Archaeologist on a budget


Advice


Building a character for my gf. I was given two points of direction:

1) Like River Song.

2) I don't want to kill people.

The second is a tougher demand in Pathfinder, so even though Doctor Song always has a gun on her hip, I think we should go Archaeologist.

This is a 15 point buy, so for a spread I was thinking

STR 10
DEX 14
CON 12
INT 13
WIS 10
CHA 16

Human, stat bump to Charisma.

Doesn't want to kill people? Whip feats. So maybe Weapon Finesse and Combat Expertise, with the intent of opening up things like Improved Trip and Improved Disarm?

thoughts?


If she doesn't want to hurt people, take a good long hard look at the Blade of Mercy trait. It lets you do nonlethal AND does bonus damage.

For more ideas on how to build a nonlethal PF character, you can check out this thread. The final post gives 11 viable nonlethal build ideas. I don't know anything about River Song, though, so I don't know what would be most appropriate.


joeyfixit wrote:

Building a character for my gf. I was given two points of direction:

1) Like River Song.

2) I don't want to kill people.

The second is a tougher demand in Pathfinder, so even though Doctor Song always has a gun on her hip, I think we should go Archaeologist.

This is a 15 point buy, so for a spread I was thinking

STR 10
DEX 14
CON 12
INT 13
WIS 10
CHA 16

Human, stat bump to Charisma.

Doesn't want to kill people? Whip feats. So maybe Weapon Finesse and Combat Expertise, with the intent of opening up things like Improved Trip and Improved Disarm?

thoughts?

That's pretty much how I'd do it, but I'd use archivist instead. In addition to using BP to buff the party, which the archaeologist doesn't do, the whole journal keeping thing that River Song does seems to fit the archivist better. Also, don't forget to take a look at the whip mastery feats, in addition to combat expertise ---> imp. maneuvers line.


The Eel wrote:
joeyfixit wrote:

Building a character for my gf. I was given two points of direction:

1) Like River Song.

2) I don't want to kill people.

The second is a tougher demand in Pathfinder, so even though Doctor Song always has a gun on her hip, I think we should go Archaeologist.

This is a 15 point buy, so for a spread I was thinking

STR 10
DEX 14
CON 12
INT 13
WIS 10
CHA 16

Human, stat bump to Charisma.

Doesn't want to kill people? Whip feats. So maybe Weapon Finesse and Combat Expertise, with the intent of opening up things like Improved Trip and Improved Disarm?

thoughts?

That's pretty much how I'd do it, but I'd use archivist instead. In addition to using BP to buff the party, which the archaeologist doesn't do, the whole journal keeping thing that River Song does seems to fit the archivist better. Also, don't forget to take a look at the whip mastery feats, in addition to combat expertise ---> imp. maneuvers line.

Looked at 'em, but the capstone of those three feats is that you can swing around on branches or whatever on your whip. Meh. By the time you can do that, the party will likely be flying and spiderclimbing. Meantime, at level three she can have improved trip/disarm.

She's a new player, and bookkeeping-wise, Arch seems like the easiest bard. Seems to totally fit to me, as well.

Q: Does Weapon Finesse let you add your dex to CMB?


Greater Whip Mastery is worthless, but Improved Whip Mastery is awesome. AFAIK it's the only way you can threaten both adjacent and range at the same time with the same weapon. With Improved Trip and Improved Whip Mastery, it's almost impossible for anyone to get into melee with you without being tripped by your AoO.

A: Weapon Finesse lets you add dex instead of str for maneuvers you make with a weapon (disarm, trip, or sunder), but to get dex to CMB for other maneuvers you need the Agile Maneuvers feat.


Good call on that Mercy trait, btw.


Build:

Archaelogist build:

R.K. Hollow Jist

NG Female Human Bard (Archaeologist)

STR 10
DEX 14 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 10
CHA 16 (+3)

AC 16 (10+Dex2+ChainShirt4), Touch 12, FF 14

Fort 2
Reflex 4
Will 3

HP 10 (8+Con+FC)

Weapon Finesse
Combat Expertise

Traits:
Blade of Mercy
Indomitable Faith

BAB 0

CMB: +0/+2(whip)/+4(disarm)
CMD: 12

Spells:

0 - Sift (if there's a more archaeological spell, I'd like to hear it), Detect Magic, Resistance, Light

1 - Grease (DC 14), CLW

8 Skill Points (not going to pick those out, but Stealth and Charisma-based skills should be among them)

So, +5 to disarm somebody with her luck bonus on, or +4 w/ luck and Combat Expertise. Not too shabby for a non-fighter at level 1, I think.

