
![]() |

I posted this request rather badly several days ago. Here is the more complete request with all appropriate info, I think.
Longer explanation in spoiler if needed.
Requesting Half Orc Barbarian, Gnome Sorcerer, and Human Monk pregens.
I have almost NO experience playing martials, and I don't want to completely mess up.
Construction rules
Core + Traits Web Enhancement only.
Simple as possible for ease of first timers.
20 point builds.
Level 5.
gear suggestions.
Thanks!
1) Halfling Rogue
2) Halfling Bard
3) Half Elf Ranger
4) Half Orc Barbarian
5) Gnome Sorcerer
6) Elf Wizard
7) Human Fighter
8) Human Monk
9) Human Paladin
10) Human Druid
11) Dwarven Cleric
The purpose is a home brew introductory one shot. The base of the campaign is a sped up version of Wrath of the Righteous overlaid on the Carrion Crown APs. The Haunts are re-flavored demonic infestations, the general paranoia of the population remains.
The Rogue, Ranger, Bard, Barbarian, Sorcerer, and Druid run a local loan/collections business. The demonic infestation has been decimating their business. Even worse, the local magistrate has seen fit to assign a small cadre of peacekeepers (the Wizard, Fighter, Monk, Paladin, and Cleric) to help alleviate the current problem.
The Goodies are keen to resolve the issues so they can go home, the Baddies are keen on getting business back on track.
Builds are limited to:
1) Core Rulebook with the free online web enhancement for Traits.
2) 20 point builds.
3) Simple builds with simple synergies.

![]() |

Sounds like a terrific request, and just the sort of thing this board is useful for. I saw the first thread, and it was not clear enough to do anything with. This one is much better. Later I'll attempt to contribute a build or two.
A word of caution to future posters: don't post complicated builds. The OP made it very clear these are for new players. Keep it simple. Like, really simple. Don't post a build that optimizes your favorite rules exploit. Think of the Pathfinder Iconics. Post very simple, basic, effective builds.
To the OP: Do you want all those builds, or only the three you mentioned?

XMorsX |
Dwarf Monk lvl 5
Traits: Quain Martial Artist, Defensive Strategist
STR 20
DEX 14
CON 16
INT 7
WIS 18
CHA 7
1 Step Up, Improved Grapple (bonus)
2 Dodge (bonus)
3 Power Attack
5 Deadly Aim
Tactics: Full attack with shurickens + flurry + deadly aim untill they come close. Then either 1) full attack with power attack or 2) grapple them.
EDIT: For Human put the flowing stat to Str and take Toughness as a bonus feat.
Items:
Shurikens (20)
Masterwork Cestus
Wand of mage armor
Belt of Giant Str +2 (4000)
Headband of Inspired Wisdom +2 (4000)
Ring of Protection +1 (2000)

XMorsX |
Half-Orc barbarian 5
Traits: Mindlessly Cruel, Second Chance
STR 22
DEX 14
CON 14
INT 7
WIS 14
CHA 7
1 Combat Reflexes
2 RP: Superstition
3 Power Attack
4 RP: No Escape
5 Deadly Aim
+1 Bardiche (2000)
+1 Breastplate (1200)
Belt of Giant Strenght +2 (4000)
Amulet of natural armor (2000)
Adaptive composite longbow (1100)
20 arrows
Tactics: Wait for them to come on you and use attack of opportunities to damage them with power attack. Against enemies you cannot reach, use your bow with deadly aim.

XMorsX |
Gnome Sorcerer 5
Traits: Magical Lineage (Silent Image), Reactionary
STR 5
DEX 14
CON 12
INT 10
WIS 10
CHA 23
Arcane bloodline (arcane bond: ring)
1 Effortless Trickery
3 Spell Focus(Illusion)
5 Threatening Illusion
Spells known:
2nd lvl: Glitterdust, Minor Image
1st lvl: Silent Image, Vanish, Mage Armor, Grease, Identify (bonus)
cantrips: Detect Magic, Prestidigitation, Daze, Ghost Sound, Acid Splash, Dancing Lights
Tactics: Illutionist. Cast threatening silent image in order to provide flanking for your martials, while supporting with grease and glitterdust. After these go invisible with vanish while maintaining illusions on the field. Use extended mage armor on yourself. Simple but fun for the creative.
Items:
Ring of protection +1 (1000 because of arcane bond)
Headband of Alluring Charisma +2 (4000)
+1 Mithral Buckler (2000)
Lesser metamagic rod of extend (3000)
Light crossbow with 20 bolts

