| Jodokai |
In my group we have a Gunslinger, a Cleric, and a Fighter. I need to make a new character and the party needs a skill monkey/trapfinder. I'm thinking Rogue or Ninja. The cleric is going to focus on spell casting so that means it falls to me to take some pressure off the fighter. What I'm looking for is the highest possible AC and other tricks so I can become a great target without actually getting hit.
Characters are 3rd level.
| wraithstrike |
What specific skills are you looking into. I ask because you can get trapfinding without going rogue or ninja if the GM allows archetypes.
There are two ways to get it with rangers. There is a bard that can get trapfinding, and one other class, but if you want skills the ranger or bard are both nice.
| Glutton |
Archeologist bard 6 / Pathfinder Delver X is a pretty good survivalist combo that can trapfind like nobodies business. Or straight Archeologist if you want the higher level spells. Between the various buffs you can cast, and putting Invisibility / Mirror image on yourself, you'll be able to avoid a lot of damage through miss chance, and if you want to focus on your AC, theres nothing stopping you from working on that. Heck you Could go Unarmed or 1 weapon and use crane style.
| Lune |
Monk and Ninja mix well together. It lets you tank your Cha as it is an otherwise uselss ability to ninjas. Boosting Dex and Wis would give you a high AC. If you are going to be a high Int character for the skill points you could also take the Duelist Prc to get Int to AC as well. That PrC is a very defensive build that can still put out a good offense as well. The feat requirements are pretty easy to meet with Monk bonus feats. Just make sure the weapon you pick is both a ninja proficient weapon, a special monk weapon and a piercing weapon.
Magicdealer
|
the offensive defense talent can boost your ac by adding the number of sa dice to your ac. the scout archetype can treat a target as flat footed if he charges, so you can get your sneak attack.
sap master can add to the s/a dice to increase the ac bonus.
If you boost up intimidate, you can go the shatter defenses chain to make sneak attack damage a bit easier to get.
| Jodokai |
Thanks for all the repiles, I should have given more info in the OP:
What I'm really looking for is to give the bad guys another target, while filling the traditional Rogue skill role (Hide in Shadows, Disable Traps, open doors). I'm not overly concerned with DPR, the Fighter and the Gunslinger have that covered. Right now the fighter is soaking up all the enemy attacks and doing the most damage to the enemy. He's going down quickly because he was really the only melee class we have.
Invisibility won't really work because if the monster can't see me, he'll just go after the fighter.
It's a 20 point buy, and anything Paizo on the SRD is available.
| Mysterious Stranger |
| 1 person marked this as a favorite. |
My advice would to go for an Urban Ranger. To draw off the attacks from the fighter you are going to have to be a threat to them. The only time a Rogue is a threat is when he is sneak attacking. Realistically speaking the Rogue is the weakest class of the game. The Ninja is a lot better but what makes him more dangerous is usually Vanish Trick. Since the Idea is to stand shoulder to shoulder with the Fighter that is not going to work.
An Urban Ranger will be just as good at the traditional Rogue skills except maybe Sleight of Hand. They also are a full base attack class with minor spells. With an Animal companion with Boon Companion feat to boost it up to full druid level you will end up with two extra threats. Being able to use Medium armor instead of light armor is also going to boost your AC so you can survive longer.
| Weables |
I second urban ranger.
look up treantmonk's guide on rangers, i played a switch hitter ranger in a campaign that went very well (until some pvp happened) and I was fine for disable device, hide, etc. I stuck with light armor, went high str, moderate dex, and decent con.
Full trap finding at 3rd level, before then, you still have disable device on your spell list, which means you (like everyone else) can disable non magical traps, and how many magical traps are there from 1-2nd level anyways?
| Jodokai |
I'll be 3rd level so that seems like it will work out for me. I'll check it out. I'm thinking I need to go high DEX though for the AC bonus, light armor so I can scout with Stealth...
