Assistance on PFS Archaeologist Archer


Advice

Grand Lodge

I have Human Archaeologist Archer that just hit level 3. I would like some advice on my build. What would you do at level 3? I am looking for skills, feats, and spells.

ZURANI:

Male Human (Garundi) Bard (Archaeologist) 2
NG Medium Humanoid (Human)
Init +3; Senses Perception +7
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DEFENSE
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AC 17, touch 13, flat-footed 14. . (+3 armor, +1 shield, +3 Dex)
hp 13 (2d8)
Fort +0, Ref +6, Will +3
Defensive Abilities Uncanny Dodge
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OFFENSE
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Spd 20 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Hanbo +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Ranged Darkwood Shortbow, Composite (Str +1) +5 (1d6+1/20/x3)
Bard (Archaeologist) Spells Known (CL 2, +2 melee touch, +4 ranged touch):
1 (3/day) Grease (DC 14), Cure Light Wounds (DC 14), Solid Note
0 (at will) Read Magic (DC 13), Detect Magic, Prestidigitation (DC 13), Light, Sift
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STATISTICS
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Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Point Blank Shot, Precise Shot
Traits Historian (Human - Garundi), Tomb Raider: Perception
Skills Acrobatics +4, Bluff +7, Climb -2, Diplomacy +7, Disable Device +5, Escape Artist +0, Fly +0, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +7, Knowledge (Local) +6, Knowledge (Nature) +6, Knowledge (Nobility) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +6, Perception +7, Profession (Scribe) +8, Ride +0, Sense Motive +5, Stealth +0, Swim -2
Languages Common, Draconic, Kelish, Osiriani, Polyglot
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Clever Explorer +1 (Ex), Cold weather outfit, Earplugs, Furs, Tool, Masterwork Caligraphy set
Combat Gear Arrows, Blunt (20), Cold Iron Arrows (50), Dagger, Darkwood Buckler, Darkwood Shortbow, Composite (Str +1), Hanbo, Studded Leather; Other Gear Acid Flask, Backpack, Masterwork (19 @ 7.5 lbs), Bedroll, Candle, Case, map or scroll (10 @ 0 lbs), Charcoal Stick, Cold weather outfit, Earplugs, Fishhook (2), Flint and steel, Flotation device, Furs, Ink (1 oz. vial, black) (2), Inkpen, Ioun Stone, Dark Blue Rhomboid (Cracked), Ioun Stone, Deep Red Sphere (Cracked): Disable Device, Ioun Stone, Incandescent Blue Sphere (Cracked): Profession (Scribe), Journal, Journal, Measuring Cord (10 ft.) (4), Mug/Tankard, clay, Pantograph, Paper (sheet) (10), Pouch, belt (5 @ 14.86 lbs), Powder, Rations, trail (per day) (7), Sack (14 @ 19.5 lbs), Sealing wax, Sewing needle, Soap, Bar (50 uses), String (50'), Thieves' tools, masterwork, Thread (50 ft.), Tool, Masterwork Caligraphy set, Wand of Cure Light Wounds, Waterskin, Whetstone, Whistle, Signal, Wrist sheath (1 @ 1 lbs)
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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.
Clever Explorer +1 (Ex) Half time to use disable device.
Cold weather outfit +5 Fort save vs. cold weather.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
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 combat.
Tool, Masterwork Caligraphy set This is the perfect tool for hearing and gives you a +2 circumstance bonus on audible Perception.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Thanks

Grand Lodge

Weapon focus, then go Dazzling Display, to get Shatter Defenses.

Grand Lodge

Thanks for that, any advice for spell selection? I saw someone had a review of spells but I cannot remember how I found the link. It was on the messageboard.

Grand Lodge

You want Treantmonk's guide to Bards.


Lingering Performance. Turn that 7 rounds of Luck into 21. At level 5, you'll have +2 to just about every roll for 21 rounds a day. That's amazing.

Dark Archive

Cheapy wrote:
Lingering Performance. Turn that 7 rounds of Luck into 21. At level 5, you'll have +2 to just about every roll for 21 rounds a day. That's amazing.

This man knows what he's talking about.

Grand Lodge

Treatmonk's is a bit out of date, but thanks anyway. I wasn't sure if Lingering Performance would work for my Luck. It is a great deal if it does.


Lingering performance or rapid shot.


Rasmus Wagner wrote:
Lingering performance or rapid shot.

Agreed. And whichever you don't pick now should be the next one you get.

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