XMorsX |
Another idea I just remembered.
Whould you like to intoduce the idea of rage-cylcling to your players? It will make the barbarian much more effective and fun to play.
The build should change like this (basically add Strengh Surge and change baurdiche with a Horsechopper) :
Half-Orc barbarian 5
Traits: Mindlessly Cruel, Second Chance
STR 22
DEX 14
CON 14
INT 7
WIS 14
CHA 7
1 Combat Reflexes
2 RP: Superstition
3 Power Attack
4 RP: Strengh Surge
5 Deadly Aim
+1 Horsechopper (2000)
+1 Breastplate (1200)
Belt of Giant Strenght +2 (4000)
Amulet of natural armor (2000)
Adaptive composite longbow (1100)
20 arrows
2 Allnight drugs (150)
Tactics: Wait for them to come on you and use attack of opportunities to damage them with power attack. Against enemies you cannot reach, use your bow with deadly aim.
With Allnight you can rage-cycle freely. You become addicted, but the ability to rage-cycle Strengh Surge is amazing. It can be used offensively (trip someone with a huge CMB while enjouing the safety of your reach) and defensively (they try to grapple you? Strenght Surge!, trip you? Strengh Surge! dirty trick maybe? well, Strenght Surge!). It is just 75g for 8 hours, trivial cost if you ask me for the bonuses that it gives.
Also, the image of a half-orc barbarian addicted to a stimulating drug is pretty flavorfull.
Finally, a Human is a better option for a core barbarian IMO. The extra feat and ksill point is worth more than ferocity, especially for a low lvl barb who dumped his Int. If you decide to go Human, add Step Up at your 1st lvl feats.

Monkerdoodle |

Elf Conjuerer 5
Traits: Warrior of Old; Focused Mind
Arcane Bond: Item (Ring)
*If and only if a Compsognathus, Dodo, or Greensting Scorpion is not available as a familiar
Opposed Schools: Enchantment; Necromancy
1) Improved Initiative; Scribe Scroll
3) Toughness
5) Combat Casting; Extend Spell
STR 7
DEX 18
CON 12
INT 22
WIS 10
CHA 7
Being Core only, I tried to make this as vanilla of a spellcaster as possible, Conjuration is simply the best school, I avoided going the Augment Summoning route because you said this was for new players and summoning is a very complicated and confusing process, so I won't even include the summoning spells in the spellbook.
Spellboook (38/100 pages used)
CANTRIPS
Abj
- Resistance
- Acid Splash
- Detect Magic
- Detect Poison
- Read Magic
- Dancing Lights
- Flare
- Light
- Ray of Frost
- Ghost SoundTra[list]
- Mage Hand
- Mending
- Message
- Open/Close
- Arcane Mark
- Prestidigitation
LEVEL ONE SPELLS
Abj
- Shield
- Grease
- Mage Armor
- Unseen Servant
- Detect Secret Doors
- Identify
- Magic Missle
- Color Spray
- Enlarge Person
- Expeditious Retreat
LEVEL TWO SPELLS
Con
- Glitterdust
- Web
- Invisibility
- Rope Trick
LEVEL THREE SPELLS
Con
- Stinking Cloud
- Haste(or Fly)
Spells Prepared:
CANTRIPS (4/day): Detect Magic; Light; Prestidigitation; Resistance
LEVEL ONE (5+1/day): Grease(2); Mage Armor; Color Spray; Shield; Magic Missle
LEVEL TWO (4+1/day): Glitterdust (2); Web; Invisibility
LEVEL THREE (2+1/day): Stinking Cloud; Haste (2)
Gear
- Handy Haversack (1,000)
- +2 Headband of Vast Intellect (4,000)
- Lesser Rod of Extend Spell (3,000)
- Pearl of Power (1st)(1,000)
Also price out and purchase all of the items listed in this wizard's kit and have around 900 gp left over for Scroll Scribing and Spell Purchasing.
Tactics: At the beginning of each day, cast a Mage Armor, extended by the Rod to last 10 hours, and have a scroll written up every night while out adventuring for an Extended Rope Trick to last 10 hours (it will be a 3rd level scroll).
In combat, hopefully going first will let you open by casting Haste on your allies before you start controlling the battlefield, then combinations of Grease and Color Spray will shut the enemies down.