Along those lines, has anyone had success with a Ranger using Natural Attacks (aspect of the beast Claws) or should I just stick with light weapons?
| Hayato Ken |
You could play a halfling. Rogue or ninja doesn´t matter so much, only note that ninjas get evasion after level 10, which can be a big disadvantage. It´s no use to be invisible against magic area attacks. You could take 2 levels monk to get evasion, if you want. you also boost your saves.
Why halfling? They fill the rogue role very well i think and have some unique talents. Also you can take the halfling oportunist PrC, which gives you sneak attack and trap spotter 20'. Additionally all your saves get a +2 boost.
Offensive defense and other defensive rogue talents add in of course.
Also taking the monk ki pool based on WIS and then mainly boosting WIS, DEX and CON is a good melee soaking choice.
If you look at skill descriptions you will see most have a hard coded limit that you need to reach, only some are opposed rolls. Mainly stealth, perception, bluff, disguise and so. You can boost those with some items.
The feats taunt and antagonize make halflings really nasty too. You can add in dazzling display for further debuff.
| james maissen |
I'll be 3rd level so that seems like it will work out for me. I'll check it out. I'm thinking I need to go high DEX though for the AC bonus, light armor so I can scout with Stealth...
Along those lines, has anyone had success with a Ranger using Natural Attacks (aspect of the beast Claws) or should I just stick with light weapons?
You didn't go into detail about what, if any, skills you needed for this PC other than handling trapfinding/scouting. Is that it?
You also didn't mention stats, what point buy?
Do you use traits? How many? What sources are you allowed?
How tough of traps do you need to handle? Will the cleric take perception as well or are you the only trap spotter?
Halfling is great for a Ranger/Paladin combo. I would suggest dervish dancing with the scimitar so that you can dump STR while still putting out enough damage to draw fire. You'll also be much lighter armored and things might take that as an invitation. The lay on hands will help offset the damage you do take..
Something like on a 20pt buy..
STR 05
INT 12
WIS 12
DEX 18
CON 14
CHA 16
You will want to pay for a mithril scimitar (but being small sized it's cheap) and will also count as silver for DR. Mithril is your friend..
As Pal2/Ran1 you'd have stealth, perception and disable maxed and have 4 other skills before any favored class bonus.
Take the halfling racial ability to move full speed with stealth without penalty.
Ranger will be trapper archetype and you likely won't take all that many levels in it. Ranger2 will give you power attack via combat style and avoid needing the 13STR to qualify for it. When you grab it you'll get another 4 skill points to dip around.
Now this is far more a scout/trap dealer/fighter than a 'skills' character, so it might not be what you want. But it does sound like it touches the bases that you've fully described.
-James
| Mercurial |
I suggest the summoner....even one level of summoner gives you a small flank buddy and someone to scout ahead and set off traps. Plus the eidolon is back the next day!
Agreed - except that you needn't sacrifice your eidolon so hastily.
We were discussing a Master Summoner in another thread here - a halfling who uses a small eidolon as the party's trap monkey/rogue, summons monsters to fight and buffs the party with spells like Haste. His skills at 6th level are:
Stealth = +22 [+3(Class skill) +3(Ranks) +8(Skilled Evolution) +4(Small) +4(Dexterity)]
Perception = +14 [+3(Class skill) +3(Ranks) +8(Skilled Evolution)]
Disable Device = +20 [+3(Class skill) +3(Ranks) +8(Skilled Evolution) +4(Dexterity) +2(Tools)]
Use Magic Device = +14 [+3(Class skill) +3(Ranks) +8(Skilled Evolution)]
As pointed out by another, you lose the ability to disarm magical traps, but you gain oh-so-much more from everything else.
| Jodokai |
Not a fan of the Summoner, no reason really, just don't do it for me. I like the Urban Ranger idea, and think I'll go that route. Looking it over though, how do you define a "Community" for your Favored Community ability? Is it just one town? That seems incredibly limiting, but having it for a whole country (like Tian) seems too far. Could I say "Human Communities" or "Elven Communities"? Or does it have to be specific like "The City of York"?
