CWalk89
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After next session my halfling bard Julyan Dimbleningel will become level 3 and I am quite undecided as to what feat I will select for him. I've really enjoyed playing a face/skillmonkey character, and it is those roles on which I intend to focus for this build. In fact, I rarely do more than grease and heal during combat. That said, here are the feats I'm currently considering:
Arcane Strike - I don't usually attack during combat, but having a magic-weapon-on-demand seems like decent utility for my usual group.
Skill Focus (Knowledge - Arcana) > Eldritch Heritage (Arcane Bloodline) - The idea of having a monkey or squirrel familiar appeals to me, though it seems like a lot of feats to burn for something that is basically 100% flavor.
Skill Focus (Perform - ???) - I've been using my "extra" skill points building my Knowledge skills in anticipation of Lore Master, so this would be a good way to jumpstart my second Versatile Performance skill.
Martial Weapon Proficiency (halfling sling-staff) - I really love the idea of this weapon, though a halfling with 8 Strength that rarely fights seems better served by a crossbow.
Spell Focus (Enchantment) - This seems like the most practical feat choice since I use charm person and hideous laughter pretty regularly and intend to select plenty more enchantment spells.
If there are any other feats out there that seem like they'd fit my play style, by all means put them out there. Thank you in advance for all your helpful and insightful responses!
| RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
I second Lingering Performance, and possibly Improved Initiative, although you could instead pick up the familiar through Eldritch Heritage to essentially get Improved Initiative with the right familiar, on top of Alertness.
If you do go that route, I'd recommend a different Skill Focus though. Plenty of Wizards and Alchemists max out Kn (arcana) already; History or Religion are more likely to be missing from the rest of the party.
CWalk89
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Lingering Performance was something I considered, but in five sessions of PFS I don't think I have ever run out of rounds of bardic performance. I didn't say so in my OP but starting bardic performance (inspire courage) is the first action I take when entering combat.
Does seem like a feat I would take inevitably, though. You're saying sooner is better.
Good advice on the knowledge selection for the Skill Focus.
| Calybos1 |
Lingering Performance is intended so that in the event you are rendered unable to sustain your performance, that your bonus persists a little longer to aid your allies and/or hinder your foes.
Bingo, and that's very valuable in a lot of situations. It's not about adding more rounds of performance per day, it's about giving your allies the benefit after you've been taken down.
CWalk89
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@Dieben and Calybos1 - That makes sense.
Right now I am leaning toward Lingering Performance at 3, Skill Focus (Knowledge - Local) at 5, and Eldritch Heritage (Arcane Bloodline) at 7. Then I'll pick up a rabbit familiar for the +4 to initiative.
That leaves me with two more feats at 9 and 11. Any further suggestions?
Also, I've been thinking about getting a riding dog. Are they worth the money and skill point investment in PFS? Beyond liking the idea of riding around on some mongrel for the sheer absurdity of it, Julyan is really slow compared to the others in my usual group so the increased mobility would be nice.
kinevon
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Harmonic Spell is not a bad feat.
On the riding dog: At 4th level or so, they become more glass than cannon. It only has 13 hit points, and, at this point, becomes a very fragile extra movement allowance.
Fleet as a feat, Boots of Striding and Springing, Expeditious Retreat or Longstrider off a wand (You do have UMD trained, yes?), Haste (coming soon to an arcane caster near you), Boots of Speed, etc.
| Twigs |
He linked his character sheet at the top of his post, Sir.
I feel like the skill focus is a bit of a dud feat, and I'm personally not a fan of lingering performance. At low levels, encounters are very short, and I've yet to see a bard run out of rounds/day at any of my tables. Also while a familiar is great, it's only going to be using your skills with lower modifiers and you can really put those feat slots to use elsewhere. Remember that Handle Animal is charisma based and animals are dirt-cheap. Perhaps just buy yourself a pet and teach it some useful tricks?
In short, I think a bard's support abilities and skills hold up nicely on their own without the feat investment (and there's no improvement you can make that will top the boosts you get for simply levelling up, with move action performance, +2 inspire courage and higher level spells). Your feats should be used to plug your weaknesses, in this case, spell DC's and combat effectiveness. Spell Focus, Arcane Strike, and possibly Deadly Aim would all be great options (although the lack of precise shot will probably suck, you can always cast spells when you dont have a clear shot). If you're not interested in shooting, stick with the spell focus line.