master_marshmallow |

Human Fighter 5
1) Power Attack; Toughness; Weapon Focus (greatsword)
2) Dodge
3) Mobility
4) Weapon Specialization
5) Spring Attack
STR 18
DEX 14
CON 16
INT 10
WIS 12
CHA 8
Weapon Training: Heavy Blades
Tactics: Typical BDF, he runs in, hits something, and runs back out. Wears medium armor to keep his movement speed up. I gave him a CON item and took Toughness to secure his role as the damage soaker.
Gear
- +1 Breastplate (1,550)
- +1 Greatsword (2,400)
- Handy Haversack (1,000)
- +1 Cloak of Resistance (1,000)
- +2 Belt of Mighty Constitution (4,000)
- Fighter's Kit(9)
Human Paladin 5
1) Weapon Focus (Longsword); Dazzling Display
3) Intimidating Prowess
5) Persuasive
STR 16
DEX 12
CON 14
INT 12
WIS 7
CHA 18
SPELLS PREPARED:
1st) Divine Favor; Bless
Party face/Intimidate Build. He is your sword/board stereotypical paladin, opens up combat with Dazzling Display to make everything else shaken. Persuasive boosts his intimidate for combat, and his diplomacy for out of combat. He should have Diplomacy, Intimidate, and Sense Motive all maxed.
Gear
- masterwork full plate (1,650)
- +1 longsword (2,320)
- +1 heavy steel shield (1,170)
- Handy Haversack (1,000)
- +2 Headband of Alluring Charisma (4,000)
- Paladin's Kit(11)

XMorsX |
Hey Marshmallow, if you change toughness and weapon spec. with combat expertise and whirlwind attack, you could possibly have a hell lot of attacks on a full round action, before the other PCs even have their first iterative!
I find it a great investment for low lvl fighters, despite the heavy feat tax. Seeing that you already have spring attack, it is a nice way to fill the rest of your available feats. It works even better if you use a reach weapon.

Tangaroa |

Eberk Loderr
Male Dwarf cleric 5
LG Medium humanoid (dwarf)
Init -1, Senses darkvision (60 ft.); Perception +3
Aura aura of good, aura of law
=================================================
DEFENSE
=================================================
AC 24, touch 9, flat-footed 24 (+10 armor, -1 Dex, +1 natural, +4 shield)
hp 46 ((5d8)+20)
Fort +9, Ref +2, Will +9, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities resistant touch (6/day)
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee +1 warhammer +8 (1d8+5/x3)
Ranged light crossbow +2 (1d8/19-20)
Melee gauntlet +6 (1d3+3)
Special Attacks Channel Positive Energy (3d6, DC 13, 4/day)
Prepared Spells
Cleric (CL 5th; concentration +8)
3rd-invisibility purge, prayer, *protection from energy
2nd-bull's strength, restoration (lesser), *shield other, silence
1st-bless, divine favor, *protection from chaos, remove fear, shield of faith
0th-guidance, light, mending, stabilize
*:Domain spell.
Deity Torag; Domains Law, Protection
=================================================
STATISTICS
=================================================
Str 16, Dex 8, Con 16, Int 10, Wis 16, Cha 12
Base Atk +3; CMB +6; CMD 15 (19 vs bullrush and trip)
Feats Armor Proficiency (light, medium, heavy, shields), Shield Focus, Weapon Focus (Warhammer), Weapon Proficiency (battleaxes, heavy picks, simple, warhammers)
Skills Acrobatics -6 (-10 to jump), Climb +10, Heal +8, Knowledge (Religion) +6, Swim -2
Languages Common, Dwarven
SQ aura of good, aura of law, darkvision, defensive training, greed, hardy, hatred, orisons, spontaneous casting, stability, steady, stonecunning, touch of law (6/day), weapon and armor proficiency, weapon familiarity
Combat Gear Healer's Kit (10 charges), scroll (bless) (4), scroll (comprehend languages), scroll (cure light wounds) (4), scroll (magic weapon), scroll (protection from evil), scroll (resist energy), oil of bless weapon, potion of jump, scroll (shield of faith),
Other Gear amulet of natural armor +1, +1 heavy steel shield, +1 warhammer, ring of climbing, full plate +1, vestments (cleric's), backpack, rope (silk/50 ft.), healer's kit, pouch (belt), flint and steel, bedroll, rations (trail/per day) (5), waterskin (filled), holy symbol (wooden) (2), climber's kit, light crossbow with 10 bolts, gauntlet, 32.4 gp
=================================================
SPECIAL ABILITIES
=================================================
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero.
Aura of Good (Ex) You project a strong good aura.
Aura of Law (Ex) You project a strong lawful aura.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 3d6 (DC 13 for half) 4/day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your resistance bonus (+2) for 1 minute. During this time, you lose your resistance bonus.
Rich Parents You were born into a rich family, perhaps even the nobility.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all rolls for 1 round as if the natural d20 roll resulted in an 11.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