Also has anyone had any success with a Natural Attacks ranger? Is it legal to take Aspect of the Beast more than once if you choose different aspects?
I'm going with Human and my final stats (I think) will look like this after Racial Mods (20 point buy):
STR: 14
DEX: 18
CON: 14
INT: 8
WIS: 12
CHA: 10
I know if I had to I could dump INT and CHA more, but I like them where they are. At 3rd level my feats look like this:
Human Bonus: ??
1st: Weapon Finesse
Ranger: Improved Natural Attack
3rd: Aspect of the Beast: 2x Claws
Thought that was pretty tricky using Ranger Bonus feat to get improved claws before I even had claws. I was looking for something like Improved Buckler Defense for my Human Bonus, but it doesn't seem to exist. May just go with Dodge or Toughness
| Hayato Ken |
The only stat i would dump is STR, since you can bypass that with weapon finesse. Also it has only 2 skills, climb and swim.
DEX, CON and WIS is for saves. INT for skills and CHA for a lot of skills and ki pool eventually.
Thinking of it, a sensei monk/rogue/halfling oportunist could be really awesome. You can put it all into WIS and DEX, add some CON and CHA, perhaps a little INT, but you get enough skill points normally.
Get taunt and antagonize. Lingering performance and if you like extra performance to make use of advice. Fight unarmed or with monk weapons.
For AC use bracers of armor, ring of deflection, monks robe, snakeskin tunic, cloak of resistance for saves. You will end up with incredible high saves and AC will also be good. Just buy more WIS and DEX boosting items.
| Glutton |
As someone whom has played a ranger and a bard to 18 in separate 4 year campaigns, I found the ranger got smoked in the face a lot harder than the bard. Everything you can do to aid your defense as a ranger, you can do with a bard, plus a bards spell list is much much better at keeping him alive than a rangers. Mirror image alone will eat hundreds of attacks in a campaign. If you are picking ranger, than your stated goal of looking for defense not offense must be deemed false, as a ranger is a slightly higher offensive producer. Always saddens me to see a group without Haste too boot :(
| Mysterious Stranger |
I would swap the INT and CHA. The extra skill points will more than make up for the penalties on the few CHA based skills you have.
The aspect of the Beast will do decent at low levels but at higher levels it quickly falls behind. You spent to feats to get the same damage as two weapon fighting using short swords. If you use short swords then you will at least get more attacks as you level up.
I would also probably swap DEX and STR for better damage. Weapon Finesse is not as good as it looks. Rangers can wear medium armor not just light. Start with a masterwork agile breast plate and take the Armor Expert trait to reduce the penalty to only -2. At third level this still gives you a +6, as you level does not make as big of a difference. Once you can afford it Mithral will take care of the rest of the penalty.
I would also consider a switch hitter as was suggested by Weables. Having played one myself they are useful in any situation.
| Jodokai |
The only stat i would dump is STR, since you can bypass that with weapon finesse. Also it has only 2 skills, climb and swim.
DEX, CON and WIS is for saves. INT for skills and CHA for a lot of skills and ki pool eventually.
Thinking of it, a sensei monk/rogue/halfling oportunist could be really awesome. You can put it all into WIS and DEX, add some CON and CHA, perhaps a little INT, but you get enough skill points normally.
Get taunt and antagonize. Lingering performance and if you like extra performance to make use of advice. Fight unarmed or with monk weapons.
For AC use bracers of armor, ring of deflection, monks robe, snakeskin tunic, cloak of resistance for saves. You will end up with incredible high saves and AC will also be good. Just buy more WIS and DEX boosting items.
That's a pretty awesome idea, I think I'll play with sense and bard. Mechanically I like the monk better, but bard fits better in my head.
What level combo would you use? Monk to level 3, 2 levels of rogue, then opportunist? What about if I went Bard instead?
| Hayato Ken |
Sensei is a monk archetype. The reason to dip into 2 levels monk is getting more feats, higher saves and evasion. 4 levels get you a ki pool based on WIS. You also get AC from WIS.
