Archaeologist / Titan Mauler


Advice


I really like the idea of wielding two handed weapons in one hand. Yes, I know that mechanically, the minuses make min/maxing this a bit hard (like a lot), but I ran across the bard archaeologist archetype, and saw a bit of synergy.

But first things first, I need some clarification. Rage starts as a free action, and Archaeologist’s Luck starts as a swift action, so, can you activate them in the same round? I just want to make sure of this because there might be some rule I don't know about that you guys might.


Yes, you can activate that in the same round.

And it won't be too bad too dip TM for jotungrip then go straight archaeologist.


That's what I was thinking. Get 2 levels of TM, then utilize Archaeologist’s Luck, that way I can keep my attack rolls up to par (somewhat), and still do some damage.

Now, here's the tricky part; making TWF viable for this thing. My friends and I play from level 1 to 20 on pretty much everything we do, so, I'm fully capable of dealing with problems that might arise from not enough feats or something.

In any case, at level 3, this is what I've got as far as attack rolls. Oh, just so you guys know, don't worry about where the stats came from. I pre-rolled the numbers since that's what my friends and I do when we create characters.

Half-Elf Titan-Mauler 2/Archaeologist 1

BAB: +2
+7 Str mod (20 str, and rage)
+1 luck bonus (AL ability)
+1 Enhancement bonus on weapons
+2 Flanking
-6 JotunG+TWF

So: +7/+7

Any thoughts on increasing the attack roll? What two-handers would be good to one-hand with?


What exactly are you two weapon fighting with.

After looking at your post, I had an image of a barbarian dual weilding dire flails. That's ridiculous, but totally awesome.


Oh, and take weapon focus.


Master of the Dark Triad wrote:
After looking at your post, I had an image of a barbarian dual weilding dire flails. That's ridiculous, but totally awesome.

Haha, that would fit the picture of dancing, screaming barbarian, wouldn't it?

As far as weapons go, I was thinking of something with high crit so I could auto-succeed on hits if I end up against something with high AC. Other than that, any two-hander works. Even using a weapon with reach would be an interesting mechanic.

Also, I'll be taking out the adaptability race trait for Ancestral Arms if we come across a weapon that would be worth going into.

RPG Superstar 2012 Top 32

weapon focus and two of the same weapon will help.

dawnflower dervish/dervish of dawn (on pfsrd) grants a higher attack bonus with its battle dance, and adds a damage bonus as well- plus you get additional rounds of it as you level (unlike the archaeologist's luck).

if you stick with archaeologist, definitely take the fate's favored trait!

either way, think about switching to an aasimar- their favored class bonus for bards is treating their effective level as 50% higher for the effect of one performance (either luck or inspire courage), that will really let those bonuses pull ahead of your lost BAB from being a 3/4 class.

edit: although, on pure cool factor... a dwarf wouldn't need ewp for a 'dwarf' weapon, and dual wielding longhammers would be pretty insane...

Grand Lodge

Have you considered other classes besides Barbarian?

Rage and casting, is a difficult combo.

You could go Phalanx Soldier, wear a Buckler, and twin wield Spears/Polearms.

There is also Thunder and Fang.


That's why I chose bardic casting because the strategy would be, buff up before combat, get as high of a boost as I can to my hit and damage, and then after combat still be able to cast healing spells to get myself back up. The biggest problem I'm working with is my groups tend to require me to heal, and I've gotten tired of it, so I wanted to create a character that would be self-sufficient. Lately, though, I've lost interest in clerics, oracles, inquisitors, druids and paladins, so I'm thinking of a concept that I would like to play.

That's when I saw the Barbarian Jotungrip ability. I like that ability. Let's just say I like Final Fantasy and big weapons, haha. Plus, FF7 Advent Children when Cloud creates a multi-sword mechanic into his weapon usage, that's just beautiful. I mean, sure, it's not viable by any means, but half the games I play are fun with the craziest ideas, so, why not?

nate lange wrote:
edit: although, on pure cool factor... a dwarf wouldn't need ewp for a 'dwarf' weapon, and dual wielding longhammers would be pretty insane...

That's what I'm trying to convert my dwarven cleric into. A forgemaster who uses longhammers. Crazy damage and so much power...just so much...

Anywho, I see what you're talking about with the whole Aasimar FCB on the bard. I'd catch up to normal by CL 6, and then everything from there would be good to go.

Shadow Lodge

A rage-bard will be MAD up the wazoo. I.e., CHA is primary for one class and concentrated dump for the other.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Archaeologist / Titan Mauler All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice