What would an optimized melee Archaeologist build be like these days?


Advice


I don't think anyone has looked at what an optimal melee Archaeologist build would be like recently. Some thoughts:

Traits: Fate's Favored + ?

Feats: Flagbearer + long spear?

With 16 str at level 1 that would be +6 to hit (+3 from 16 str, +2 from luck and +1 from flagbearer) and +7 damage (+3 *1.5 from 16 str, +2 from luck and +1 from flagbearer) which isn't bad.

Should it be a human for the bonus feat or another race that gives a bonus to luck duration as a favored class bonus? Should you go for Eldridge Heritage: Orc? Does that affect the choice of race due to humans having Focused Study or does the Archaeologist have enough skills anyway?

Focused Study:
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Presumably the level 3 feat will be Lingering Performance, and Power Attack at 5, and Discordant Voice at 11 but what about other feats?

Dark Archive

the flag has to be in hand, don't think you can 2 hand a weapon


Edit: yeah I forgot flagbearer only works if held in one hand. So scratch that. What would be optimal instead?

Scarab Sages

Banner of the Ancient Kings suggests that it is legal to use it on a longspear.


I was thinking of that banner :) I'm assuming too much damage is lost if its held in one hand, or is it?

Scarab Sages

You attach the flag to a longspear, and then use the longspear two handed, gaining the effect of the feat.


I would love that to be the case, but the feat says: You must hold the flag in one hand in order to grant this bonus.

Is there a loop hole?

Dark Archive

Imbicatus wrote:
You attach the flag to a longspear, and then use the longspear two handed, gaining the effect of the feat.

nope

Flagbearer (Combat)

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Flag

A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Flagbearer feat who bears a flag can grant additional combat bonuses to nearby allies. Carrying a flag in combat requires a free hand.

Cost: 10 gp Weight 3 lbs.


They're talking about the Banner of Ancient Kings being attached to a longspear, which is explicitly how it's meant to function.

Scarab Sages

Ok, so you can attach the flag to a longspear, but you can't wield it as a weapon and gain the effects of the feat at the same time. Bah. It really doesn't make sense since the banner ability of the caviler doesn't have that restriction, and if you put a second hand on the spear it suddenly stops working, bu then Banner is a class ability and not a feat.

It's a good feat for non-combat bards and sorcs, or some bizarre monk build that didn't dump CHA, but it's terrible for anyone who actually wants to make an attack with a weapon.


I'd forget flagbearer. It overlaps with heroism and good hope.

The need for lingering performance is also going to conflict with getting precise shot early, so archery is iffy. That leaves sword and board or two handing a longsword.

Without dirge of doom you'll have trouble with save DCs compared to a full caster so that emphasis is weak.

Without inspire courage you'll draw less attention than a normal bard so I'd go for two handing a longsword. You might want to own a quickdraw shield, though, so you can turtle up if you need to.

You only need three feats: arcane strike, lingering performance, and power attack. From there you can look at skill focus (disable device, stealth, and/or perception) and, if you can convince one or more of your companions to cooperate, stealth synergy. Crafting feats are also a possibility.

You're a scout so darkvision is kind of important therefore you're either a half-orc or an ARG race.


Let's assume ARG races are on the cards, which would be optimal? Muse touched Aasimar?

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