Rudy2 |
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So I'm looking to thematically build a character who is extremely unwise in action (reflected in stats), but nonetheless manages to stumble their way around consequences (reflected in the high saves of the build below, primarily, but also through the luck bonuses).
25 pt-buy
Race: Azata-Blooded Aasimar
Favored Class: Bard
Str 14
Dex 16 > 18
Con 14
Int 12
Wis 7
Cha 15 > 17
Traits: The one that gives +3 bardic performance rounds, and the one that increases caster level by 2, applied to bard
class
1 Paladin (Divine Hunter) Feat: Point Blank Shot, Precise Shot, Detect Evil, Smite Evil 1/day
2 Paladin (Divine Hunter) Divine Grace, Lay on Hands
3 Bard (Archaeologist) Archaeologist's Luck +1, Feat: Rapid Shot, Bardic Knowledge
4 Bard (Archaeologist) Charisma+1, Clever Explorer (fast DDevice, half level bonus to Perc. & DDevice), Uncanny Dodge
5 Bard (Archaeologist) Trap Sense +1, Feat: Lingering Performance (effectively triples my luck rounds per day)
6 Bard (Archaeologist) Rogue Talent: Bonus Feat: Weapon Focus (Longbow)
7 Bard (Archaeologist) Feat: Manyshot, Archaeologist's Luck +2
8 Bard (Archaeologist) Trap Sense +2, Disarm Magical Traps, Evasion
9 Arcane Archer Feat: Arcane Strike, Enhance Arrows (Magic)
10 Arcane Archer Imbue Arrow, Bard Casting+1
11 Arcane Archer Enhance Arrows (Elemental), Bard Casting+2, Feat: ?
* Not sure whether to continue in Archane Archer after 3rd level, or do something else
* Despite the wisdom, will save is +8 at level 4 (sans equipment). Ref 11, Fort 9 at same level.
All the Paladin archetype does for the two levels I'm taking it is trade Heavy Armor Proficiency (still leaving me medium proficiency for Mithril Breastplate) for Precise Shot, without needing Point Blank. However, I think it's worth taking Point Blank for Rapid Shot, etc.
You may need to look at the Archaeologist's luck if you're not familiar http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/archaeologist
How does it look? Feat selection okay? Where to go after 11th level? Where to put my stats bumps after 4th: Charisma or Dexterity? Any input appreciated.
Rudy2 |
I think this might be a bit better:
25 point buy same as above.
For 20 point buy, drop Con to 12, Int to 10.
For 15 point buy, drop Con to 12, Dex to 15, Int to 8
Race: Azata-Blooded Aasimar
Favored Class: Bard
Traits: The one that gives +3 bardic performance rounds, and the one that increases caster level by 2, applied to bard class
1 Paladin 1 (Divine Hunter) Feat: Point Blank Shot, Bonus Feat: Precise Shot, Detect Evil, Smite Evil 1/day
2 Paladin 2 (Divine Hunter) Divine Grace, Lay on Hands
3 Bard 1 (Archaeologist) Archaeologist's Luck +1, Feat: Rapid Shot, Bardic Knowledge
4 Bard 2 (Archaeologist) Clever Explorer (fast DDevice, half level bonus to Perc. & DDevice), Uncanny Dodge
5 Bard 3 (Archaeologist) Trap Sense +1, Feat: Lingering Performance (effectively triples luck rounds per day)
6 Bard 4 (Archaeologist) Archaeologist's Luck +2, Rogue Talent: Arcane Strike
7 Bard 5 (Archaeologist) Feat: Manyshot, Lore Master 1/day
8 Bard 6 (Archaeologist) Trap Sense +2, Disarm Magical Traps, Evasion
9 Bard 7 (Archaeologist) Feat: Deadly Aim
10 Bard 8 (Archaeologist) Archaeologist's Luck +3, Rogue Talent: Weapon Focus (Longbow)
11 Bard 9 (Archaeologist) Trap Sense +3, Feat: ?
12 Bard 10 (Archaeologist) Jack-of-all-trades
13 Bard 11 (Archaeologist) Feat: ?, Lore Master 2/day
14 Bard 12 (Archaeologist) Archaeologist's Luck +4, Trap Sense +4, Advanced Rogue Talent: ?
All the Paladin archetype does for the two levels I'm taking it is trade Heavy Armor Proficiency (still leaving me medium proficiency for Mithril Breastplate) for Precise Shot, without needing Point Blank. However, I think it's worth taking Point Blank for Rapid Shot, etc.
The Archaelogist gives up bardic performance, and Versatile Performance for trapfinding stuff, Uncanny Dodge, Evasion, some Rogue Talents, and, most importantly, Archaeologist's Luck, which works as follows (taken from SRD):
Note that rounds/day do not increase with level, so the trait with +3 rounds, plus Lingering Performance, is crucial here. With a +4 charisma bonus, it gives a combined total of 33 rounds per day, in 3 round increments (one round to start it, plus two free rounds from Lingering). Each additional CHA bonus gives an additional 3 rounds/day.
Favored class bonus is big here:
First two levels of bard, hit points.
Every level after that, use the alternate aasimar bonus, which adds +1/2 effective bard level for purposes of a type of bardic performance. Since Archaeologist's Luck counts as Bardic Performance, that eventually increases the effective bard level by 5 for the luck bonus, and lets us get the +2 bonus one level earlier, the +3 bonus 3 levels earlier, and the +4 bonus 5 levels earlier. We take hit points the first two levels, because it makes no difference for the progression of the bonus.
There's no real reason to increase past level 12 in bard in this build, since you've already maxed out your Archaeologist's luck here. Not sure what the best progression from that point would be, though.
Alternatively, you could easily stop at level 8 in bard, and switch to something else; Arcane Archer remains a strong contender.
Mercurial |
Any thoughts on anything else lucky-themed I could add to this? Other feats that would work well?
I think the Azata-Blooded Aasimar is the absolute ideal choice for a Bard, especially a Bard/Paladin wielding a bow... but if you're looking for 'lucky' rather than blessed, it would seem like Halfling would be the way to go.
Corlindale |
I don't suppose you could somehow squeeze in some halfling blood to access the Lucky Halfling feat - it's extremely good for someone with high saves (or to be more specific: His friends).
On a similar note, if you pick the Scion of Humanity alternate race feature for Aasimar you qualify for the new human luck feats from the APG. Inexplicable Luck seems particularly useful, though it has a few prereqs. Once a day get +8 to that roll which just has to succeed.
Tom S 820 |
Level 1 Wizard Divner one level Take as early as you can.
Foresight School
Associated School: Divination.
Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.