Now sensei changes that, you dont get evasion, but advice what works like a bardic performance, but will not get much higher boni since you dont take so many levels. And you can make all attacks and maneuvers etc with WIS instead of DEX or STR.
Combining that with rogue is ok. If you combine it with ninja you run into the problem that you need CHA for the ninja abilities eventually, depending on your choices.
Combining it with a bard is difficult, because you the build becomes MAD.
Bards cast off CHA, not WIS.
Monk 2-4 levels, some rogue and all 5 halfling oportunist would be my cake. But it depends on what you all want.
By the way, halfling oportunist needs defensive combat training and stealth + perception 5 ranks, so you can take it earliest at level 5.
| Jodokai |
By the way, halfling oportunist needs defensive combat training and stealth + perception 5 ranks, so you can take it earliest at level 5.
Right got all that, but I would still need disable device and magic trap spotting/disarming, so I'd need a level of rogue in there.
Also wouldn't the earliest I could take Opportunist be 6th level or did Pathfinder change that from 3.5?
Silent Saturn
|
How many levels of Paladin do you need to add your CHA to saves? My knee-jerk reflex was to say Gnome Paladin, put all your stats in Con and Cha and get the best armor money can buy. Awesome AC, awesome HP, awesome saves. Then I realized you also need some melee capability and skillmonkeying.
Now I'm thinking dip Paladin for the +CHA to saves and go Bard the rest of the way. The trouble there is that you can't dump Dex because Bards suffer ASF in anything heavier than light armor, and you'd need CHA, INT, CON, and either STR or DEX.
Second suggestion: Inquisitor. On par with bards for skill points, and decent melee capability (and can cast Cure spells if necessary). The only downside is that they don't get the ability to disable magic traps. The presence of Dispel Magic on their spell list might help with that.
| Hayato Ken |
Yes take a level of rogue before like 2monk/2rogue or any combinations.
Halfling oportunist has only 5 levels, you can mix it in with rogue levels like you want and feel you need it.
Naturally you will be a bit behind with the rogue bonus on disarm device, but if you need it you could get some items giving you boni on it.
Since you can have 5 ranks in a skill at level 5 i think you can take the class there. Its probably up to interpretation, what you do first at leveling up.
Paladin gets divine grace at level 2.
In my eyes dipping into Paladin has the drawback that you need to stay lawfull good or loose it all.
Dipping into monk only needs you to be lawfull as long as you want to take levels in monk, after you can do what you want and you don´t loose it.
| james maissen |
Hayato Ken wrote:By the way, halfling oportunist needs defensive combat training and stealth + perception 5 ranks, so you can take it earliest at level 5.Right got all that, but I would still need disable device and magic trap spotting/disarming, so I'd need a level of rogue in there.
Also wouldn't the earliest I could take Opportunist be 6th level or did Pathfinder change that from 3.5?
No they didn't change this from 3.5.. the earliest you could take your first level of the PrC is at 6th.
But instead of rogue, you could do ranger(trapper). You'll already be down a BAB with Monk and the PrC's cute ability is a manuever based one so don't take the hit to BAB unless you want rogue for something else.
Decide how you want to play the PC to see if you could benefit from ranger2's combat style (there are a plethora of them now).
Have you made a list of what you want this character to be able to achieve? Again I'd go with my original Ran/Pal but perhaps you want some other skills beyond scouting and traps? If so which ones?
-James
| Hayato Ken |
While i see the mechanical reasons for dipping into Paladin very well, i have a big problem with that. And that is for roleplaing reasons.
A Paladin is a holy and devoted man. You have a strict conduct of honor and behaviour. How does that fit with setting up traps? How does that fit with sneak attack? Or most other things you do as a rogue? Ranger might be ok, but still i woudl find it a little difficult.
Now if you can imagine that and make up a story that is satisfying for you, go for it.
But the OP said he doesn´t need so much offensive power, so the BAB doesn´t matter that much probably. Of course 3 classes with +0 on first level could become a problem at some point, but there are still other ways to get enough boni to hit.
