
Kurt-O-Matic |

Okay, in case there is any further interest in this topic, I'm posting a quicky 12th-level projection of an Arcane Duelist 11/Gunslinger 1 as a frame of reference. Is something around +16/+16/+11 1d8+16 full attack going to be acceptable at 12th level coming from a 2nd-tier combatant (bard)?
Arcane Duelist 11/Gunslinger 1:
Male Human Bard (Arcane Duelist) 11/Gunslinger (Mysterious Stranger) 1
CN Medium humanoid (human)
Init +9; Senses Perception +14
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Defense
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AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 70 (1d10+11d8+12)
Fort +6, Ref +14, Will +6; +3 morale bonus vs. charm and fear
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Offense
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Speed 30 ft.
Ranged +3 distance, reliable, seeking pistol +20/+15 (1d8+6/x4)
Special Attacks bardic performance, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, bardic performance: inspire greatness
Bard (Arcane Duelist) Spells Known (CL 11th; concentration +13):
4th (2/day)—freedom of movement, treasure stitching (DC 16), virtuoso performance
3rd (4/day)—haste, glibness, displacement, exquisite accompaniment, good hope, phantom driver, purging finale (DC 15)
2nd (5/day)—tongues, mirror image, silence (DC 14), glitterdust (DC 14), allegro, blistering invective, create treasure map, gallant inspiration (DC 14)
1st (6/day)—dancing lantern, unseen servant, expeditious retreat, grease (DC 13), abundant ammunition, anticipate peril (DC 13), innocence, jury-rig, saving finale (DC 13)
0 (at will)—know direction, mage hand, detect magic, mending, message, light
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Statistics
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Str 10, Dex 20, Con 12, Int 14, Wis 8, Cha 14
Base Atk +9; CMB +12; CMD 24
Feats Arcane Strike, Clustered Shots, Combat Casting, Deadly Aim, Disruptive, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Spellbreaker
Traits buccaneer's blood, never stop shooting
Skills Acrobatics +13, Appraise +6, Bluff +17, Craft (alchemy) +6, Diplomacy +11, Escape Artist +13, Fly +4, Intimidate +18, Knowledge (geography) +14, Knowledge (history) +11, Knowledge (local) +14, Perception +14, Perform (sing) +8, Profession (sailor) +9, Ride +4, Spellcraft +17, Stealth +8, Swim +8
Languages Common, Cyclops, Polyglot
SQ arcane armor - medium, arcane bond - weapon, bardic performance: bladethirst, bardic performance: rallying cry, deed: deadeye, deed: focused aim, deed: gunslinger's dodge, grit, seeking
Other Gear +3 Glamered Mithral Agile breastplate, +3 Distance, Reliable, Seeking Pistol, 55250 GP
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Special Abilities
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Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (4 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+2) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Disruptive +4 DC to cast defensively for those you threaten.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Male Human Bard (Arcane Duelist) 11/Gunslinger (Mysterious Stranger) 1
CN Medium humanoid (human)
Init +9; Senses Perception +14
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Defense
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AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 70 (1d10+11d8+12)
Fort +6, Ref +14, Will +6; +3 morale bonus vs. charm and fear
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Offense
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Speed 30 ft.
Ranged +3 distance, reliable, seeking pistol +20/+15 (1d8+6/x4)
Special Attacks bardic performance, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, bardic performance: inspire greatness
Bard (Arcane Duelist) Spells Known (CL 11th; concentration +13):
4th (2/day)—freedom of movement, treasure stitching (DC 16), virtuoso performance
3rd (4/day)—haste, glibness, displacement, exquisite accompaniment, good hope, phantom driver, purging finale (DC 15)
2nd (5/day)—tongues, mirror image, silence (DC 14), glitterdust (DC 14), allegro, blistering invective, create treasure map, gallant inspiration (DC 14)
1st (6/day)—dancing lantern, unseen servant, expeditious retreat, grease (DC 13), abundant ammunition, anticipate peril (DC 13), innocence, jury-rig, saving finale (DC 13)
0 (at will)—know direction, mage hand, detect magic, mending, message, light
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Statistics
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Str 10, Dex 20, Con 12, Int 14, Wis 8, Cha 14
Base Atk +9; CMB +12; CMD 24
Feats Arcane Strike, Clustered Shots, Combat Casting, Deadly Aim, Disruptive, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Spellbreaker
Traits buccaneer's blood, never stop shooting
Skills Acrobatics +13, Appraise +6, Bluff +17, Craft (alchemy) +6, Diplomacy +11, Escape Artist +13, Fly +4, Intimidate +18, Knowledge (geography) +14, Knowledge (history) +11, Knowledge (local) +14, Perception +14, Perform (sing) +8, Profession (sailor) +9, Ride +4, Spellcraft +17, Stealth +8, Swim +8
Languages Common, Cyclops, Polyglot
SQ arcane armor - medium, arcane bond - weapon, bardic performance: bladethirst, bardic performance: rallying cry, deed: deadeye, deed: focused aim, deed: gunslinger's dodge, grit, seeking
Other Gear +3 Glamered Mithral Agile breastplate, +3 Distance, Reliable, Seeking Pistol, 55250 GP
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Special Abilities
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Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (4 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+2) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Disruptive +4 DC to cast defensively for those you threaten.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.