Kalraan
|
Hey All,
I'm just seeking some feedback on a build for a Bard using the new Archeologist Archetype from Ultimate Combat:
DERNADEN JONES CR 1/2
Male Human (Garundi) Bard (Archaeologist) 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12. . (+2 armor, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +0, Ref +4, Will +3
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OFFENSE
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Spd 30 ft.
Melee Rapier +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2) and
. . Whip +1 (1d3+1/20/x2)
Bard (Archaeologist) Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Charm Person (DC 14), Detect Secret Doors
0 (at will) Open/Close (DC 13), Know Direction (DC 13), Read Magic (DC 13), Detect Magic
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STATISTICS
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Str 13, Dex 14, Con 10, Int 14, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Bard Weapon Proficiencies, Dodge, Scholar: Knowledge (History), Knowledge (Religion)
Traits Charming, Historian (Human - Garundi)
Skills Acrobatics +6, Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Knowledge (Geography) +7, Knowledge (History) +10, Knowledge (Religion) +9, Perception +5, Stealth +6
Languages Draconic, Osiriani, Ancient Osiriani, Taldane (Common)
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex)
Combat Gear Leather, Rapier, Whip;
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SPECIAL ABILITIES
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Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Scholar: Knowledge (History), Knowledge (Religion) +2 bonus on two Knowledge skills
| SunsetPsychosis |
I'd say that Dodge and Scholar are bad feat choices. Focus on something a bit more combat-oriented. Personally, I'm a big fan of the new Whip Mastery feats, but they take some work to get going right.
Your stats are also a bit wonky. You're going for roughly even spread of stats, but that ultimately means you won't actually be very GOOD at anything. I recommend lowering your Intelligence, Wisdom, and Charisma and bumping Dexterity instead.
The Detect Secret Doors spell is a tad meh, as you'll already end up with a ridiculously high Perception. And Charm Person doesn't strike me as a very useful spell while out dungeoneering, which is pretty much where the Archaeologist always is. Spells like Cure Light Wounds and Expeditious Retreat might see a lot more uses.
I'd drop the Charming trait for Child of the Streets, giving you Disable Device as a class skill, which is important when you get Trapfinding at level 2.
calagnar
|
This is what your looking for.
Vagabond Child (urban): You grew up among the outcasts
and outlaws of your society, learning to forage and survive
in an urban environment. Select one of the following
skills: Disable Device, Escape Artist, or Sleight of Hand.
You gain a +1 trait bonus on that skill, and it is always a
class skill for you.
How you have the ability points spread out right now. Is realy going to hurt your self later. Weapon choice is realy up to tast. With out performance abilitys and the bard spell list. Starting with a Cha of 16 is wasting alot of points. With a 14 you can cast your highest level spells at 12. The down side is your Spell DC will be low, but any bard with high spell DC can't do much else.
Somthing like
Str 10
Dex 15(+2Human)=17
Con 14
Int 14
Wis 8
Cha 14
The Whip Mastery line is not a bad idea for this character. And it follows close to the theam you want.
The thing to rember is you need a min Int 13 for combat expertise. Leting you take imprved trip and disarm. for the whip.
Somthing like
human: Combat Expertise
1: Improved Trip
3: Agile Maneuvers
And on in to the whip master or other combat maneuver feats. Dirty trick is a nice one. Using Greater Trip and Greater Dirty trick. Make you a very good support melee character.
Traits : Vagabond Child is the only one you realy need. Becous it realy makes this build work so much better then it dose with out.
Spells : This is the other place where I see a big problem for you. A few hard fast rules for bard spells. If your making more of a melee bard rather then focusing on casting and performance abilitys.
1: Any spell that hase a save DC. Don't bother with it your DC are to low to make it even a 50/50 for them to fail.
2: You get unique buffing spells use them!(Good Hope)
3: Spells that do not alow a save are your friend.
4: Having cure spells takes a spell slot, but make sure you take cure light as your level 1 spell. You can trade it out later if you want to. At low level it will just make it so much easyer on you.