Advice on my Character Build for PFS?


Advice

Grand Lodge

(Click my name to see my full Character Build or go to http://paizo.com/people/ExelithurVindragon)

I was wondering what people thought of my build for my first PFS game. I wanted to build him as a a very Pathfinder-y kinda guy loyal to the Grand Lodge who loves to explore ruins and gather information and lost treasures and such. I felt the Archaeologist Bard Archetype was thematically appropriate as well as functionally. Given that Arcaheologists Luck seems to be a major component of the class since its replacing all aspects of Bardic Knowledge I wanted to focus on that and making him more combat-oriented and hands-on. I figured that the Fate's Favored trait fit nicely with the luck bonus since he'll now get a +2 to attack, damage, skill checks, and saving throws (or just about everything other than AC). With a CHA score of 16 he'll have 7 rounds of it, which isn't a lot, except when paired with the Lingering Performance feat which basically triples the duration. Since activating Arcaheologist's Luck was changed to a swift action instead of the normal standard action for Bardic Performance, using a Swift action every 3 rounds to start it up again for a total of 21 rounds in 7 intervals of 3 rounds sounds pretty darn amazing. With decent STR and DEX scores he schouldn't have too much trouble in combat other than his rather low HD/HP and no CON bonus to help have me a bit worried, but them's the stakes. I also realize that Additional Traits probably isn't the most popular choice of feats especially as a Human Bonus Feat choice but I couldn't help myself since there were just too many thematically appropriate (and brilliant) traits that I couldn't choose between. I couldn't think of much else for Feats to choose at 1st level anyway besides Extra Performance perhaps or something. Come to think of it, it may be worth it to give up the Additional Trait feat and take Toughness for the extra +3 HP. Being a tougher than normal Bard would fit his style and 8 hp instead of 5 at 1st level and then another +1 every level thereafter would be pretty nice since I want him to be able to hold his own in combat (not necesarily a front man tank or anything, but not the stereotypical hide around the corner and play the mandolin type either.)

Other than that he seems to be a rather well balanced character to me and a very good representation of a model Pathfinder. I'd love to hear any advice anyone has on my build or if I've accidently included something thats not PFS legal. (I did my best to double check but you never know.)

Shadow Lodge

I'd recommend swapping Int and Con. I know that ten skills/level is tempting, but it isn't worth having an AC15 and 8HP[not 5, you get max on first HD] if you ever plan on touch melee with anything short of a thirty-nine and a half foot pole. Also, have you seen lamellar leather armor? Its the same stats as a chain shirt, but leather with one less Max Dex point and only sixty gold. Also probably want to give up Additional Traits for Toughness, which could replace swapping con and int at low levels, but you'll be thankful at high levels when you have a +2CON.

Still, I hope you have fun with the build. Beware:Some people on these boards are completely opposed to any Bard build that contemplates melee, and insists that if you want a melee build you should be a dex-based archer with party buffing.

Grand Lodge

Also I was debating going into the Pathfinder Delver Prestige Class at Level 6. The Archaeologist Archetype and the Prestige Class seem to go hand in hand (with a bit of overlap that I'm a little confused about how they'd stack). I'd stop getting additional rounds of my Arcaheologist's Luck ability at 6th level but since I'd have 15 rounds by then (21 if i take Extra Performance) meaning 45 rounds with Lingering performance (or 63) I'm not sure I'd ever really need much more than that in a single day. The thematics of the prestige class are perfect and the abilities are pretty nice as well. What's everyone else's opinions on this Prestige Class? Would it be worth it?

Grand Lodge

ArmouredMonk13 wrote:

I'd recommend swapping Int and Con. I know that ten skills/level is tempting, but it isn't worth having an AC15 and 8HP[not 5, you get max on first HD] if you ever plan on touch melee with anything short of a thirty-nine and a half foot pole. Also, have you seen lamellar leather armor? Its the same stats as a chain shirt, but leather with one less Max Dex point and only sixty gold. Also probably want to give up Additional Traits for Toughness, which could replace swapping con and int at low levels, but you'll be thankful at high levels when you have a +2CON.

