Arcane Duelist - Sword / Shield vs. Greatsword


Advice


Greetings from a beginner bard player!
It's my first pathfinder character and I'm really excited about it, trying to grasp how the things work. Excuse me if this topic was already discussed to death, but I couldn't find any proper overview of TH weapons even in this awesome bard guide you have here. I want more of a hitter and less of a caster, but still arcane enough for RP reasons.
-Stats-
18 STR, 14 DEX, 16 CON, 14 INT, 12 WIS, 16 CHA.
He is lvl 3, being human with total of 3 feats.
At first I decided to use longsword/shield as guide suggested, but some builds suggested to take two-handed weapons to maximize damage output. Now I'm full of doubts.
I'm also using string instruments(unwise, but cool), even though I can preform then draw both shield(quickdraw) and sword(combat sheath) in a single turn it is still better to have as much offensive/mobile actions as possible, right?
-Feats-
Need a heavy input on those too.
I thought I would use longsword with two hands, then switch to a shield if enemies are too strong, so choice was - Power Attack, Furious Focus and something for a third level, maybe Weapon Focus(Longsword).
If I'll go two handed - Martial Weapon Proficiency(Greatsword because of pure badassery, but if spears are vastly superior I can pick it), then again Power Attack/Furious Focus combo.
But Furious Focus is criticized by majority of players even on TH characters, mainly because you spend a feat just for the first attack in round. Following this logic - do I need Power Attack at all? You need it for some feats that apply different statuses(disarm, sunder, bullrush) on your enemies to help your fighter kill them faster, but I want to be more selfish in this regard and butcher them myself. Maybe there is more stable feats damage-wise?
Any kind of advice will be appreciated.
Thank you.


Sword and Shield. The longsword to greatsword gap is tiny compared to shield AC if you use quickdraw tricks to switch between S&B and 2h freely.

Get the quickdraw feat and a quickdraw shield (APG, so if you're using Arcane Duelist it's in an approved book) and you can stow or don the shield as a free action, allowing you to have your 1.5x strength bonus during your turn and your shield bonus during everyone else's turn. You lose out a bit on AoO damage and have to make a choice against Robillar's Gambit, but attacking against that with a melee weapon when you can be casting spells instead is a bad idea in any case.

I would take Arcane Strike at first along with a throw away feat. You don't really benefit from the human bonus feat much on 3/4 BAB combat builds, but lingering performance, spell penetration, toughness, great fortitude, iron will, skill focus, combat reflexes, or dodge are reasonable options.

Your level 3 feat is quickdraw so you can get 1.5x damage without sacrificing your shield bonus. This gets you +2 damage, which is better than +3 damage -1 accuracy from power attack at this level.

Your level 5 feat is power attack, which is going to stale next level. The damage is absolutely worth it if dealing damage is what you want to do.

Level 7 and 9 are open. Furious Focus is an option if you have trouble hitting, or weapon focus, or expanded arcana or whatever.

Level 11 is Discordant Voice. 1d6 sonic damage on every attack would be a solid feat even if it only applied to you, and it applies to your allies as well.


typically people suggest archer or two handed for a combat Bard. what guide suggested sword and shield? It has its place, but it is not generally considered optimal for a combat heavy character.

You NEED power attack. Furious Focus is nice, its like Weapon Focus... great if you can fit it in, but usually not required. Up until BAB 4, it basically acts as weapon focus. at 4, it basically gives you a +2 while power attacking. (all the time, no penalties, why not?). At 6 BAB it gets more difficult to gauge, since the benefit is not to all attacks. Still worth it on a standard attack action, which are quite common for various reasons.


Atarlost wrote:
I would take Arcane Strike at first

But I already have it, no?

Maybe
1. Quickdraw
2. Lingering Performance(I have Saving Finale as one of 1 lvl spells, but still can't really decide - dodge is neat and works as prerequisite to some nice feats, reflexes are also good)
3. Power Attack
Then Furious Focus at level 5?
Cathulhu wrote:
You NEED power attack. Furious Focus is nice, its like Weapon Focus...

Maybe I should take both Furious Focus and Weapon Focus then?


Sergeek The Mad wrote:
Atarlost wrote:
I would take Arcane Strike at first

But I already have it, no?

Maybe
1. Quickdraw
2. Lingering Performance(I have Saving Finale as one of 1 lvl spells, but still can't really decide - dodge is neat and works as prerequisite to some nice feats, reflexes are also good)
3. Power Attack
Then Furious Focus at level 5?
Cathulhu wrote:
You NEED power attack. Furious Focus is nice, its like Weapon Focus...
Maybe I should take both Furious Focus and Weapon Focus then?

You can't move up quickdraw or power attack. They both need +1 BAB, which you don't have at first level.

With power attack freed up you can do switch hitter, though.

1: point blank shot, rapid shot
3: quickdraw
5: power attack
7: deadly aim

And if you get a +4 dex item you can take manyshot at level 9, but even without that you're not horrible if you get a good composite shortbow. This gives you a good fallback option for when melee is not an option. The bonded item is a bit of a hassle, but you can free action wield the sword, standard action cast, and move action sheathe the sword since the bow only actually needs one hand to hold.


Atarlost wrote:
You can't move up quickdraw or power attack. They both need +1 BAB

Darn, I forgot about this.

Thanks for really helpful explanation, although I want to do less with bows and ranged attacks in general.
Still want some more info about two handed variant, to remove all doubts.


