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Hello Forum!

I hope you all are well. It's time for another thoerycraft build that I want to try to make as effective as possible around the feat : Deadly Dealer.

First, to go over the objective. This exercise is foremost a way for me to practice building character, which I love to do. I want to be better at making effective, and sometimes completely optimized characters. But I love finding cool or unusual premises for my characters and I want to see how well I can make an effective character around something. I invite you to critique me, give me advice, or ideas. Please don't be afraid to post your own ideas and builds following the parameters set forth.

Alright, on to the Parameters:

20 pt buy
11th Level, with WBL
any race except custom ARG
any Paizo on the SRD, no 3PP
no houseruled, try to stick to RAW

Must have Deadly Dealer feat, and be combat effective, if not optimal. Primary damage should come from the feat, but not necessarily all damage.

Here's my attempt:

Human Bard (Archaeologist)
Level 11
Stats:
Str 15
Dex 20
Con 12
Int 12
Wis 12
Cha 14

Feats:
1: Arcane Strike, Point Blank Shot
3: Precise Shot
5: Deadly Dealer
7: Rapid Shot
9: Deadly Aim
11: Lingering Performance

Rogue Talents:
4th: Combat Trick: Weapon Focus (Dart)
8th: Combat Trick: Snap Shot

Spells Known:
0 : Detect magic, Mage Hand, Light, Prestidigitation, Read Magic, Sift
1st: Grease, Magic Aura, Feather Step, Identify, Detect Secret Doors, Comprehend Languages
2nd: Allegro, Glitterdust, Invisibility, Silence, Versatile Weapon
3rd: Dispel Magic, Haste, Harrowing, Good Hope
4th: Greater Invisibility, Freedom of Movement, Dimension Door

Skills:
Acrobatics 11 ranks
Bluff 5 ranks
Craft (Harrow Deck) 4 ranks
Disable Device 11 Ranks (+5)
Diplomacy 8 ranks
Knowledge (Local, Arcana, Nature, Dungeoneering, Religion, Planes) 1 rank each
Perception 11 ranks (+5)
Sleight of Hand 5 ranks
Spellcraft 11 ranks
Use Magic Device 11 ranks

Special Abilities:
Bardic Knowledge
Archaeologist's Luck +3
Uncanny Dodge
Trap Sense +3
Lore Master
Rogue Talents x2
Evasion
Jack of All Trades

Equipment: Starting at 82000 gp
1x Wand (50 charges) Greater magic Weapon, CL 12) 27000 gp
50 Harrow Decks 5000 gp
Mithril Chain Shirt +4 17100 gp
Belt of Dexterity +4 16000 gp
Cloak of Resistance +3 9000 gp
Handy Haversack 2000
Bag of holding II 5000 gp
Masterwork Theives' Tools 100 gp
Mithril extenders 820 gp
Various adventuring gear equaling no more than 1980 gp

Time for some calculations for To Hit and Damage with playing cards.

To Hit:
assuming the ability to buff, using Greater magic weapon for a +3, Good Hope, Haste, Arcane Strike, Rapid Shot, Archaeologist's Luck, Deadly Aim:

+18 /+18 / +18 / +13

Damage:
Assuming the above buffs:

1d4 + 17

So assuming 4 hits (which may be realistic, or not, I'm not sure), the bard does average 78 points in one round. With Harrow Cards. I like it.

Now it's not awesome damage, but I feel it's respectable, considering the Bard covers skill monkey, face, scout, and a buffer. I chose spells based off of what I saw being a helpful buff, or alternative benefit. Skills were chosen based off of filling face and skill monkey. I am horribly simplistic when it comes to items, I'm sure there are better combinations out there, so please weigh in with what could be improved.

I just love the idea of a poker playing card shark swindler using cards as weapons. Not only would this be a fun roleplaying character, I feel he wouldn't just be sitting back doing nothing during combat.

Please weigh in, tell me your opinions, your thoughts, your concerns. I am trying to become better at building characters. I'm open to anything constructive.