Still, I hope you have fun with the build. Beware:Some people on these boards are completely opposed to any Bard build that contemplates melee, and insists that if you want a melee build you should be a dex-based archer with party buffing.

I forgot I get to max my first HD art first level! :o 8 is much better than 5! :)

As far as the CON/INT and Traits/Toughness thing, I'm not sure which I'd prefer to give up. The +2 CON would be +2 hp every level while Toughness would be 3 at first and +1 every level after so CON is better in the long run. I'd miss the +2 INT bonus to my Knowledge checks but I suppose Bardic Knowledge still helps with that. As for the two less skill points I'd probably give up Lingusitics and maybe Appraise or Spellcraft or Climb.

Alternatively, I'm thinking I could change the favored class skill rank in Linguistics for the +1 HP for the first level or first couple of levels if I feel I really need it.

I keep looking over what traits I'd give up for Toughness but I just can't decide... They're all too perfect so it looks like thats not an option.

And I understand how people could be opposed to the melee Bard, but given that my party-buffing is replace with a rather sweet self-buff I don't see why I couldn't go melee. STR score of 14 gives me a +4 to hit and a +4 to damage. Not too shabby for a level 1 Bard.

Shadow Lodge

Quote:
STR score of 14 gives me a +4 to hit and a +4 to damage. Not too shabby for a level 1 Bard.

Actually, ability score bonuses are half of the number above or below 10, rounded down, so +2 hit and 2damage, or 3 damage with 2h weapons.

As for skills, I'd give up Appraise and Climb since you can make those checks untrained, spellcraft is useful all around, and linguistics gives languages.

And if you are already having a 14CON, then you don't need Toughness, but having the FCB to HP in place of a knowledge skill after first level, since you only really need one rank in knowledge skills for the class skill bonus, and then can drop it will definitely help.


I certainly echo the change around of INT and CON. Those HPs are really crucial. I also would strongly consider changing your two 1st level spells. While both are very flavorful, as a spontaneous caster, your spell choices are very limited. Those two spells are incredibly situational and much better serve you as scrolls. Cure Light Wounds can make a huge difference at the table if you sit down with a bunch of other unplayed level one chracters, trust me, that was my experience. For your second level one spell, I'd suggest something that helps in combat, whether it disables oponents or does damage (Ear Piercing Scream is a nice one as it does both). You also really need to make sure you have both a melee and ranged weapon, and I typically suggest 2 melee weapons doing different types of damaged (I like Mornignstar and Longsword for a melee Bard) and one ranged. Finally, I would greatly advise against Muscle of the Society and instead choose a trait that gets you Disable Device. The bonus to prying open things will likely not make as much difference as the +3 for having Disable Device as a class skill.

Grand Lodge

ArmouredMonk13 wrote:
Quote:
STR score of 14 gives me a +4 to hit and a +4 to damage. Not too shabby for a level 1 Bard.

Actually, ability score bonuses are half of the number above or below 10, rounded down, so +2 hit and 2damage, or 3 damage with 2h weapons.

As for skills, I'd give up Appraise and Climb since you can make those checks untrained, spellcraft is useful all around, and linguistics gives languages.

And if you are already having a 14CON, then you don't need Toughness, but having the FCB to HP in place of a knowledge skill after first level, since you only really need one rank in knowledge skills for the class skill bonus, and then can drop it will definitely help.

I meant +4 to attack and damage including the +2 from Archaeologist's Luck :P

Also I really how hialriously low my 15 AC was so I made some changes to my inventory, dropped the free Dungeoneering Kit from my Destiend for Greatness trait and used it on the Pathfinder Kit instead (makes more sense thematically anyway) and grabbed a Heavy Wooden shield for +2 AC.

Also I'll just drop the FCB in Climb for the +1 HP. 9 HP and 17 AC seems pretty decent for a Melee Bard. I'm no Fighter or Barbarian but I think I should be able to hold my own. I may wanna take Cure Light Woudns instead of Identify though.