master_marshmallow |

Hey Marshmallow, if you change toughness and weapon spec. with combat expertise and whirlwind attack, you could possibly have a hell lot of attacks on a full round action, before the other PCs even have their first iterative!
I find it a great investment for low lvl fighters, despite the heavy feat tax. Seeing that you already have spring attack, it is a nice way to fill the rest of your available feats. It works even better if you use a reach weapon.
I actually typed that entire passage twice, including a small wall of text on that very subject, but the first time I typed it the internet imploded and all my text was lost to the abyss so when I typed it a second time I decided not to bother.
The main issue being this is intended for beginners, and teaching beginners the concept of tactics and action economy is usually less important than teaching them which numbers to add to their d20 roll.
Whirlwind attack requires some specific tactics to not get yourself killed and/or surrounded by enemies, and for a brand new player who will most likely want to implement everything he can it could end in a disastrous way.
Of course with minimal tweaking one could completely switch the focus of the character to achieve some insane DPR and action economy, but I figured KISS like the OP asked.

Tangaroa |

Ellywick Nackle
Female Gnome sorcerer 5
None Small humanoid (gnome)
Init +4, Senses low-light vision; Perception +3
=================================================
DEFENSE
=================================================
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size )
hp 35 ((5d6)+15)
Fort +4, Ref +4, Will +6, +2 vs. illusion spells or effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee masterwork spear (small) +4 (1d6/x3)
Ranged masterwork spear (small/thrown) +6 (1d6/x3)
Ranged crossbow (light) (small) +5 (1d6/19-20)
Melee dagger (small) +3 (1d3/19-20)
Ranged dagger (small/thrown) +5 (1d3/19-20)
Special Attacks Acidic Ray (1d6+2, 8/day), Long Limbs
Innate Spell-Like Abilities dancing lights (1/day), ghost sound (DC 15,1/day), prestidigitation (DC 15,1/day), speak with animals (DC ,1/day),
Sorcerer Spells Known (CL 5th; concentration +12)
2nd(5/day)-alter self(DC ), invisibility(DC 18), see invisibility(DC )
1st(8/day)-mage armor(DC 16), magic missile, shocking grasp, silent image(DC 17), enlarge person(DC 16)
0th(at will)-detect magic, disrupt undead, ghost sound(DC 16), light, ray of frost, touch of fatigue(DC 15)
=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 20
Base Atk +2; CMB +1; CMD 14
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Spell Penetration
Skills Craft (Painting) +7, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Linguistics +2, Spellcraft +8, Use Magic Device +13
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ aberrant bloodline, bloodline arcana, cantrips, defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon and armor proficiency, weapon familiarity
Combat Gear Wand of Burning Hands (CL 3rd, 50 charges), potion of cure light wounds (2), potion of endure elements, potion of jump, potion of protection from evil, scroll (comprehend languages), scroll (fly), scroll (glitterdust), scroll (identify), scroll (ray of enfeeblement)
Other Gear headband of alluring charisma +2, masterwork spear (small), ring of protection +1, cloak of resistance +1, pouch (belt) (small) (2), bolts, crossbow (10), crossbow (light) (small), dagger (small), 58.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre.
Acidic Ray (Su) You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of acid damage. You can use this ability 8 times per day.
Bloodline Arcana Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Eschew Materials
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Long Limbs (Ex) Your reach increases to 5 feet whenever you make a melee touch attack. This ability does not increase your threatened area.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Tangaroa |