I forgot to add, if you have ever problems with AC, get some wands with protection from evil, shield, mage armor and other defensive low-level spells.
| james maissen |
Now if you can imagine that and make up a story that is satisfying for you, go for it.But the OP said he doesn´t need so much offensive power, so the BAB doesn´t matter that much probably. Of course 3 classes with +0 on first level could become a problem at some point, but there are still other ways to get enough boni to hit.
Well some people dislike playing Paladins, others don't so there's always that grain of salt.
That said until the opportunist levels the build I'm suggesting wouldn't even pick up sneak attack, but it could easily be explained as flamboyant maneuvers rather than dastardly attacks.
Speaking of maneuvers the appeal of the opportunist is that 1st level ability, which sounds so cool but relies upon them. You've spent a feat to do them better, taking hits to performing them isn't all that wonderful unless you're getting something great for it. Sneak attack? Isn't that some of that combat ability that you're saying we can eschew?
I'd go Paladin3(holy tactician)/Ranger2(trapper) (or 1 less ranger and pal4) into opportunist if that's what he's looking at. Either that or Maneuver master monk4/ranger(trapper1) into it.
The paladin I think lines up very nicely for him in that it gives bonuses and the like to his combat friends. It handles stealth. It handles traps. It survives well in combat. It does enough damage to draw attention. It gives benefits to its allies and bonuses for them to hit his foe.
Seems to line up nicely. But if the OP hates playing Paladins then that's a nix. Yet it sounds like he wants to work with the group, draw fire from his allies without offending them. Sheesh but doesn't that SOUND lawful good to you?
-James
| Hayato Ken |
Hehe, thats surely debateable. It could sound lawfull good, but it could sound chaotic good too. It´s up to him to decide. But its surely a good consulting to have different point of views^^
The oportunist maneuver thing is actually the most difficult.
It´s pretty good in social situations etc, putting CHA to work and some skills. In combat it gets difficult though. It´s not very clear which boni factor into that and you may end up only with your normal CMB.
Perhaps if you use a weapon on the maneuver or certain feats your GM can allow it, but by RAW its a very grey area.
I consider nearly all of the ohter abilities better than that by now.
Perhaps you got an ally that has the feat granting you help another as a swift action and you then get a +3 or more out of it, thats just great.
Fit in and trap spotter are also really great, as well as the save boni and all AoO´s counted as flat-footed. Combined with something that threatens (reach or ranged), combat reflexes and good positioning very good. Perhaps someone else got greater trip? Or other feats that grant AoO´s? Its all about tactics and teamplay though.
For getting the best out of the maneuvers, if its about that, i personally would take fighter lore warden 3 levels. You can then go rogue or ninja, get a ki pool and forgotten trick, as many of the improved maneuver feats as you can and "remember" the greater ones with forgotten trick as you need them. Also this way you have combat expertise, what further boosts your AC if necessary.
Artanthos
|
An unmentioned option is synthesist with a dip into rogue. Stat for intelligence / dexterity and take the Skilled evolution for perception and stealth.
Your choice if you want to build for natural or manufactured weapons and where you draw the balance between offence and defense. No other class can match a synthesist's defenses if built for it.
| Jodokai |
On the Paladin/Ranger, I think along the lines of Ken. A character has to make sense in my mind from a Role-Playing perspective, and that just doesn't jive with me.
This is a list, in order, or the things I'd like:
These are the non-negotiables:
1. Melee (ranged only as a back-up)
2. High AC (or abilities to avoid damage)
3. Trapfinder/Disarmer
These are the things I'd like, but am willing to sacrifice in order to accomplish the first 3:
1. "Neat" class feature*
2. Stealth/Scouting
3. A lot of skills
4. Ability to hit/do damage to draw aggro (or a taunt-like ability)
*A neat feature just has to be something cool the class can do that brings flavor or unique ability. For example my last character, a Pack Master Druid could look through the eyes of his hawk. It wasn't a combat thing, but it added utility. That's not to say it can't be a combat thing, just something different. I want to be able to do something no one else in the party can. Anyone can damage a bad guy, so it has to offer more than that.
