High level sound striker


Advice


We start playing the worldwound camaign and I am thinking about playing a Sound Striker, found in this forum.

Character build:
7th level Bard (Word Striker)/ 3ed Level Rogue

Aasimar (Agathion Blooded) Halfling
Favored Class: Bard
Alternate Favored Class Bonus (ARG): +3 Levels to effective bard level for Weird Words

Ability Scores:
STR: 8 (-1) (8 base, -1 age, +1 Lesser Age Resistance)
DEX: 14 (+2) (12 base, -1 age, +1 Lesser Age Resistance +2 racial )
CON: 14 (+2) (14 Base, -1 age, +1 Lesser Age Resistance
INT: 14 (+2) (13 Base, +1 Age)
WIS: 11 (+0) (10 Base, +1 Age)
CHA: 24 (+7) (15 base, +2 racial, +2 level, +1 Age, +4 Headband)

Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69

Saving Throws:
Fort +8 = +2(bard) +1(rogue) + 2(CON) + 2(Resistance) + 1(Competence)
Reflex +13 = +5(bard) +3(rogue) + 2(DEX) + 2(Resistance) + 1(Competence
Will +9 = +5(bard) +1(rogue) + 2(Resistance) + 1(Competence)

Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA)

Class Abilities:
Cantrips (Detect Magic, Read Magic, Prestigidation, Mending, Mage Hand, Sift)
Spells of up to 3ed level (6/5/2 per day)
(Ear Piercing Scream, Expeditious Retreat, Grease, Vanish, Anticipate Peril)
(Heroism, Invisibility, Mirror Image, Gallant Inspiration)
(Good Hope, Confusion)

Bardic Knowledge
Performance: (Countersong, Distraction, Fascinate, Inspire courage, Wordstrike, Weird Words) (4+7(Cha)+2*6 = 23 rounds).
2 Versatile Performances (Comedy: Bluff & Intimidate . Oratory: Diplomacy & Sense Motive)
Well Versed
Lore Master (1/day)
Sneak Attack (+2d6)
Trap Sense+1
Trap Finding
Rogue Talent (Ninja Trick: Pressure Points)
BAB: +7

Racial Traits:
Darkvision 60
Immortal Spark Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
(note, I am not using Variant Aasimar Abilities for +2 Cha)
acid resistance 5
cold resistance 5
electricity resistance 5

Traits:
Adopted -> Zest for Battle {DoG} (+1 damage when have morale to attack)
Reactionay (+2 on initiative)

Feats:
1st Flag Bearer (Cha 15)
3ed Arcane Strike (Arcane Spells)
5th Point Blank Shot
7th Precise Shot
9th Ability Focus: Weird Words

Skills:
Stealth(10 Ranks, +3 Trained, +3 Dex, +4 Small+ assorted invisibility spells)
Perception, UMD, Perform (Dance), Perform (Oratory), Disable Device, Perform (Comedy),
All Knowledges (1 rank)

Gear (62,000gp, 60,057 used)

+1 Elven Chain (6,150 gp)
+1 Darkwood Heavy Wooden Shield (1,257 gp)

Headband of Alluring Charisma +4 (16,000 gp)

Cloak of Resistance +2 (4,000 gp)

Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to all saves; 4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to attacks; 4,000 gp)
Sniper Googles (20,000 gp)
Tome of the Transmuter {UM} (+2 NAC on Age Resistance for 24 hours; 2,635 gp)
Spell Component Pouch (5 gp)
Handy Haversack (2,000 gp)

Buffs:
Age Resistance, Lesser{UM} (24 hour; Also +2 Natural AC from ToT above)

Since we play with three players I have to look, that I deal damage as well. I would like to go into the Marshal Mystic but am not sure if the bard performs good in high levels, especially with the rogue dip. I already have problems in level 1-8 since I am doing not much damage.

Could anyone help me either adjust the build or to help me how the build could look like up till level 20?


FYI, Sound Striker's ability has changed .

Also why did you dip 3 level of rogue? Is there a particular ability or talent you are looking for?


Also the aasimar favored class bonus is now +1/6 not +1/2.


yup, Why rogue levels?

also yeah, there are several updates. Asssuming you're group plays using the "newest rules" as oppposed to "printed in the books we own" or "PFS rules" etc.
What rules do you're group play under now?

Assuming its "anything and everything updated" then also could ponder a look at unchained rogue for the rogue.
but really wonder why you want the rogue dip. I assume you need the trap ability for your group?
There are some traits that allow similiar ability.
if it is for sneak attack. I don't think that is worth the dip for you.

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