Ellywick Nackle
Female Gnome sorcerer 5
CN Small humanoid (gnome)
Init +4, Senses low-light vision; Perception +3
=================================================
DEFENSE
=================================================
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size )
hp 35 ((5d6)+15)
Fort +4, Ref +4, Will +6, +2 vs. illusion spells or effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee small masterwork spear +4 (1d6/x3)
Melee small dagger +3 (1d3/19-20)
Melee touch attack +3 vs. touch AC
Ranged small masterwork spear +6 (1d6/x3)
Ranged small light crossbow +5 (1d6/19-20)
Ranged small dagger +5 (1d3/19-20)
Special Attacks Acidic Ray (1d6+2, 8/day), Long Limbs
Innate Spell-Like Abilities dancing lights (1/day), ghost sound (1/day), prestidigitation (1/day), speak with animals (1/day)
Sorcerer Spells Known (CL 5th; concentration +12)
2nd(5/day)-alter self, invisibility, see invisibility
1st(8/day)-mage armor, magic missile, shocking grasp, silent image(DC 17), enlarge person
0th(at will)-detect magic, disrupt undead, ghost sound(DC 16), light, ray of frost, touch of fatigue(DC 15)
=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 20
Base Atk +2; CMB +1; CMD 14
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Spell Penetration
Skills Craft (Painting) +7, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Linguistics +2, Spellcraft +8, Use Magic Device +13
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ aberrant bloodline, bloodline arcana, cantrips, defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon and armor proficiency, weapon familiarity
Combat Gear wand of burning hands (CL 3rd, 50 charges), potion of cure light wounds (2), potion of endure elements, potion of jump, potion of protection from evil, scroll (comprehend languages), scroll (fly), scroll (glitterdust), scroll (identify), scroll (ray of enfeeblement)
Other Gear headband of alluring charisma +2, small masterwork spear, ring of protection +1, cloak of resistance +1, small belt pouch, small light crossbow with 10 bolts, small dagger, 58.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre.
Acidic Ray (Su) You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of acid damage. You can use this ability 8 times per day.
Bloodline Arcana Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Eschew Materials Your spells do not require simple magical components or a spell pouch to cast.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks (already included)
Long Limbs (Ex) Your reach increases to 5 feet whenever you use a spell make a melee touch attack. This ability does not increase your threatened area.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 to your initiative modifier (already included)
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

XMorsX |
XMorsX wrote:Hey Marshmallow, if you change toughness and weapon spec. with combat expertise and whirlwind attack, you could possibly have a hell lot of attacks on a full round action, before the other PCs even have their first iterative!
I find it a great investment for low lvl fighters, despite the heavy feat tax. Seeing that you already have spring attack, it is a nice way to fill the rest of your available feats. It works even better if you use a reach weapon.
I actually typed that entire passage twice, including a small wall of text on that very subject, but the first time I typed it the internet imploded and all my text was lost to the abyss so when I typed it a second time I decided not to bother.
The main issue being this is intended for beginners, and teaching beginners the concept of tactics and action economy is usually less important than teaching them which numbers to add to their d20 roll.
Whirlwind attack requires some specific tactics to not get yourself killed and/or surrounded by enemies, and for a brand new player who will most likely want to implement everything he can it could end in a disastrous way.
Of course with minimal tweaking one could completely switch the focus of the character to achieve some insane DPR and action economy, but I figured KISS like the OP asked.
Sorry to hear that, It has happend to me too quite a few times.
Yes I see your reasoning, just a two handed weapon with a high damage dice and lots of strenght to back it up never goes wrong at these lvls.