Since the luck bonus won't increase with level, I'm going to houserule that she can take Extra Performance to increase her total luck rounds if she wants to at level 3.

Also, with Resistance on and her luck running, her saves will be Fort 4, Reflex 6, Will 5. Also pretty good for a first level character, I think.

I also feel that this is a pretty decent introduction to Pathfinder. Lots of social skills, all the knowledge skills, ok defenses, a viable, if not stellar melee attack strategy, access to a ranged martial weapon, a decent buff (resistance), minor league utility spells (detect, light), a control spell, and a healing spell.

A nice sampler of Pathfinder character builds. And a pretty decent build for a 15 point buy, I think.


you should have one more spell, bonus from CHA

i would recomend Vanish, or if you really want archaeologist spell try detect hidden doors, or perhaps for river song feel Fumbletongue


joeyfixit wrote:

Build:

** spoiler omitted **

So, +5 to disarm somebody with her luck bonus on, or +4 w/ luck and Combat Expertise. Not too shabby for a non-fighter at level 1, I think.

Since the luck bonus won't increase with level, I'm going to houserule that she can take Extra Performance to increase her total luck rounds if she wants to at level 3.

Also, with Resistance on and her luck running, her saves will be Fort 4, Reflex 6, Will 5. Also pretty good for a first level character, I think.

I also feel that this is a pretty decent introduction to Pathfinder. Lots of social skills, all the knowledge skills, ok defenses, a viable, if not stellar melee attack strategy, access to a ranged martial weapon, a decent buff (resistance), minor league utility spells (detect, light), a control spell, and a healing spell.

A nice sampler of Pathfinder character builds. And a pretty decent build for a 15 point buy, I think.

Just a note: She can already take extra performance, regardless of your houserule. The luck ability explicitly allows it to interact with feats that affect bardic performance. Also, because using luck is only a swift action, the preferred way of making it last is using lingering performance and refreshing it every 3 rounds.

Cheers!


I might just steal this for an NPC in a home game, if you wouldn't mind.


also whip is already non lethal btw, maybe look at maestro of the society

as an archaologist look at Lingering performance


That's per day, not spells known. That being the case, vanish seems like weak sauce, since at first level it's only for one round. Grease, on the other hand, will last an entire minute, which is longer than she has luck rounds in a day.

Fumbletongue? One will save and it's gone. Grease, on the other hand, requires two rolls before an enemy can move at full speed (possibly three, if it fails the second), and has three other uses besides making people fall down - making people drop things, making it hard for people to pick an object up, and assisting allies to escape a grapple. Way too to pass up, IMO.


_Cobalt_ wrote:
I might just steal this for an NPC in a home game, if you wouldn't mind.

Hah! If she doesn't want it, I may throw five extra points into her Con and take it to Society play.


MiniGM wrote:

also whip is already non lethal btw, maybe look at maestro of the society

as an archaologist look at Lingering performance

But the trait opens up shortswords, if she really needs to knock someone down, and makes her whip d3+1 instead of d3. (d3+2 when she's lucky)


tru on the trait.

also

Bard

Bard gets 1 spell per day but 2 spells known at level 1

I suggested Fumbletongue because River Song does that to people, makes them tongue tied, and she is constantly disappearing.


Shortswords are piercing weapons. Nice build, though I agree with another that assisting the whole party would be a nice boost instead of arch's luck. Either way fun.


Majuba wrote:
Shortswords are piercing weapons. Nice build, though I agree with another that assisting the whole party would be a nice boost instead of arch's luck. Either way fun.

It's true. They are.

It could work with a sickle though.


Bardic Dave wrote:
Majuba wrote:
Shortswords are piercing weapons. Nice build, though I agree with another that assisting the whole party would be a nice boost instead of arch's luck. Either way fun.

It's true. They are.

It could work with a sickle though.

Which is a trip weapon, so a nice thing to have if she goes into the trip feats.

Also, it works with adjacent enemies.

Good call.

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