Thieves' Tools
Vermin Repellent
Antitoxin
SPELLS KNOWN
0: Light, Message, Mage Hand, Daze (DC 14, 16 w/Eastern Mysteries)
1: Grease (DC 15/17 with Eastern Mysteries), Vanish
Spell stealing is going to be likely off the table until I get more spell slots, and I'm giving up Inspire Competence to gain spell stealing in the first place. I've still got Countersong, Distraction, Fascinate, and Inspire Competence. I went with the shotbow and Precise Shot so that I could at least be vaguely useful in combat, because I realized that I was going to be hopeless in melee. I'm a little bummed about having to give up on Great Fortitude as a feat (would have made my Fort Save a bit nicer), but this seems like my most viable option, if a bit risky.
Any advice on making this character more survivable in PFS? My concept is a magical thief (with a heart of gold, naturally) from Qadira who was spared prison by elements within the Qadiran faction within the society.

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Without changing the build, I don't see how you really could be much more bulky.
My initial advice is not to overly worry about it. I've seen level 1 Wizards with 6 hp and 11 AC make it to level 2 just fine in PFS, even without Mage Armor.
But if you are seriously worried, the Tribal Scars feat seems surperior to Toughness for most of the time you'll be in society play, and never becomes strictly inferior. I'm assuming you're not considering feating heavily into ranged combat, so you could take it over precise at 1. I know it is a real trade off, but if you want survivability, IMO Tribal Scars is the best single change you could make. As a bard I don't think a sling+point blank+inspire courage is bad at one. I've seen standard bards do less with more.
EDIT: Shortbow, not sling. Even better.

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I'd probably redo your stats a bit:
Str 12
Dex 14
Con 14
Int 10
Wis 8
Chr 18
More survivable, slightly better in combat, and all you're really loosing is +2 to will saves and a bit to perception.
That said I'm not sure I'd want to go with a ranged fighting style when my primary ability revolved around melee touch attacks.

Gallyck |

I played with one in a homebrew game for 7 levels. He was bad. Real bad. Its not easy to steal spells and its a touch attack. Bards are squishy. Of course our group while quite large didnt have a anyone to keep the barbarian upright and he spent a lot of time buffing and healing the barbarian.
It does sound cool and has awesome flavor but from an adventuring standpoint they just seemed a bit weak.

insaneogeddon |
Its a trap: disable device isn't a class skill and you don't get +1/2 level to disable device or perception to find them.
No bardic knowledge or lore master also bites.
Make sure you get a trait that gives you disable device.
Also look at: Archeologist, Detective or Archivist
Inspire is not a huge loss you can always cast haste/good hope eventually and buff the party.

spectrevk |

Its a trap: disable device isn't a class skill and you don't get +1/2 level to disable device or perception to find them.No bardic knowledge or lore master also bites.
Make sure you get a trait that gives you disable device.
Also look at: Archeologist, Detective or Archivist
Inspire is not a huge loss you can always cast haste/good hope eventually and buff the party.
The Criminal trait that I took gives Disable Device as a trait.
To address the other issues: originally I had gone with a longsword/light shield, but having my primary attack be at +0 seemed like an awful idea. I suppose I could have picked up Weapon Finesse and a Rapier, but I've always hated Weapon Finesse as a feat.
I'm generally loathe to drop my Will saves, but I'll certainly give it some consideration in this case.

insaneogeddon |
Never said archery not a good option, if you like it.
No real loss dropping chr for str.. good for encumbrance and spells are mostly buffs so DCs aren't a huge issue.. also if avoid offensive spells SR also becomes moot. If you want to be an attacking melee caster blaster that's better served with the magus.
As an acrobatic person with sneak attack always heading for flank should both buff the party (+2 hit to the main warrior) and give you +2 hit and extra damage from sneak attack till you get the equivalent from blink/greater invis. Thats if you wan't to risk melee.. and its ALWAYS a risk!
I agree weapon finesse bites but it is good as dex is a stat that gives in so many areas including touch attacks.
The original bow idea is probably a better idea for damage- full attacks, +1hit/dam from point blank out of the box, can be composite, stack heroism and deadly aim or/and rapid shot by 5th. Find some bracers of archery. Its hard to beat archery for damage and keeps you from melle.
Add blink and greater invis and at higher levels you should be doing fine damage!

Rurric |

The Magus class has that ability (Spell Strike) and then there is making your weapon a "Spell Storing" weapon.
The spell "Weapon Wand" which is a 1st lvl bard spell (only 1 min / lvl though) let's you deliver wand spells with a weapon attack (though you dont get to add weapon damage)
Past that... there are a couple of 3.5 options