For movement, I think it's too late for you to take that alternate racial trait that halflings get... so the riding dog or the wand are probably your best bet. You can grab a wand with your Prestige Points really easily after a module or two, so they wont be too hard to get your hands on.
Whatever you choose, props for playing a small-sized bard! As my first ever PC way back in the dismal days of 3.5, I'm impressed at the results you seem to be getting with an 8-strength support character. I wish I'd had that kind of success way back when. Kudos!
CWalk89
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@Twigs - I have really enjoyed playing a halfling bard. I realized that I pretty much just like rolling dice and being a bard lets you do that more than any other class.
What you've said about bardic performance has me all mixed up now. I don't think I've ever come within four rounds of running out of bardic performance and I've spent all of one round in five sessions unconscious (because I stupidly solo-stealthed my way into what was obviously the BBEG's lair). Plus, lingering performance just doesn't have the kind of flavor that speaks to me.
That said, I don't know if I want to commit to the ranged combat route of feats to become an actual threat with my crossbow. I see myself as much more of a caster bard than combat bard. Perhaps getting a familiar and then hitting up Spell Focus would be the way to go.
@XMorsX - Can all familiars use wands, or just ones with hands (like monkeys)?
Artemis Thunderfist
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This may not be helpful, but I tend to play my bard as more of a controller. For some ideas, here is his build at level 8. I built him specifically to be party focused and ineffective by himself in combat.
I cannot stress my love of Agile Maneuvers enough. It's basically Weapon Finesse for your CMB. You don't even need to take Improved Trip because of the range and if you put enough points into Acrobatics you can always tumble away (it doesn't take much). I find this tactic highly effective right at level 1 and it continues to be effective.
Milo Folgorn
Halfling Bard
Str-6*
Dex-16
Con-12
Int-14
Wis-10
Cha-20
*I almost always make my halflings super-weak because I enjoy the roll-play aspects of being very weak and a -1 for basically a 6 year old isn't appropriate.
Drop favored class bonuses into skills. Put points into or max out out perform (oratory), perform (act), acrobatics, disable device, perception, spellcraft, stealth, and knowledge skills. I usually drop only 1 point in spellcraft and let it sit and I don't even pick up UMD till level 5-6ish anyways.
Feats & Traits
T1-Vagabond Child (Disable Device)
T2-Campaign trait or Savant (Oratory)
1-Agile Maneuvers (net +5 CMB)
3-Weapon Focus (Whip)(+1 CMB for whip trips and disarms)
5-Spell Focus (Enchantment)
7-Greater Spell Focus (Enchantment)
Alternatively, if melee heavy party:
1-Agile Maneuvers (net +5 CMB)
3-Combat Expertise (burn feat)
5-Improved Trip (+2 trip)
7-Spell Focus (Enchantment)
9-Greater Trip
Sparing his backstory as a cult-infiltrator, I play Milo as a talker and influencer of people. He often negotiates with his friends and others about what is truly in their best interest in order to get them to do what is really in his interest. However, Milo's intentions are almost entirely pure and often focused on his eternal quest for penance after having willingly engaged in the dark, even murderous, rituals of a demonic cult in his youth. In combat he disables enemies using arcane magic or trips enemies all so that his allies can take care of it. Barring either of those (4-legged creatures with high will saves?), he focuses entirely on buffing or drawing his rapier and providing flanking.
Artemis Thunderfist
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I guess you need to have some kind of hands. I am not sure how useful monkeys are because of their very low Str.
Anyway, you will want to take improved familair as soon as you can qualify. An azata lyrakien is both a strong and flavorful choice for a bard.
Give a monkey a scimitar and somehow give him weapon finesse and dervish dance and suddenly he's viable. I'd imagine he's also be good with a crossbow and ranged touch attack spells.
| Twigs |
Agile Manuevers is funny. By what I understand, Weapon Finesse lets you apply your dex to your trip and disarm rolls anyway, as they're weapon-based manuevers (the same way you add any enhancement bonuses, weapon finesse etc.). And I agree. Whips are great, as is tripping.
Also the monkey has 3 strength, meaning it can only hold 10lbs. Familiars don't get feats as they advance, so what you're suggesting is impossible. At best, a monkey could hurl caltrops and alchemists fire.