Things I don't like in no particular order:
* STR builds. I don't know why, I just can't do it. I much rather light fighters. High Dex and weapon finesse.
* Summoners I just don't like 'em.
| james maissen |
On the Paladin/Ranger, I think along the lines of Ken. A character has to make sense in my mind from a Role-Playing perspective, and that just doesn't jive with me.
I'm not sure 'what doesn't jive with you' is it perhaps because you are thinking 'rogue' when I'm suggesting a combination without any rogue levels?
I guess I'm looking at Paladin- Holy Tactician, Ranger - Trapper, and Halfling Opportunist and seeing a tactical fighter on a mission to use his abilities to save his comrades. I actually read that into what you had originally asked for...
It also meets ALL of your criteria except for the nebulous 'A lot of skills'. Anyway please look at the paladin archetype before dismissing it out of hand as I think it is a perfect fit for you.
This is NOT the dastardly PC, but rather one that fights intelligently and uses leverage to topple the evil giants around him.
-James
| Hayato Ken |
James Maissen´s suggestion could surely lead to a similar goal.
However:
Take 2 or up to 4 levels monk sensei, depending if you want a ki pool.
3 levels give you a +1 AC too. 4th level only brings ki pool. The abilities on level 3+4 are ok for you.
Perhaps consider starting as a rogue, because its your iconic. I recommend rogue over ninja here because of evasion. You can choose some defensive ninja tricks via the rogue talent.
Mix in halfling oportunist as you see fit.
Important Stats are WIS>DEX>CON>INT/CHA>STR. I would avoid complete dump stats. Halflings have already -2 on STR and i think a too big minus is not the best. You want to climb and swim sometimes.
Swift as shadows racial trait helps with stealth.
Interesting feats and talents for you are combat expertise, weapon focus, offensive defense, shadow clones and whatever you like.
You could take the rogue talent trap spotter, it stacks, but you already get that +20 from halfling oportunist. You would have 30' then, a bit redundant. Skill focus stealth and sneaky are quite nice. Something like hellcat stealth could help too.
You don´t need weapon finesse or agile maneuvers because you use the sensei´s insightfull strike and therefore WIS to hit if you use unarmed strike or monk weapons for attack rolls and maneuvers. That is pretty good and the main reason WIS becomes your primary stat besides giving you AC and a good will save and ki points eventually.
As the monk has club and sling on his weapon list, you could ask your GM if you can use a halfling slingstick. Normally you would need martial weapon proficiency for this and if he doesn´t agree you can take it as a feat. Why? It should count as a monk weapon and qualify for insightfull strike. You also have one weapon you can use in both melee and ranged, and all enhancements count for both. Weapon focus too.
This way special halfling feats like Halfling slinger become interesting too if you have problems to hit. For a damage or +hit boost look at amulett of mighty fists.
Like i said before, buy gear to boost WIS and DEX, then bracers of armor, a ring of protection and a cloak of resistance. Boots of springing and striding can make up for a halflings slow speed, but 3rd level monk gives you +10' movement too. Snakeskin tunic gives you AC and +2 DEX. Then monk´s robes when affordable. Also a ring of chameleon power.
Silent Saturn
|
If trapfinding is a non-negotiable for you, then I'd say go with the bard archetype that gets it. Bards love Weapon Finesse with their whips, and you get all those nifty bard spells. Once again, be a gnome for the extra Con and Cha, put some focus in Dex and try not to dump Int and youll be all set. You won't have a Paladin's saves or hit points, but you'll have decent AC.
| sgtrocknroll |
Inquisitor with Urban Vagabond trait.
