A Bard and an Archaeologist walk into a bar...


Advice


A Bard and an Archaeologist walk into a bar. The Bard's waving a Flag while his buddy is recruiting two other members for an adventure.

Who should they invite if they want to maximize the benefit of a Bard and Archaeologist while still having a pretty balanced party?

As of right now, there are three effects guaranteed to see play. The Bard will be singing and waving a flag, so that's +1 competence to attack and damage, and +1 morale to attack and damage. The Archaeologist will most likely be Fate's Favored for +2 luck to attack and damage. With the Archaeologist as a primary striker/hammer and the Bard being the off-striker or back-row controller, the party is already dishing out some big hits at high accuracy early on.

A wizard wouldn't actually be a waste due to bringing Ray of Frost to the party and dealing 1d3+3 (bard, flag, focus) at touch early on and Scorching Ray later on, while also bringing the power of a wizard's varied Conflict Resolution Textbook (spellbook).

Still, it seems like with a Bard and an Archaeologist on the roster, this party is already skewed into glass cannonry. Adding even more squish seems rather haphazard and irresponsible.


Warpriests alchemists, inquisitors. A hunter might be neat if the other party members were also willing to invest in teamwork feats at all. I feel like if you're going half in with versatility characters you might as well go all the way with the party. I'm not too into magus as it just seems like it brings the least to the group. Honestly it wouldn't be too bad of a group to try the whole teamwork feat thing with, Add a divine hunter inquisitor and a regular hunter, make sure to take the outflank feat on the bards...profit.

Alchemist can provide a little blasting support with bombs and melee with mutagen and probably play the role of anvil if the player builds them that way though.


A Cleric of some flavor would be good. Alternatives include Warpriest and Inquisitor, who can round out with divine support casting, while being useful as a secondary frontliner. Alternatively, a Druid, Summoner, or Spiritualist could bring extra bodies to the field, while being capable casters as well. Cavaliers, Paladins, and Rangers also have that capability, but lack casting to go along with it, and their role might overlap a little with the Archaeologist. Alternatively, the Archivist and Dragon Yapper Bard archetypes are complimentary to the Bard archetypes already present - one provides an insight bonus to hit and defenses, while the other provides a penalty to hit and damage (To enemies, unless your GM is needlessly cruel.)

I'd recommend a character who prioritizes WIS or INT, since between two Bards, you'll have a lot of CHA. Your flagbearer should probably hold both the flag and a one-handed weapon (the flag only takes one hand) to remain relevant as a combatant.

The regular Bard is 100% a team player, and benefits from having more people on his team. The inspire courage bonus boosts basically all allies (no limit), which is pretty handy. The Archaeologist is a skill monkey Rogue alternative with better hit and AC bonuses, but no Sneak Attack. It's not a pure striker like a Slayer or Fighter, but it retains 6-level casting and the ability to buff itself into effective full BAB. In essence, you have two skilled, 6-level casters, and one dedicated team buffer. CHA is a primary or secondary stat for both of them. They are only 1 HP/level squishier than a Fighter, although that's a fairly significant amount when it comes to prioritizing stats. You're also missing WIS and INT as skill stats, although you certainly don't need too much INT because of Bardic Knowledge. Recall that in a given game, you'll need a hammer, anvil, and arm. Bards function excellently as arms, and can probably be backup hammers or anvils. I'd say that your pure Bard is probably a primary arm, secondary anvil, especially if he's casting-focused. The Archeologist is a primary hammer, secondary anvil.

In this case, a battlefield controller/debuffer would be welcome, like a Druid, Wizard, Sorcerer, Shaman, or Witch. Maybe a Cleric, although Clerics are much better single-target debuffers than controllers. Overall, a Druid or Witch would probably be your best bet - Druids bring an extra body (animal companion, which is like a mini-hammer), while Witches are superior single-target debuffers with excellent sustain, while maintaining arcane casting to back it up. If you have room for another, you could build heavier and diversity by picking something like a couple of the following:
a. Wizard/Witch/Sorcerer (anvil)
b. Fighter/Brawler/Monk/Cavalier/Samurai/Paladin/Barbarian/Ranger/Slayer/Palad in (hammer)
c. Druid/Shaman/Hunter (anvil/hammer)
d. Magus/Medium/Kineticist/Alchemist/Mesmerist (hammer/anvil)
e. Cleric/Warpriest/Inquisitor/Shaman (arm/hammer)

-a and b
-a and c
-b and e
-c and d
-d and e

I'd give a little extra weight to classes that come with a pet, namely the Druid, Hunter, Cavalier, Samurai, Ranger, Paladin, and special Inquisitor archetype, since they benefit from Bardic Performance. I'd caution you against single-shot/spell characters, like the Wizard, Witch, Sorcerer, and Kineticist, since they benefit least from Inspire Courage.


The archeologist can take the rogue's spot. The bard has his own spot.

A summoner would be a good fit. Then you can add in an arcane caster, and a full divine caster.

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