Artemis Thunderfist
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Agile Manuevers is funny. By what I understand, Weapon Finesse lets you apply your dex to your trip and disarm rolls anyway, as they're weapon-based manuevers (the same way you add any enhancement bonuses, weapon finesse etc.). And I agree. Whips are great, as is tripping.
Also the monkey has 3 strength, meaning it can only hold 10lbs. Familiars don't get feats as they advance, so what you're suggesting is impossible. At best, a monkey could hurl caltrops and alchemists fire.
I was not aware of this about Weapon Finesse... I guess I'm going to have to change my build (not going to be grappling with my halfling bard, nor will I be... dexterously... bull... rushing?")
Yes the monkey can only carry 10 lbs, but he is a tiny creature which means his gear is 1/4 weight. The scimitar would only be 1 lb and a breastplate would be 7 lbs. But that's assuming you somehow get your familiar a feat. Awakened is better, but forbids as a familiar. But you could as a cohort or PC! I did this once actually :D
However, what's even better is a squirrel.
Str: 6 (2+4)
Dex: 22 (19+1+2)
Con: 13 (9+4)
Int: 16 (2+2+avg of 3d6)
Wis: 12 (12-2)
Cha: 10 (8+avg of 1d3)
You speak 4 languages, 1 of which could potentially be druidic.
Feats
Bonus ("racial") - Acrobatic
1st - Weapon Finesse
2nd - Two-weapon fighting
Fgtr 1 - Dervish Dance
Defense
HP (average): 30
AC: 26 = 10 + 6(dex) + 5(mithril shirt +1) + 4(size) + 1 dodge
Touch: 21
FF: 19
Offense
Attack: +9 = 3(BAB) + 4(size) + 6(dex) -4(TWF w/ one-handed)
Damage: 1d2+6 (18-20x2)
Skills
20 skill points
Acrobatics: 15 = 6(dex) + 4(ranks) + 3(class) + 2(feat)
Climb: 23 = 6(dex) + 4(ranks) + 3(class) + 12(racial)
Dance: 2 = 2 (ranks)
Perception: 10 = 1(wis) + 4(ranks) + 3(class)
Stealth: 25 = 6(dex) + 4(ranks) + 3(class) +12(size)
Disable Device*: 15 = 6(dex) + 4(ranks) + 3(class)
*Acquired via traits. If not, bonus is +12
Artemis Thunderfist
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Can a squirrel hold a weapon, though? How dexterous does the game consider a squirrel?
He can hold a diminutive sized weapon (squirrels hands/paws are able to hold things easily if that's what you're asking.)
Squirrels have a base dex of 19 which seems reasonable to me.
Honestly, the original reason I wanted a familiar is so that Julyan could have a squirrel buddy.
Rather than drop 2 feats on it I'd take a level of wizard. Yeah you lose some spellcasting progression, but you get all the benefits of being a wizard too.
*Arcane Bond - obviously
*Spell Focus (Enchantment) - a feat you're already considering
*Spells - Yes you are confined to 1st level spells but there are some GREAT wizard utilities at first level and you get 2 per day plus the 1 from your specialization.
*Spell specialization into Divination (Foresight) for Forewarned and Prescience
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Seriously. You get a +1 initiative, always act on surprise round, 5 free d20 rolls per day, 3 more cantrips, access to 1st level non-bard arcane spells (obscuring mist, protection from X, MOUNT!(aka, wall of flesh)), and Spell Focus (enchantment) at the cost of 1 bard spell advancement and 1 BAB and screwy saves (0,2,4 vs 0,3,3 at level 2)(2,5,8 vs 2,6,6 at level 8).
Do it dude. 1 level dip wizard. Don't even look at Sorcerer. All you get is a +1 DC on metamagic. Maybe if you could do a different bloodline but then you don't get the familiar.
Artemis Thunderfist
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Forget the squirrel, especially in a PFS game - stick with the monkey. I don't even think awaken is allowed anyway.
Though he does make a strong case for the level 1 wizard dip.
Oh yeah, the awakened animal thing is just an off-topic "we're just gonna f$** around" character build; especially not for PFS. Despite the fact that he's really not broken (other than nigh unhittable AC).
As for the familiar he takes, a squirrel gives a +3 to disable device. Combined that with the Vagabond Child trait and he's gonna rock traps.
Personally I always feel a bard should be doing the trapfinding so it just feel like a required trait for me personally.
If he does the wizard dip then he should consider taking Magical Knack for either class (probably wizard since bard spells don't tend to scale on caster level.