Gets you your high skill points, disable device for class skill, teamwork feats to work with the fighter, scouting/tracking of the ranger
take travel domain to get into melee faster, stick with range until the enemy gets to your fighter than jump in with flanking and bane...
| Mysterious Stranger |
| 1 person marked this as a favorite. |
Here are two builds for your consideration. The first is a Ranger/Rogue. I usually recommend a single class, but in this case it does not give up too much. Pick up one more level of Rogue to get Trap Spotter and the rest in Ranger. This build is much better at combat. Pick up weapon finesse at 4th and you should be good. The SA of the Rogue will add a little damage when you are able to ambush.
RANGER/ROGUE CR 2
Male Half-Elf Ranger 2 Rogue 1
NG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +12
AC 20, touch 15, flat-footed 15 (+4 armor, +1 shield, +4 Dex, +1 dodge)
hp 27 (2d10+1d8+6)
Fort +5, Ref +9, Will +1
Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Masterwork Shortsword +3 (1d6+2/19-20/x2) and
Masterwork Shortsword +3 (1d6+1/19-20/x2) and
Unarmed Strike +4 (1d3+2/20/x2)
Special Attacks Sneak Attack +1d6
Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 19
Feats Dodge, Rogue Weapon Proficiencies, Skill Focus: Perception (Adaptability), Two-weapon Defense, Two-weapon Fighting
Traits Armor Expert, Elven Reflexes
Skills Acrobatics +10, Climb +6, Diplomacy +5, Disable Device +13, Intimidate +5, Perception +12, Sense Motive +5, Sleight of Hand +8, Stealth +10, Survival +5, Swim +6
Languages Common, Elven
SQ Elf Blood, Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Trapfinding +1, Wild Empathy +1 (Ex)
Combat Gear Masterwork Chain Shirt, Masterwork Shortsword, Masterwork Shortsword; Other Gear Thieves' tools, masterwork
Armor Expert -1 Armor check penalty.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
The next build is a single class human bard. I went for Human to get the extra spells. Even the 0 level spells can be incredibly useful. The combat abilities of this build are a lot less, but it more than makes up for it in versatility. Boost your Dex at level 4 and the rest to Cha for your spells. Avoid spells that give a save and concentrate on spells that boost your abilities.
BARD CR 2
Male Human (Chelaxian) Bard (Archaeologist) 3
NG Medium Humanoid (Human)
Init +3; Senses Perception +7
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +3
Defensive Abilities Trap Sense +1, Uncanny Dodge
Spd 30 ft.
Melee Masterwork Shortsword +4 (1d6+1/19-20/x2) and
Masterwork Shortsword +4 (1d6/19-20/x2) and
Unarmed Strike +5 (1d3+1/20/x2)
Bard (Archaeologist) Spells Known (CL 3, +5 melee touch, +5 ranged touch):
1 (4/day) Silent Image (DC 13), Expeditious Retreat (DC 13), Feather Fall (DC 13), Innocence (DC 13)
0 (at will) Open/Close (DC 12), Read Magic (DC 12), Message, Prestidigitation (DC 12), Ghost Sound (DC 12), Mage Hand, Detect Magic, Dancing Lights, Sift
Str 13, Dex 17, Con 12, Int 13, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 17
Feats Bard Weapon Proficiencies, Combat Expertise +/-1, Two-weapon Fighting, Weapon Finesse
Traits Focused Mind, Threatening Defender
Skills Acrobatics +6, Appraise +5, Bluff +6, Climb +4, Diplomacy +6, Disable Device +8, Escape Artist +6, Fly +2, Intimidate +6, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +2, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +6, Knowledge (Nature) +2, Knowledge (Nobility) +6, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +7, Ride +2, Sleight of Hand +6, Spellcraft +5, Stealth +8, Swim +0, Use Magic Device +8
Languages Common, Elven
SQ Archaeologist's Luck +1 (6 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Clever Explorer +1 (Ex)
Combat Gear Masterwork Chain Shirt, Masterwork Shortsword, Masterwork Shortsword; Other Gear Thieves' tools, masterwork