Tangaroa |

A human druid who travels wildshaped in a leopard form and casts fire spells. I've statted her out with buffs and wildshape in play - may require a math savvy person to adjust for human form. (Druids are not a newbie friendly class)
Tova prefers to wildshape at the beginning of the day and follow her companions from the city rooftops. She values the destructive rebirth of the element of fire, which cleanses the evil, rotting places of the world.
Tova
Female Human druid 5
NG Medium humanoid (human)
Init +3, Senses low-light vision, Perception +13
=================================================
DEFENSE
=================================================
AC 20, touch 12, flat-footed 28 (+4 armor, +1 deflection, +1 Dex, +4 natural)
hp 46 ((5d8)+20)
Fort +7, Ref +3, Will +10, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
=================================================
OFFENSE
=================================================
Speed 40 ft., Climb 20 ft.
Melee bite +9 (1d6+6, magic), 2 claws +9 (1d3+6, magic)
Melee bite +8 (1d6+8, magic), 2 claws +8 (1d3+8, magic) with power attack
Ranged fire bolt +4 touch (1d6+2 fire)
Special Attacks Fire Bolt (8/day, 1d6+2), Spontaneous Casting
Prepared Spells
Druid (CL 5th; concentration +12)
3rd-call lightning(DC 19), fireball(DC 19), magic fang (greater)
2nd-barkskin, bull's strength, produce flame, resist energy
1st-burning hands(DC 17), cure light wounds(DC 16), faerie fire, longstrider, produce flame, speak with animals
0th-detect magic, guidance, light, stabilize
*:Domain spell.
Deity Green Faith Domains Fire
=================================================
TACTICS
=================================================
Before Combat At the beginning of the day, Tova wildshapes into a leopard form and casts greater magic fang and long strider. If Tova has time to prepare for battle, she drinks a potion of mage armor, then casts barkskin and bull's strength.
During Combat Tova will cast call lightning and fireball to weaken her enemies, and then move to fight with her claws
Base Statistics If Tova does not have the effects of wildshape or her other spells, she has Senses Perception +13; AC 13, touch 12, flat-footed 11; Speed 30 ft., Melee masterwork sickle (alchemical silver) +6 (1d6+1) or masterwork sickle (cold iron) +6 (1d6+2); Ranged sling +4 (1d4+2); Ranged fire bolt +4 touch (1d6+2 fire); Str 14; CMB +5, CMD 17; Climb +7, Swim +7
=================================================
STATISTICS
=================================================
Str 20, Dex 12, Con 14, Int 10, Wis 20, Cha 10,
Base Atk +3; CMB +8; CMD 20
Feats Natural Spell, Power Attack, Spell Focus (Evocation), Toughness
Skills Climb +18, Handle Animal +6, Heal +11, Knowledge (Geography) +4, Knowledge (Nature) +9, Linguistics +2, Perception +13, Spellcraft +5, Survival +13, Swim +10
Traits focused mind, reactionary
Languages Common, Druidic, Ignan, Sylvan
SQ bonus feat, fire domain, nature sense, orisons, resist nature's lure, skilled, trackless step, weapon and armor proficiency, wild empathy +5, wild shape, woodland stride
Combat Gear Healer's Kit (10 charges), Wand of Cure Light Wounds (50 charges), potion of mage armor (2), scroll of bull's strength (2), scroll of magic fang (greater), scroll of magic fang (2), scroll of lesser restoration
Other Gear headband of inspired wisdom +2, bracers of armor +1, ring of protection +1, cloak of resistance +1, backpack, outfit (explorer's), bullets (sling/10) (2), healer's kit, masterwork sickle (alchemical silver), masterwork sickle (cold iron), sling, 84.8 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.
Fire Domain You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entange, Spike Growth, and Warp Wood.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Wild Empathy (Ex) You can improve the attitude of an animal.
Wild Shape (Su) You can change shape 1 time / day for up to 5 hours You can change into any Small or Medium animal. When changing into an animal, this functions as Beast Shape I
Woodland Stride (Ex) You may move through any sort of magical undergrowth at your normal speed and without taking damage or suffering any other impairment.

Ginglebrix |

OP-
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.

