Requesting Advice For Archaeologist Bard


Advice


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Hello everyone.

My friend is going to start up a Jade Regent campaign once our current Crimson Throne campaign is over. I've been working hard to create a character that is playable from level 1 to 14 and is also a jack of all trades. I know this will make the character mediocre at most things but I'm willing to accept that. I want the character to be able to heal, buff, be a walking textbook of knowledge skills, find / disable traps, be a face for the caravan, and have some sort of attack when there's not a better option. I figured the best way to achieve this is to go with an archaeologist bard.

I'm looking for feedback on this build. I'm open to any suggestions you may have; however, I'd prefer it if there were no spoilers about the adventure path.

I should also point out that I have no clue what the other members of the group will be playing.

Spoiler:

14th Level Catfolk Bard (Archaeologist)

Favored Class: +1/2 to Bardic Knowledge Bonus
Racial Features: Cat’s Luck, Clever Cat, Climber, and Low-Light Vision
Traits: Maestro of Society and Rescued (Koya)
Languages: Catfolk, Common, Elven, Gnome, Halfling, and Sylvan

Base Stats: 20 Point Buy (before racial adjustments)
Str 10 Int 14
Dex 16 Wis 12
Con 10 Cha 13

Racial Adjustments: +2 Dex (18), +2 Cha (15), and -2 Wis (10)

Level Attributes: +1 Cha (16) and +2 Dex (20)

Skills:
Appraise, Bluff, Diplomacy, Disable Device, Perception, Spellcraft, Stealth, and Use Magic Device

Feats/Talents:
1st Level: Point-Blank Shot
3rd Level: Precise Shot
4th Rogue: Combat Trick (Arcane Strike or Rapid Shot)
5th Level: Arcane Strike or Rapid Shot
7th Level: Lingering Performance
8th Rogue: Weapon Training (Weapon Focus: Shortbow)
9th Level: Manyshot
11th Level: Clustered Shots
12th Rogue: Skill Mastery
(Bluff, Diplomacy, Spellcraft, Stealth, and Use Magic Device)
13th Level: OPEN FEAT


I like lingering performance earlier on personally -- having that luck bonus last is worth it to me. It helps with all combat forms and with saves and what have you too. Arcane strike is a bit the same to me as well.

I would consider a 2 level dip into ninja if it's allowed. Doing so would allow you to spend a swift action to get an extra attack on full attacks and open up the ninja trick that allows you to do strength of dex damage with a sneak attack (making you more than just a damage dealer). Also you can get the vanish trick for all sorts of options.

When I played an archeologist catfolk I focused on being a wild card, I knew I couldn't do the damage that the fighters could so I focused on doing almost everything else.


I'd agree with the above. Archaeologists, much moreso than regular bards get a ton of mileage out of lingering performance. The fact that it's a swift action to start, means you can essentially triple your rounds of luck, which is really important, since Archaeologists don't get more rounds, as they level up.


Pathfinder delver is an interesting prestige class on top of archy if you find there is another arcane caster and a divine caster in the party, and you fulfilling mostly the rogue/skill monkey aspect. If not I wouldn't recommend it.

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