Sergeek The Mad wrote:
Atarlost wrote:
You can't move up quickdraw or power attack. They both need +1 BAB

Darn, I forgot about this.

Thanks for really helpful explanation, although I want to do less with bows and ranged attacks in general.
Still want some more info about two handed variant, to remove all doubts.

Two handed you you get 2.5 more damage. Quickdraw shield and longsword has 1-6 more AC because you have an extra place to spread enhancement bonuses.

Two handed also moves when you have a free feat because martial proficiency doesn't have a BAB requirement.


Furious focus is generally better for a fighter because they have more feats to play with and landing blows upon the enemy is their be all and end all really.

The amount you focus your character on offence is relative really - does your party have a major damage dealer? You are a bard not a fighter after all.

I would view your character as a second line combatant if I were you, some monsters will hit you regularly (light armour and not a major dex in all likelihood) and for large amounts of damage (d8 hit points and not a major con either).

Two choices - focus on a high dex based combatant - possibly a bow/weapon finesse type or use a reach weapon (Spear or if you want to spend a feat go for a pole arm). That way you will be more survivable.

As things stand you are the proverbial glass-not-quite-a-cannon despite the stats.

RPG Superstar 2015 Top 8

One thing: Check with your GM to see how strict he is with rules like needing a hand free to cast spells with somatic components.

It has been ruled in the past that you can hold your two handed weapon in one hand while casting (since you're not using it on the same turn), but just be sure this is okay with your GM.

If you go sword and shield you've also constantly got to be keeping track of whether you've got your shield equipped or not.

It is doable, and may be no problem at all, but better to check with your GM first to be sure and avoid any arguments later.

All those concerns aside, personally, I would prefer the better AC to the improved damage, unless it's the party's dedicated melee expert.


DeathQuaker wrote:
One thing: Check with your GM to see how strict he is with rules like needing a hand free to cast spells with somatic components.

It's fine with him.

Thing is - we already have two melee tanky fighters and two ranged types.
If I'll go two handed and manage not to die quickly, won't bonus armour proficiencies of Arcane Duelist help me to balance out absence of shields? It just that Arcane Strike + Power Attack + Vital Strike combo with Greatsword looks really painful and also leaves move action open.

RPG Superstar 2015 Top 8

Sergeek The Mad wrote:
DeathQuaker wrote:
One thing: Check with your GM to see how strict he is with rules like needing a hand free to cast spells with somatic components.

It's fine with him.

Thing is - we already have two melee tanky fighters and two ranged types.
If I'll go two handed and manage not to die quickly, won't bonus armour proficiencies of Arcane Duelist help me to balance out absence of shields? It just that Arcane Strike + Power Attack + Vital Strike combo with Greatsword looks really painful and also leaves move action open.

By all means, do what sounds most fun to you at that point.

For what it's worth, my reasoning was that if you are not the main melee person---you are still also the party bard, and a source therefore of party support, and possibly even backup healing depending on your spell list and party makeup. Depending on how you work in tandem with your team, your survivability may be more valuable than your DPS to the rest of your party. Sure, your armor proficiencies as an arcane duelist help keep AC high, but there is no such thing as "too high AC."

But again, if you're getting a thrill from what cool things you can do with a two-handed weapon, then do that. Ultimately as long as everyone's having fun, then that's the "right" build for the job.


Vital Strike isn't going to be worth it. It's for druids and animals with really big natural attacks, not for normal characters. With most of your damage coming from sources other than weapon dice it's just not any good. Especially not when you have the option to use standard actions on spells. Then when an enemy tries to stand next to you to stop you from performing and casting spells you can full attack him and multiply all of your damage rather than just the base weapon dice.

And you'll need AC. There's no aggro mechanic and a bard puts out stupendous damage from performance. Arcane Duelist doesn't get the extra armor proficiencies soon enough to be worth much.


If you have two melee fighters and two archers, are you sure you want to try to be all about melee damage? The arcane duelist excels at making life difficult for spellcasters he threatens. I would take advantage of that niche and do it well to stand out from the melee folks you can't compete with. Otherwise, the archetype is trading off all your bardly knowledge for feats that you aren't taking advantage of.

Combat reflexes and a reach weapon or mobility feats to get close to casters would serve the role well. Your simple weapons give you longspear which is fine or whip for 15ft threat reach against casters but takes some feats to make decent. Mugging casters will put you on your own behind enemy lines so dodge and mobility would help keep you out of trouble. With your longspear, you could be poking casters and then getting AoO against anyone who wants to come to their rescue. You are also in position to be a flanking buddy for your melee folks.

You could still power attack with the longspear for the -1/+3 bonus and I would just UMD the shield spell for your hands-free shield bonus. Your role of flank buddy/battlefield controller is still valuable when you have no casters to mug.


Shield has too little duration to be practical. Your actions near the beginning of combat are precious and it isn't even close to being worth one.

It appears you're going to be on haste duty unless one of those melee guys is a magus or synthesist. You also want good hope against casters. You probably would like to get mirror image up. Wasting time with a first level wand doesn't rate.

Especially since a wand of a first level spell has caster level 1 and therefore a 1 round duration. Yeah, no. Don't do that.


I agree about the value of the first round actions entirely. You would need Shield up going into danger, but the 1st level wand is 1 minute/level so 10 rounds. It is an early level bandage for sure, until wealth and better armor proficiency give better options.

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