Archaeologist Bard Feats?


Advice


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I'm not sure what feat to take for my archaeologist bard at 7th level. Any suggestions?

Stat Block:

Lyrian Arkwright
Male Azata-Blooded Aasimar (Musetouched) Bard (Archaeologist) 7
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 deflection)
hp 52 (7d8+14)
Fort +3, Ref +9 (+2 bonus vs. traps), Will +5
Defensive Abilities evasion, trap sense +2, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 agile rapier +10 (1d6+5/18-20) and
. . dagger +9 (1d4+2/19-20)
Ranged shortbow +9 (1d6/×3)
Special Attacks archaeologist's luck 6 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 7th; concentration +9):
3rd (1/day)—glibness, haste
2nd (4/day)—aram zey’s focus, heroism, invisibility, pilfering hand
1st (5/day)—chastise, cure light wounds, detect secret doors, expeditious retreat, feather fall (DC 13)
0 (at will)—detect magic, light, mage hand, message, read magic, sift
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Statistics
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Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha 15
Base Atk +5; CMB +7; CMD 22
Feats Arcane Strike, Lingering Performance, Weapon Finesse, Unknown Feat
Traits fate's favored, vagabond child (urban)
Skills Acrobatics +13, Appraise +6, Bluff +6, Climb +5, Diplomacy +9, Disable Device +19, Disguise +6, Escape Artist +7, Fly +4, Intimidate +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +13, Sense Motive +6, Sleight of Hand +7, Spellcraft +6, Stealth +7, Use Magic Device +12
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Osiriani, Osiriani, Ancient, Thassilonian, Undercommon
SQ bardic knowledge +3, clever explorer +3, lore master 1/day, rogue talents (trap spotter), truespeaker
Combat Gear rusting powder, rusting powder, rusting powder; Other Gear +1 chain shirt, +1 agile rapier, arrows (20), dagger, shortbow, amulet of natural armor +1, handy haversack, ring of protection +1, bard's kit, candle (10), chalk (10), dungeoneering kit, deluxe, thieves' tools, masterwork, 63 GP, 9 SP, 8 CP
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TRACKED RESOURCES
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Archaeologist's Luck +2 (6 rounds/day) (Ex) - 0/6
Arrows - 0/20
Dagger - 0/1
Lore Master (1/day) (Ex) - 0/1
Rusting powder - 0/1
Rusting powder - 0/1
Rusting powder - 0/1
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +2 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Truespeaker Learn two languages for each rank you put in Linguistics.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Well, extra performance is always nice for an archaeologist, since you have such limited use of your luck. And since you already have lingering perfomance, that means you basically get 18 more rounds of use out of the ability per day. That makes it out to be 36 rounds in total...which means you only risk running out if you use it for out of combat skills.


I'm assuming you have a bow even though I only see arrows?

I agree extra performance is an excellent choice.

If not, maybe power attack to open up future feat choices like cleave?

Or an archery feat like point-blank shot to boost archery?

Maybe buy a mnemonic vestment and a scroll of obscuring mist, to consider taking blind fight...

Scarab Sages

Are you POSITIVE you really have that few rounds of Archeologist's Luck at 7th level? It's a substitute for Bardic Performance, which should mean you get two more rounds per day with every level after 1st...admittedly, one could interpret the ability description as it seems to be written, but I don't think it makes much sense.

Liberty's Edge

I'm Hiding In Your Closet wrote:
Are you POSITIVE you really have that few rounds of Archeologist's Luck at 7th level? It's a substitute for Bardic Performance, which should mean you get two more rounds per day with every level after 1st...admittedly, one could interpret the ability description as it seems to be written, but I don't think it makes much sense.

As it is written, it is only 4+ CHA mod rounds/day... with no additional rounds. I agree that it seems very odd to have such a drastic limitation, but there it is. Whether that is the actual intent or not? Who knows.

Scarab Sages

"Who knows"? The writers should. The point is, if I were Tarondor's DM, I would definitely fix it, with or without the blessings of the Scriptures.


That question has been covered many times :) The author of the archetype suggests +1 round per level. I'd definatly house rule it that way. RAW your out of luck unless you've got access to a favoured class bonus that adds extra rounds.


agreed. Writer said it should be +1 rounds per level, but it isn't written that way; barring that be half elf, take the favored class option of +1 rounds/level.

I would take archery feats but you already have Weapon Finesse; a waste as far as that goes. I guess Power Attack?

Scarab Sages

The question being, what role does your character fill in the party? Your sheet reads very much as a generalist, someone who can do most things without being a specialised expert in any of them.

If that was your intent however, then you want to consider something to enhance that, such as Craft Wands (to manufacture healing wands and wands of heroism), or something that shores up your weaknesses, such as Dodge or Power Attack to get a little more damage in melee.

On that note, it's a shame about the Weapon Finesse, it may have been better to have gone Point blank Shot / Precise Shot as your combo, and hung back, using your spells to keep a distance.


Power Attack with a +1 agile Elven Curve Blade.

Two feats to burn, but it will greatly increase your damage output.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Extra traits for maestro of the society (if you can take it) and a trait to add 1 to your will or fort save is nice.

