Archeologist Bard: Controller or Archer


Advice


Alright my friends, I need youre help once more. I joined another pathfinder game that only allows Core rulebook and APG. I'm being allowed to play an Archeologist as we need a trapfinder in our group, and the DM likes the concept of the class. That said, I've run into a bit of a crossroads in the group: should I build Archer or Controller (using a whip or longspear)?

The group situation is this: We have a melee sorcerer, a "face" calvalier, a stealthy cleric, and a bows only ranger.

I was originally going to go archer, but the last session cast doubts in my mind as i did far better with my longspear than my bow (14 str, 18 dex, Arcane Strike and Point-Blank Shot feats used). After having obtained permission to rework my character I now come before you to ask your advice on the matter:

stats (rolled) 16,16,14,14,14,13; human, no spells or feats set in stone atm. As I'm rather inexperianced with casters, I'd like some advice and stratagies for using the builds and/or advice suggested.

Dark Archive

Here's a copy of an Archaeologist Bard I created for a Carrion Crown game that never materialized.

Marius Allesvorloren:

Marius Allesverloren
Male Human (Taldan) Bard (Archaeologist) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee Rapier +1 (1d6+1/18-20/x2) and
. . Scorpion whip +1 (1d4+1/x2)
Bard (Archaeologist) Spells Known (CL 1):
1 (2/day) Grease (DC 13), Comprehend Languages
0 (at will) Open/Close (DC 12), Read Magic, Detect Magic, Light
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Statistics
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Str 12, Dex 14, Con 13, Int 15, Wis 10, Cha 15
Base Atk +0; CMB +1; CMD 13
Feats Additional Traits, Extra Performance
Traits On the Payroll, Prehensile Whip, Scholar of Ruins (Knowledge [dungeoneering]), Vagabond Child (urban) (Disable Device)
Skills Acrobatics +1, Appraise +6, Climb +0, Disable Device +8, Escape Artist +5, Fly +1, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (history) +7, Knowledge (local) +7, Perception +4, Ride +1, Spellcraft +6, Stealth +5, Swim +0
Languages Common, Draconic, Elven
SQ archaeologist's luck +1 (12 rounds/day), bardic knowledge
Other Gear Studded leather armor, Rapier, Scorpion whip, Thieves' tools, masterwork, 105 GP
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Special Abilities
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Archaeologist's Luck +1 (12 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his l

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Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I think you're better off with Lingering Performance than Extra Performance, since it's only a swift action to activate your luck. Lingering Performance triples your rounds, where Extra Performance only doubles them.


Definitely get lingering Performance, not Extra.

I would go archer. That your luck is a swift to use gels well w/ archery and wanting to always full attack action. It will be tough at low levels when you lack the feats for the 3 main archery feats and need to spend another on Lingering Performance. May be worth considering a 1-2 level dip (do not do the 3rd level) into Divine Hunter Paladin, preferably initially so the higher HD is maxed and you start with more BAB. 1st level gives you precise shot. 2nd doesn't help archery at all, but cha to saves is really nice, but that's optional.

Get rid of Arcane Strike. It's not that big a boost especially early on, and you need your swift actions for luck. And your feats for archery. Overcoming DR/magic is nice, but before long you should be able to get a +1 bow, and you could always just get some scrolls of magic weapon for emergencies.


Reach is better as its not -8 to hit.

-4 to target someone in melee
-4 to hit soft cover - usually corner to corner you pass through a melee persons square that blocks the target.

Precise shot can negate the 1st not the second.

Sovereign Court

insaneogeddon wrote:

Reach is better as its not -8 to hit.

-4 to target someone in melee
-4 to hit soft cover - usually corner to corner you pass through a melee persons square that blocks the target.

Precise shot can negate the 1st not the second.

Actually, you'll still run into the -4 for soft cover fairly frequently with a reach weapon. And, if the OP trades Arcane Strike for Precise Shot (+4 to hit is much, much better than +1 damage), he'll be at the same potential penalties as his melee self (but with a higher to-hit stat).

Lantern Lodge

See if u can get the Whip Mastery and Improved whip Mastery feats. If u cant get those 2 feats then i do not suggest using a whip at all.


I will second the whip feats, if not then Archery.


Try the scorpion whip, its like the whip benefits without the feat.

Feats are still cool but this can tide you over till you have them.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/gladiatorWeapons.h tml


Archer is certainly a good choice for arch. Feats will be tight at first, but I think Lingering Performance can safely be delayed until 5th level, since your luck doesn't become a really major bonus until then anyway. The essential archery feats can be picked up before then - if you are human and/or get the Combat Trick rogue talent at 4th level you'll be looking at 3-4 feats at level 4. So you won't necessarily need to dip.

Focus on buff spells and other stuff without save dcs. Bonus points for spells that still allow you to full-attack with the bow - Gallant Inspiration in particular is an excellent pick. Haste is obviously great for anyone, Good Hope is nice to use before combat.

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