Dwarf Bard Archaeologist Crossbowman Build


Advice


Dwarf Bard Archaeologist Crossbowman. Hmm... Any suggestions? The campaign begins with an investigation by the characters of what happened to their adventurer ancestors 500 years ago. I'm thinking of an Indiana Jones type character. Thoughts?

Dukan


Why crossbow? Bards have skill with the shortbow, and using it would save you feats. Bards can make fine ranged fighters.

Spells:
Given that you are a dwarf, you want to avoid having to work against your charisma penalty, so focus on buffing magic. At low levels, Borrow Skill, Feather Fall, Timely Inspiration, Invigorate, Saving Finale.

Feats:
*Point Blank
*Precise Shot
*Rapid Shot
*Deadly Aim
*Breadth of Experience is nice if you plan on investing in Knowledge skills at all.
*Deepsight - 120' darkvision
*Spellsong
*Lingering Performance
*If traps are prevalent: Skill Focus (Perception) or Alertness, or Skill Focus (Disable Device)

Traits:
*Fate's Favored - the silly good trait from Ultimate Campaign - Fate's Favored - Of course a sensible gm will ban it :)
*If underground a lot, tunnel fighter


Second the shortbow vs crossbow idea - saving feats is always a good thing!

Vagabond Child is also a good trait to make Disable Device a class skill for the archaeologist bard. (but hard to beat that Fate's Favored one, that's kind of awesome)

Whats the party makeup? Depending on the other casters you might need to pick up some 'detecting' spells to help the cause. If those are covered, Expeditious Retreat can be good for a 20' dwarf who needs to outrun a rolling boulder trap....


Archeologist AND Bard and no whip? For shame...


Thanks all.

The crossbow choice is more for flavor than minmaxing potential. I just like the idea of primarily wielding the crossbow and then relying on its bayonet when cornered. I do like the whip in addition, but that soaks up a lot of feats as well.

I notice no rapid reload. I was thinking that as the first feat and then the first four you have listed. You think that's worthwhile or a waste?

The party consists of my bard, a magus, cleric, and another yet to be determined. Probably a fighter type.

Thanks again.

Dukan


Careful as the bayonet needs a move action to install/remove. Unless you're Strength 8 or lower[at the time of firing, not "at character creation before items"], you probably should use a bow.

I love crossbows, but as a weapon that leaves you less competent and capable after expending more feats than a "martial" weapon that's easily available as a proficiency to all but the most stubborn hoofed animals*, itreally can't compete.

*please don't take this as to mean there's no way a horse or other such quadruped cannot somehow learn to use a bow better than it can't a crossbow in pathfinder. There's probably a way.


I have a Dwarven Bard Archaeologist (with a couple of Ranger levels) in play at the moment, and she has spent a couple of feats to develop and use pistols (which are still secret tech in the campaign).

I've skipped the whip, having had characters with whips before and been disappointed, but do have a dwarven waraxe. She tends to be the second frontline fighter, having +2 STR and the second-best BAB. The only drawback is the armour/spell penalty - I happily wear medium armour and take the spellcasting hit (reduced somewhat with the appropriate feat), because my spell choices are all ones that are not cast in combat anyhow.

It is an interesting character, concentrating on discovering old knowledge and tinkering with mechanisms. She does have an instrument, being a Bard after all, but it is a dwarven alpenhorn and she isn't allowed to play it in Sandpoint after dark. Her main specialism is playwriting, and she happily pens plays about the party's exploits for the townsfolk to enjoy.


Dwarven bard with crossbow?

Also Crossbow Mastery feat.


Rather then repeat that crossbows are bad (and its true.) I will see about making the best of them.

You need to find ways to add more damage on each crossbow hit to make up for no ability mod to damage.

Archaeologist luck of course does. There is a new trait called fortunes favored I think? it adds +1 to luck bonuses which Archaeologist luck is.

Moonlight stalker feat with a cloak of lesser displacement means its always in effect.

Arcane strike can help here was well. Gloves of Arcane Striking can give you some fun splash damage at least.

3 lvl dip into weapon master fighter to get weapon training? the you could use Gloves of Dueling which are hands down better then the previous gloves.

Well that's all I have for ideas.


Rapid reload is necessary at about level 7 or 9 for a crossbow wielding bard... he doesn't get iterative attacks until level 8. You might be able to use the feat at level 7 if you regularly cast Haste for the party. Before that, you can probably get by with loading and shooting a light crossbow every round.

I really wouldn't think of the character as a bard. I would really play him as a rogue without sneak attack and who casts some magic instead - so concentrate on rogue-y type stuff. These would include spotting and dealing with traps, talking, and perhaps stealth. If your GM gives you two traits, do as Delkaneth suggests and pick up Vagabond Child and Fate's Favored.

Consider the rest of your party; the magus might have a number of Knowledge skills and spellcraft, the cleric might have Heal, the fighter Climb, Swim, Survival - but your archaeologist is probably the one to cover EVERYTHING else. Don't be shy when it comes to skills - the other party members (except the magus) won't have a lot. I would take one skill related feat for every combat feat. Invest in a decent intelligence score.

Of course, run it by your GM. Is he RP, trap or combat heavy? It makes a difference.


All good tips, thanks!

I do plan on playing up the rogue type abilities and spellcasting over the traditional bard abilities. The DM's style is actually a pretty decent mix of RP, trap, and combat emphasis so i'm hoping the character will fare ok.

One question on the bayonet though that I had not thought of until you phrased it that way. Since historically bayonets can be left mounted on the weapon and still allow it to fire, I had not considered having to mount it for melee and remove it to fire range attacks. But after relooking at the specific rules verbiage, it's kind of written that way I guess. Do y'all see it that way. I don't really agree with that. If so, I might as well carry a short sword if that's the case.

Dukan


Or you can wear Armor Spikes. Nuthin' wrong with Armor Spikes.

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