Help With an Arcane Duelist


Advice

Grand Lodge

I have a friend starting a new campaign soon, which finally gave me a chance to play a character I've been batting around in my head for a while; a brash derring-do who was slight cocked and absolutely convinced he was in a story being told. There was no question in my mind that this character would have to be a Bard (thematically it is just too perfect) but unfortunately, while I have the characterization and class fleshed out, my real issue is trying to make him combat effective.

You folks seem to know how to get the most bang for your buck with builds and so-forth, so I was hoping you could critique and offer some suggestions to improve on the design. (As an aside, I'm not married to the idea of an Arcane Duelist, it just seemed like the best initial fit to the character. I am WAY open to suggestions.)

We're starting 5th level, heroic rolling for stats (I rolled pretty well), standard WBL, and no traits:

Spoiler:

Ferlain Lamendir
Lv 5 Elven Arcane Duelist
Str: 12
Dex: 20
Con: 12
Int: 15
Wis: 10
Cha: 16
AC: 17 (19 w/ Cat's Grace), Touch: 15, FF: 12
Fort: +2, Ref +9, Will +5
Melee: +1 Agile Elven Curve Blade +10(+9 w/ Piranha Strike) for 1d10+7 (1d10+9)
Ranged: +1 Mighty Longbow +8 1d8+1
Feats: Arcane Strike, Weapon Finesse, Piranha Strike, Martial Weapon Proficience ECB
Cantrips: Detect Magic, Read Magic, Prestidigitation, Message, Resistance, Light
Lv 1 Spells (5/day): Expeditious Retreat, Feather Fall, Saving Finale
Lv 2 Spells (3/day): Mirror Image, Cat's Grace, Allegro

I went Dex based to handle the MADness. The Elf gave me the bonuses to the two stats that mattered most to me, though the con hit hurt a bit. I took a lower Charisma and am trying to avoid Save or Suck spells. The way I see it going is he will start major combats by using Mirror Image, Cat's Grace and Allegro (Haste at higher levels) and next level start using the Bladethirst ability to make his weapon keen. So attacking +12/+12 for 1d10+11 (Thanks to the Cat's Grace) and critting on a 15-20. I know it won't quite outpace a fighter damage wise, but I think that will at least make him useful to the party.

Sovereign Court

Out of curiosity what is the rest of the party looking like?


Check out the build by Damocles here.

Grand Lodge

Most likely we will have a blasty sorcerer, a fighter, and a rogue.


Hmmm. I think by RAW, pirhana strike would not work with an elven curve blade since it is not a light weapon. You might have to put a point in strength and get power attack.

I hate your plan for major combats. You'll have to spend a round to start bardic performance, and then another three rounds to cast three spells before you even make an attack or offensive spell? By the time you're ready to fight, the battle will be over.

I play an arcane duelist, and I designed him equal parts buffer, debuffer, switch hitter (archer/melee). He is currently level 8.

Thokas Walamros
Human Bard (Arcane Duelist) 8
STR: 16 (15+1 level 4)
DEX: 18 (+2 belt, +2 racial)
CON: 13
INT: 12
WIS: 7
CHA: 18 (+1 level 8, +2 headband)
AC 21
HP 62
Fort +5, Ref +11, Will +6 (I think these saves are low, I carry around a potion of bestow grace if I get nervous)
Melee: Masterwork Cold Iron Longsword +10/+5 (1d8+3)
Ranged: +2 adaptive darkwood composite shortbow +13/+8 (1d6+4)
Bard Spells Known:
3: Good Hope, Haste, Slow
2: Heroism, Mirror Image, Glitterdust, Alter Self, Blistering Invective, Cacophonous Call
1: Liberating Command, Saving Finale, Grease, Cure Light Wounds, Feather Fall, Ear-Piercing Scream, Touch of Gracelessness
0: Read Magic, Detect Magic, Mage Hand, Light, Mending, Ghost Sound
Traits: Reactionary, Aid Allies (Shadow Lodge)
Feats:
1 Arcane Strike
Point Blank Shot
Precise Shot
2 Combat Casting
3 Rapid Shot
5 Toughness
6 Disruptive
7 Lingering Performance

I will take Manyshot at 9

Equipment: headband of alluring charisma +2, belt of incredible dexterity +2, cloak of resistance +2, ioun stone (cracked dusty rose prism), bracers of falcon's aim, handy haversack, first level runestone

My strategy is to use an extend metamagic rod and to cast "Good Hope" if we are nearing a dangerous area. Otherwise, try to have heroism up if possible.