Grand Lodge

Drogos wrote:
I certainly echo the change around of INT and CON. Those HPs are really crucial. I also would strongly consider changing your two 1st level spells. While both are very flavorful, as a spontaneous caster, your spell choices are very limited. Those two spells are incredibly situational and much better serve you as scrolls. Cure Light Wounds can make a huge difference at the table if you sit down with a bunch of other unplayed level one chracters, trust me, that was my experience. For your second level one spell, I'd suggest something that helps in combat, whether it disables oponents or does damage (Ear Piercing Scream is a nice one as it does both). You also really need to make sure you have both a melee and ranged weapon, and I typically suggest 2 melee weapons doing different types of damaged (I like Mornignstar and Longsword for a melee Bard) and one ranged. Finally, I would greatly advise against Muscle of the Society and instead choose a trait that gets you Disable Device. The bonus to prying open things will likely not make as much difference as the +3 for having Disable Device as a class skill.

I hear ya on the Cure Light Wounds, and I just made that change from Identify. Still debating if and what to change Detect Secret Doors to.

Trait-wise I really prefer to keep Muscle of the Society as it also increases my carrying capacity and gives me the fun bonus with Wayfinders and Ioun stones later on. I'll admit not having Disable Device as a Class Skill does suck monkey-butt but I will be getting a bonus to it at 2nd level and if I plan to go into the Pathfinder Delver Prestige Class I'll get it as a Class Skill then. Disbaling isn't necesarily gonna be one of my focuses either, rather something I'm decently capable of doing. I'm also not necesarily one to try and optimize my builds and Muscle of the Society is too perfectly flavorful for me to want to give it up. Only options for getting Disable Device as a class skill otherwise would be becoming a "Vagabond Child" which kinda doesn't really fit and kidna ruins the flavor of the character.

As far as the Stat thing, instead of swapping 10 CON and 14 INT for 14 CON and 10 INT I'm thinking I'll split it to 13 CON and 12 INT. I'll only lose 1 skill point and 1 language and still get the +1 to all INT checks and I'll get a +1 HP every level for my CON score until 4th level where I can throw my +1 Ability score into CON boosting it to a 14 to get +2 from then on. How does that sound?


Great call. It's crazy easy to get one shot in some of the scenarios. My lvl 2 Barbarian almost did (of course, he only had a 14 CON) and only a crafty bit of rules lawyering ensured that was not the case.

Grand Lodge RPG Superstar 2012 Top 32

I personally advise against taking CLW as a spell known. Instead, I suggest purchasing a couple of scrolls for your first adventure. Then, when you have at least 2PP, you can spend it to get a free wand of CLW. Spend your combat rounds working toward ending the fight, then patch up afterwards. If you're worried about someone dropping and then bleeding out before the fight is over, consider the Sacred Touch trait.

You can make the 13 CON plan work (I did it with my melee cleric in PFS, bumping at 4th as you suggest), but I advise also taking Toughness.

For reference, my cleric has 14 CON and Toughness (FCBs not going to HP), which gives him 8HP/level. I'll probably get him a CON boost of some sort in the near future as well.

If you get 14 CON and FCBs into HP, you also get 8HP/level... except you're easier to hit than my cleric. My cleric has an AC well over 20+level, so any encounter involving multiple enemies means each enemy has an abysmal chance of hitting me. That makes the HP go a long way.

With your 14 DEX and light armor, you won't be getting anywhere near that level of defense unless you have time to throw up a blur or displacement, so if you're spending any significant time on the front lines, get that HP up.


Jiggy makes a solid point on the CLWs suggestion. I'd advise something a little cheesy and pick it up at 1st then use the lvl 1 rebuild rules to swap it out after I picked up some consumeables. Mostly because I still fear that first table where I showed up with my newly minted Barbarian and was sat with a Rogue, a Bard and a Sorceror without any healing whatsoever.

Grand Lodge

I just recently updated my build on my page again. Took toughness in place of additional traits getting my HP up to 14 (CON 14), focused a bit more on some knowledge skills (though only INT 12 but Bardic Knowledge so meh) and plan on taking Cure Light Woudns and Grease. Overall I'm pretty happy with it. Gonna be playtesting it today.

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