XMorsX |
OP-
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.
I am seriously getting board of the "anti-min maxing" mentality that many people on this forum have. It is a game, and how you build your characters is affecting their efficiency.
The monk I posted is neither retarded nor anti-scocial. He is just not very clever and neither very charming. These concerns are of secondary value though, because these are mechanical choices that affect he game in its core mechanics. You may argue that is is bad game designing that you cannot build an effective intelligent charismatic monk, but you cannot argue that with this ruleset, a monk that does not use dump stats is going to suck.
If all you care is acting, participate in a theatre play. I have done several times and I can assure you that it is a more satisfing experience than trying to represent your stats on the table.
New players need effective characters even more so than experienced ones. And if they just want to roleplay something and they do not care about its efficiency, there is nothing to add to this forum. Akinra specifically said that wants PCs that are good at waht they do, and making good mechanical choices that is what seperates newbies from experienced PF players.

Ginglebrix |

Ginglebrix wrote:OP-
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.
I am seriously getting board of the "anti-min maxing" mentality that many people on this forum have. It is a game, and how you build your characters is affecting their efficiency.
The monk I posted is neither retarded nor anti-scocial. He is just not very clever and neither very charming. These concernes are of secondary value though, because these are mechanical choices that affect he game in its core mechanics. You may argue that is is bad game designing taht you cannot build an effective intelligent charismatic monk, but you cannot argue that with this ruleset, a monk that does not use dump stats is going to suck.
If all you care is acting, participate in a theatre play. I have done several times and I can assure you that it is a more satisfing experience than trying to replresent your stats on the table.
I have done theater work XMorsX. And I apologize that some people's opinions (including my own) cause you some degree of boredom. I will also give you similar advice that you gave me. If mathematical efficiency and probability is more exciting for you, perhaps you should try miniature wargaming. It is very similar to RPG, except that you don't have to talk, think outside of combat, or pretend you are other people. You just roll dice and kill.
That being said, I have played RPGs since 1984 and although some people have come and gone, most of our core group still gets together to play every 3rd or 4th Saturday. Out of all of our fondest memories and moments of brilliance, none of them revolved or depended upon maximizing gaming mechanics or building a dwarven monk to resemble a juvenile hill giant. In fact, when anyone has ever brought a straight 18s character or a STR/CON/DEX 20 and INT/WIS/CHA 8 or less character to the table, they are typically met with eyerolls and ridicule.
In my opinion, there are multiple ways to make your character "efficient". And many of them do not involve min/maxing stats.
We obviously have 2 different play styles, and I encourage you and your friends to continue playing the way that makes everyone happy.
And the importance of these forums is for people to read multiple (and sometimes conflicting) viewpoints and opinions in order to make the best informed decision for themselves and their games.
OP - Look at the iconics as a good baseline.

master_marshmallow |

OP-
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.
I will tell this board time and time again that the reason stat dumps exist in the first place are because of the point buy system, and that said point buy system is seriously flawed. It is what it is, and if you want to teach people how to play the game, they're going to end up pissed if you give them an overly complicated character whose personality and background are already decided for them.
Let the newbies play the characters, we can do the crunchwork. That's the whole point of this thread.
The idea of forcing people to adhere to the point buy dropping a stat down to make a -2 modifier as if it reduced someone to complete retardation is retarded itself when the point buy system itself dictates your characters abilities.
Also, a 7 is not an unpresentable stat. A 3 is the minimum stat one can have without becoming an animal or a pixie or whatever other comparison you want to make. The reason Point Buy bottoms out at 7 is to prevent such characters from existing in the first place.

Ginglebrix |

Ginglebrix wrote:OP-
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.
I will tell this board time and time again that the reason stat dumps exist in the first place are because of the point buy system, and that said point buy system is seriously flawed. It is what it is, and if you want to teach people how to play the game, they're going to end up pissed if you give them an overly complicated character whose personality and background are already decided for them.
Let the newbies play the characters, we can do the crunchwork. That's the whole point of this thread.
The idea of forcing people to adhere to the point buy dropping a stat down to make a -2 modifier as if it reduced someone to complete retardation is retarded itself when the point buy system itself dictates your characters abilities.
Also, a 7 is not an unpresentable stat. A 3 is the minimum stat one can have without becoming an animal or a pixie or whatever other comparison you want to make. The reason Point Buy bottoms out at 7 is to prevent such characters from existing in the first place.
I agree that the point buy system is very likely the cause. This is a good point, Marshmellow.
My crew had always preferred rolling the dice, but I had encouraged them to try the point buy system to keep ALL characters on the same playing field.
It was not unusual to see a few guys with 2 18s, while the guy next to him had a high score of 14.

master_marshmallow |

but I had encouraged them to try the point buy system to keep ALL characters on the same playing field.
If that's the case, then you should have rebalanced all of the classes so that their power level can be controlled by the same allotment of stats, but as long as MAD and SAD both exist in the same game this system is a joke.
It's basically Communism.