First round of combat, I cast Haste and Inspire Courage. Second round, I fire some arrows. When buffed, I get 4 arrows at +16/+16/+16/+11 (1d6 + 11 damage) that crit on a 19-20. Plus this way, I'm giving the entire party +5 on attack rolls, +4 on weapon damage rolls, an extra attack, and a +2 to saves. I hardly ever use performance to do anything other than inspire courage. Inspire competence on really difficult skill checks, blade thirst to attack incorporeal creatures, rallying cry for situational fear removal. Use 1st level slots to use Saving Finale, Liberating Command, or Feather Fall to save the party when needed. When battling a spellcaster, I drink a potion of enlarge person and approach with a long sword to take advantage of the disruptive feat.


I'd suggest opening combat with just starting inspire courage and wading in until you can start a performance as a move action and then adding mirror image against melee opponents or good hope against casters. Or carrying around a lesser quicken rod to do both against combo enemies.

Cat's Grace is a bad deal for a spell known. It goes obsolete when you get a belt and it eats slots better used for mirror image at low levels.


Bladethirst is kind of a trap option. In almost all cases Inspire Courage beats it hands down (giving a comparable bonus to yourself AND your allies). Unless you have some way of keeping two performances active at the same time, or need it for a very specific bonus.


Heroism is a GREAT spell to replace Cat's Grace. Lasts 10 minutes per level, so it can be cast early. It's great for adding to hit in combat. It also boosts saves and skills, so it's useful for defense and out of combat.

Heroism + Inspire Courage + Weapon Bond is a triple crown for adding oomph to combat for you.

Spending two feats for using dex to hit and damage is expensive, considering that an Arcane Duelist eventually gets the ability to use heavier armors. I'd probably swap your stats around to something slightly different to use strength instead of dex (or scrub the melee damage and just go bow feats).

Optionally: (guessing slightly on stats rolled)

S: 18 D: 15 C: 14 I: 14 W: 10 Ch: 14 (bump DEX at level 4 or 8)

Feats: Toughness, Power Attack, Weapon Focus: Longsword

At level 5, pick your weapon bond to be your longsword and enchant it to +2 (for half price!) Pick up a Mithril Buckler +1 for fights you need AC. Wield the longsword in two hands the times you don't.

+10 to hit for 1d8+6 damage <-- respectable at level 5 un-buffed

Adding Inspire Courage, Heroism, Power Attack, and Arcane Strike:

+12 to hit for 1d8+14 damage <-- pretty massive for a bard at level 5

This was striking while using the buckler. Your AC would have been 19 (+4 from chain shirt, +3 from dex, +2 from mithril buckler).

WBL for a 5th level character: 10,500

Potential Starting Item List:

4300 Longsword +2 (bonded item)
2000 Mithril Buckler +1
2100 Mithril Chain Shirt +1
1000 Cloak of Resistance +1
750 Wand of Cure Light Wounds

Grand Lodge

That was all really great advice. I did not quite optimize but it definitely made me rethink trying to make him Dex based. I stuck with Elf because it fit my backstory, but I reworked the rest.

Spoiler:

Ferlain
Lv 5 Elf Arcane Duelist

Str 18
Dex 16 (+2, +1 @ 4th)
Con 12
Int 16
Wis 10
Charisma 16

AC: 18 Touch:13 FF: 15
Fort +3, Reflex +8, Will +5 (+7 ench, immune to sleep)
Melee +1 Keen Falcata +10 2d4+9 15-20/x2
Ranged +4 Masterwork Composite Longbow +7 1d8+4
Gear: Wand of CLW, Wand of Enlarge Person, +1 Mithral Chain Shirt, +1 Cloak of Resistance

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