Archaeologist's Luck +1 (6 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.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Focused Mind +2 to Concentration checks
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
| Jodokai |
Well I want to thank everyone again for all their input, it gave me a lot to think about. As is typical with my A.D.D. self, I went a completely different way. I decided to go Zen Archer/Urban Ranger. Here's the build:
AC: 18 (+1 Armor, +2 Dex, +1 Natural Armor, +4 Other, ), Touch 16, Flat-Footed 16
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 12, Dex 14, Con 14, Int 10, Wis 19, Cha 8
Base Att/CMB/CMD: +4 / +5 / 22
Single Attack:
Composite Longbow (+1 Str): +9 ranged (1d8+1/20/x3)
Unarmed Strike: +5 melee (1d6+1/20)
Full Attack:
Composite Longbow (+1 Str): +9/+9 ranged (1d8+1/20/x3)
Unarmed Strike: +5 melee (1d6+1/20)
────┤ FEATS ├────
CR 1 Zen Monk Level 1
MonkAbility: Improved Unarmed Strike
Zen Ability: Perfect Strike
Monk Bonus: Precise Shot
1st Level: Snake Style
Human Bonus: Skill Focus: Sense Motive
CR 2 Zen Monk Level 2
2nd Monk Ability: Wpn Focus: Longbow
2nd Bonus Monk: Point Blank Shot
CR 3Zen Monk Level 3
3rd Monk Ability: Point Blank Master
3rd Feat: Deadly Aim
CR 4Urban Ranger Level 1
Gets Disable Device for magic traps
CR 5Urban Ranger Level 2
Combat Style: Natural Weapons
Combat Style Feat: Aspect of the Beast: Predator's Leap
5th Feat: Defensive Combat Training
The rest will be all Zen Archer
What I love about it is that I can flank with the Fighter, still use my bow (Point Blank Master) and when I do that, I'll do 1d8+4 Damage (Deadly Aim, STR Bonus, Point Plank Shot) and Point Blank Shot will offset the Deadly Aim penalty.
I took Defensive Combat Training at 5th, but I may wait until later to get this if I can convice the fighter to get a teamwork feat.
I went with Natural Weapon Combat Training for my Ranger ability because the only feat Archery has, that I didn't was Rapid shot, (useless with FoB) and Far Shot, which I didn't really want, so I took Aspect of the Beast: Predator's Leap, which allows me to do a running jump without having to move 10'.
Right now his AC is a little weak, but with Snake Style I can add Sense Motive (which is 17) to 1d20, so if there's only 1 big baddie, I'm probably going to be good, but put a couple of high damage dealers in the same room, and it could be an issue. I'm hoping to compensate for that weakness with very good mobility.
| Jodokai |
Well been playing with my Zen Archer, he's 3rd level right now, probably 4th during the next session. I think I'm going to stick with Zen Archer, and hope my saves are good enough on the Magical Traps. I took the Vagabond Child trait for the disable device, and the skilled myself out to be pretty thief-like.
At 3rd level he's a killer. Being able to flank with the Fighter in melee range and still blast with the bow is awesome. I went the Snake Style route, and don't regret it at all.
Since we are doing an the Jade Regent AP, I was starting to look ahead a little, and the Arcane Archer sort of caught my eye.
My CHA is only 8 so that rules out Bard and Sorcerer, my INT is only 10, so that's only 0 level wizard spells. I was thinking that I wouldn't do this until 12th Level (for Abundant Step). My plan would look like this:
CR12: Zen Archer-12 (+1 into INT)
CR13: Wizard-1
CR14: Arcane Archer-1
CR15: Arcane Archer-2
CR16: Arcane Archer-3 (+1 INT)
This would give me 2nd level Wizard Spells (Mage Armor, Owl's Wisdom) plus every arrow would be +1 shock (or Flame, or Frost).
The downside is that I lose SR (Diamond Soul) and HtH damage stays at 2d6 vice 2d8, which is sort of big since a Zen Archer can make his Arrow damage do his HtH damage with a Ki Point.
It appears the benefits would outweight the disadvantages, would ya'll agree, or is there something I'm missing?