Ginglebrix |

Ginglebrix wrote:but I had encouraged them to try the point buy system to keep ALL characters on the same playing field.If that's the case, then you should have rebalanced all of the classes so that their power level can be controlled by the same allotment of stats, but as long as MAD and SAD both exist in the same game this system is a joke.
It's basically Communism.
At the time, I was working full time, full time grad school, and had 4 kids, lol.
No time for love Dr. Jones, or to do more than I did =)

Ginglebrix |

My attitude is kind of rude and I apologize for that. Yes, we have some different point of views. I just hate it when the role-playins aspects should affect in a negative way your mechanical performance.
I also apologize for sounding overly critical of your build. I used a poor choice of words.

Tangaroa |

Sorry, I realize it's too late but I meant to post this fellow before:
Osborn Tosscobble
Male Halfling bard 5
CG Small humanoid (halfling)
Init +3, Senses Perception +7
=================================================
DEFENSE
=================================================
AC 21, touch 14, flat-footed 18 (+5 armor, +3 Dex, +2 shield, +1 size )
hp 41 ((5d8)+15)
Fort +6, Ref +9, Will +6, +2 vs. fear, +2 trait bonus on all saving throws against illusions., +4 vs. Bardic Performance, sonic, and language-dependent effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee masterwork rapier (small/cold iron) +8 (1d4/18-20)
Melee masterwork whip (small) +8 (1d2)
Ranged shortbow (composite/small/darkwood) +8 (1d4/x3)
Special Attacks Distraction, Fascinate
Bard Spells Known (CL 5th; concentration +10)
2nd(3/day)-hold person(DC 18), invisibility, mirror image
1st(6/day)-cure light wounds(DC 16), feather fall, grease(DC 16), hideous laughter(DC 17)
0th(at will)-detect magic, ghost sound(DC 15), light, message, prestidigitation, summon instrument
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 10, Dex 16, Con 14, Int 11, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 15
Feats Skill Focus (Perform (Keyboard Instruments)), Spell Focus (Enchantment), Weapon Finesse
Skills Acrobatics +11, Climb +2, Diplomacy +18 (from versatile performance), Intimidate +18 (+14 vs. medium creatures; from versatile performance), Knowledge (Arcana) +6, Knowledge (Dungeoneering) +2, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nature) +6, Knowledge (Nobility) +2, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +5, Perception +7, Perform (Act) +13, Perform (Keyboard Instruments) +18, Sense Motive +6, Spellcraft +6, Stealth +11
Traits Resilient, Skeptic
Languages Abyssal, Common, Goblin, Halfling
SQ armored casting, bardic knowledge, bardic performance, cantrips, countersong, fearless, halfling luck, inspire competence, inspire courage, keen senses, versatile performance (keyboard instruments), lore master, sure-footed, weapon and armor proficiency, weapon familiarity, well-versed
Combat Gear elixir of tumbling, oil of bless weapon, oil of magic weapon, scroll (cure light wounds) (2), scroll (cure moderate wounds), scroll (expeditious retreat) (2), scroll (glitterdust), scroll (identify), scroll (remove fear) (2), scroll (see invisibility)
Other Gear headband of alluring charisma +2, masterwork rapier (small/cold iron), cloak of resistance +1, mithral shirt +1 (small), outfit (entertainer's/small), darkwood buckler +1 (small), arrows (20), arrows (20/cold iron), masterwork musical instrument (harpsichord/small), pouch (belt) (small), masterwork whip (small), shortbow (composite/small/darkwood), 117.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Versatile Performance (Keyboard Instruments) (Ex) You can use your bonus in the Perform (Keyboard Instruments) skill in place of your bonus in the Diplomacy or Intimidate skills.
Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources.
Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.