I have formed a party to play in Pathfinder Society Organized Play with. It contains 7 players, including me.
- Me, a Conjuration School Savant Arcanist. I've just hit level 2 and am allowed my last respec.
- My friend, another Conjuration School Savant Arcanist, however, they might respec because it was a bit hard for them.
- A party face Sorcerer with Charm Person and Color Spray (it was the player's choice to play with this spell set).
- A Summoner with Augment Summoning and Cha 20, generally focusing on actually summoning stuff.
- A blaster, see this question to learn about their build.
- An Inspired Blade/Empiricist X. The build is not set in stone yet, but it will most likely be a generalist doing some damage, and a second party face.
- A Skald, about whom I am currently asking.
An eighth player has recently joined us, but they will play different characters depending on their mood, they are an active PFS player.
The Skald's player desires
The Skald's player clearly wants to:
- Be a Skald, as they love the theme.
- Deal damage using a bow.
Current experience of the said player
The said player has only played two sessions now, and has never played Pathfinder or any other tabletop RPG before.
Which combat and non-combat roles can their character take?
Basically, I ask for the list of options trimmed to things possible in such a party.
While the character will deal some damage using a bow, it will eat a significant amount of their wealth and feats. Due to no Ranger bonus feats and medium BAB, the character will not be able to keep up with other classes.
This seems nice, and might actually help a lot. However, a Skald cannot afford to have an Intelligence score above 12, maybe 14, because they need Dexterity, Strength, and Charisma a lot, and they cannot dump Constitution (brings HP) or Wisdom (garners Will save). At the same time, an ability to roll ALL Knowledges is nice. I might ask the Skald player to roll the first so they have more chances to succeed before the Int-based casters bring their rolls.
Well, kicks in really late. Still, it's something helpful.
A really cool buff... but almost nobody needs Strength in our party, and almost everybody wants to remain concentrated. The Investigator will use a Dex-based build, and hence won't care about Strength. Essentially, only Summoner's units will like this buff. I have not learned much about the Rage Powers yet, but I doubt that more than a couple of people will benefit from them.
Well, allows to be another party face. But the Skald cannot afford a full focus on the Face stat, so they will fall behind the Investigator and the Sorcerer. Anyway, since the Discipline of our players is not very good, another person at least semi-capable of being a party face should be nice.
Nice and cool, but only one per day, and the Skald is kind of short on spell slots, and falls behind Arcanists, and the Arcanists can Quick Study... BTW, how can one even optimize for Spell Kenning?
Current build (subject to changes)
Half-Elf. Player's choice, this is not to be changed. Arcane Training as an alternative racial trait (it's the only thing for which we can trade Multitalented (2nd Favored Class) without trading something else too.
Skald (Fated Champion). We lose practically nothing, but get the ability to cast lots of Divination spells with a discount and a bonus to Initiative.
DEX: 16 (14+2 for being a Half-Elf)
Shelyn. The best Deific Obedience, access to Persuasive Performer. Alternatively, worship Irori and get a bonus to all Knowledge checks, but be a worse Party Face.
- Perform (Sing)
- Knowledge (History)
- Knowledge (Local)
- Knowledge (Planes)
- Knowledge (Religion)
- Use Magic Device
Might sound sub-optimal, but I actually had to choose the skills in a hurry, as I owed a build to the Skald player and had to go already.
Reactionary, Talented (Sing). Yes, the choice of the second Trait was almost random.
Here is a list of feats that I have found to be fitting this concept.
Well, easy. Being an archer consumes lots of feats in Pathfinder. 1. Point-Blank Shot. This feat was the one chosen for the said character. 2. Precise Shot 3. Rapid Shot 4. Deadly Aim 5. Arcane Strike 6. Manyshot 7. Deadly Aim
I don't know which of those to take, as a Skald cannot take all of them.
Other cool feats I've found
- Improved Initiative -- obvious.
- Skald's Vigor -- fast healing.
- Greater Skald's Vigor -- fast healing for everyone.
- Persuasive Performer -- choose Sing, still use it for Diplomacy, get a +2 bonus. Even with a rather low Charisma, this build can accumulate a lot of bonuses to Diplomacy, Bluff, and Sense Motive.
- Deific Obedience. +4 to Perform, which turns out to be +4 to Diplomacy, Bluff, and Sense Motive.
- Battle Cry +1 to Attack Rolls, +4 to saves against Fear, and ability to reroll one save.
My actual question
What is it a good idea to optimize in such a party so that the Skald's player doesn't feel useless? Is the way I have currently chosen a potentially good way?