I also recommend gloves of arcane striking and jingassa of the fortunate soldier if you can get them.


Since you cannot help others with your performance, don't have any archery feats (too late to start now) and only have a few buff spells, I assume a big part of what you do in combat is helping out in melee. And to do that a bit more effectively, power attack would probably be the most useful feat.

Getting proficiency in the elven curve blade would also be beneficial, as it has better damage than your current weapon (equivalent to getting weapon specialization) and it would give you the better power attack bonus for using a two-handed weapon.

It might also be interesting to grab extra traits at some point. Armor expert would let you wear a mithral breastplate without any negatives, and you can always use something like a boost to initiative or fort saves.


I'm Hiding In Your Closet wrote:
"Who knows"? The writers should. The point is, if I were Tarondor's DM, I would definitely fix it, with or without the blessings of the Scriptures.

The writers do. If you go search through the rules forum, I'm sure you will find someone giving the relevant link. Basically. yes, as written, it never increases. The writer said that, in hindsight, they would have like a +1 per level...but that hardly affects this, does it?

But the limited rounds are not a problem at all. This is because performance, unlike the somewhat similar rage, is much more open to improvement. Lingering performance basically triples your rounds (his current rounds are more like 18 per day, but must be spent in multiples of 3).

Heck, if you play a human, you could take that, extra performance, and the maestro of the society trait, then you could have 45 effective rounds per day at level 1. That could easily over five 9 round battles or seven 6 round battles (yeah, sticking with multiples of 3). Which means it is enough to cover all put the longest of slogfests meant to drain the party resources. Of course, you have to spend a lot of your build resources to accomplish this...but the limits on the luck are in place because it is worth it, since it covers just about everything.


I'd suggest something to help up your damage output, as it seems yo u are more melee-centric than ranged. You have the stats to qualify for power attack, and your luck bonus will match or even outweigh(with the aasimar favored class) your PA penalty to hit.

Extra Performance, or extra traits with Maestro of the society can be good to up your luck rounds. You should also look into getting a headband of fortune's favor, which extends any luck effect on you by one round, so combined with lingering performance, gives you 4 rounds per use, also upping your arcane strike swift action ratio to 3/4.


Might be time to start power attacking


Per Lingering Performance: "Any other requirement, such as range or specific conditions, must still be met for the effect to continue."

Which means that limits on rounds are still in effect when it lingers. The feat is designed to carry on bonuses (barring any other requirements, like rounds available) after you would normally cease your performance.


Playing similar build in Iron Gods, but with one level of Gunslinger.
Just completed book 2 and hit 7th.

Was thinking of taking Battle Cry, but he is a Half Orc with a +1 Great Axe and Bladed Dash. hmmm...Power Attack.

Current Feats:
Arcane Strike
Technologist
Lingering Performance
Toughness (GM added extra feat...Iron Gods is TOUGH! but so fun)

Role in the party is a Jack of all Trade / Rogue. His attacks are all over the place. Pistols, Bow, and Great Axe for melee. Is there a rogue trick to gain sneak attack? Tactically with Vanish and/or bladed dash he can set up flanking.

Thoughts?


Tarondor wrote:

I'm not sure what feat to take for my archaeologist bard at 7th level. Any suggestions?

** spoiler omitted **...

This is not directly related to what you're asking but I just made a Canid (pug) Archaeologist Bard as an NPC to my gaming group and he is one of their favorite characters...

That being said... I think extra performance would be good.

Grand Lodge

If you get Power Attack and exchange that silly rapier for a longspear your melee damage will go through the roof. This tactic works great for a Bard. Seriously, your melee damage will double or more. Now you hit for about 1d6+2, average ~6 HP. Power attacking with a longspear you'll hit for 1d8+6, average ~11 HP. Figure in the extra attacks you will get from AoOs and it's even more.

Too bad you didn't already pick up Combat Reflexes to turn that 19 DEX into 4 more AoOs.


Rodinia wrote:

If you get Power Attack and exchange that silly rapier for a longspear your melee damage will go through the roof. This tactic works great for a Bard. Seriously, your melee damage will double or more. Now you hit for about 1d6+2, average ~6 HP. Power attacking with a longspear you'll hit for 1d8+6, average ~11 HP. Figure in the extra attacks you will get from AoOs and it's even more.

Too bad you didn't already pick up Combat Reflexes to turn that 19 DEX into 4 more AoOs.

The rapier is agile. 1d6+5 vs 1d8+6 isn't a "through the roof" increase. In fact the difference in to hit more than makes up that difference. If anything, i'd suggest a darkwood buckler to further buff AC.


shouldn't your luck (with the faith's favored) be at +3 by 7th level?
"This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level."

and yea ill second that notion for getting yourself a "jingassa of the fortunate soldier " +2 natural ac is very nice and you get 1/day to ignore critical\sneak attack


Arcane Strike eats your swift action and isn't usable one round in three if you have lingering performance (when you renew the performance).

You are better off with power attack or deadly aim and weapon focus.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm going to point out that the original post is ancient, for those who haven't noticed. Build feedback is still nice, don't get me wrong. I'm sure Google will lead more here.

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