| Wiggz |
Got a group who's already made up of an Evangelist (Glory) focused on summoning, two Oath of Vengeance Paladins and a generalist Sorcerer with a slight focus on blasting - all Human. The group was missing some trapfinding skills, someone who could serve as a dedicated scout and maybe kick in some ranged damage and in-combat buffs and healing.
This is what I've put together - I take two levels of Urban Barbarian for Focused Rage and Reckless Abandon. I considered alternate races (we need Darkvision) but the bonus feat and the favored class option were too good to turn down.
Human 2nd level Urban Barbarian / 18th level Archeologist
Favored class option for Bards
Attributes: (20 point buy)
STR - 10
DEX - 16 (+2 racial bonus, +1 @ 4th, 8th, 12th, 16th & 20th level)
CON - 14
INT - 12
WIS - 8
CHA - 14
Traits:
Fortune's Favored (+1 to Luck bonuses)
Vagabond Child (+1 Disable Device, Disable Device is a class skill) or
Magical Knack (+2 caster levels)
Feats, Rogue Talents & Rage Powers
1st - Point Blank Shot
1st - Rapid Shot
2nd - Reckless Abandon
3rd - Extra Traits: Maestro of the Society, Berserker of the Society
5th - Precise Shot
6th - Trap Spotter
7th - Arcane Strike
9th - Multishot
10th - Weapon Training (Longbow)
11th - Deadly Aim
13th - Snap Shot
14th - Combat Trick: Improved Snap Shot
15th - Combat Reflexes
17th - Improved Precise Shot
18th - Feat: Clustered Shots
19th - Hammer the Gap
I'm a bit torn between the Traits Vagabond Child and Magical Knack... the character is going to have some serious bonuses to load up on though:
Since the group is going to be starting out around 8th level (Slumbering Tsar campaign), the Evangelist plans on opening combat with Inspire Courage (+2 Attack, +2 damage), Aura of Heroism (+2 Attack, +2 Saves, +2 Skill checks) and then casting Communal Protection vs. Evil (+2 AC, +2 saves). Add to that Focused Rage (+4 Dexterity) and Archeologist's Luck & Fortune's Favored (+3 Attack, +3 damage, +3 saves & +3 skill checks). All of that would take place in the opening round of combat and all of it, near as I can tell, stacks. And that's not counting feats like PBS, Deadly Aim, etc.
I'm juggling the order of the feats a little - I'm having a difficult time settling on one or the other. Any thoughts on that or other aspects of the character will be welcome - thanks in advance.
| lemeres |
Is there a reason why you aren't taking lingering performance? Archaeologist's luck is treated as performance for feats and such, and that feat lets you get the luck bonuses for two rounds after you end it. That means you can just use it first round, quit it, and then let it ride until the end of round 3. With round 4 and on, you just rinse and repeat until the BBEG is damning your luck with his final breath.
A tripling of rounds would be a godsend (although you have to spend them in groups of three; troublesome when fights go for 4 or 5 rounds). It also lets you take more advantage of arcane strike since your swift actions are note being spent so much on your luck. So, besides the fact that extra traits gives you more rage rounds, isn't it a better choice for level 3?
After this little detail, this build seems fairly good. You are using a style that takes advantage of the static bonuses you have available, and you are also taking advantage of the fact that your luck can totally be stacked with rage for a ton of benefits. This allows you to do a solid amount of damage, and you still have spellcasting and skills to further help the party.
| Wiggz |
Is there a reason why you aren't taking lingering performance? Archaeologist's luck is treated as performance for feats and such, and that feat lets you get the luck bonuses for two rounds after you end it. That means you can just use it first round, quit it, and then let it ride until the end of round 3. With round 4 and on, you just rinse and repeat until the BBEG is damning your luck with his final breath.
A tripling of rounds would be a godsend (although you have to spend them in groups of three; troublesome when fights go for 4 or 5 rounds). It also lets you take more advantage of arcane strike since your swift actions are note being spent so much on your luck. So, besides the fact that extra traits gives you more rage rounds, isn't it a better choice for level 3?
After this little detail, this build seems fairly good. You are using a style that takes advantage of the static bonuses you have available, and you are also taking advantage of the fact that your luck can totally be stacked with rage for a ton of benefits. This allows you to do a solid amount of damage, and you still have spellcasting and skills to further help the party.
I was really, really weighing it. Call it the OCD in me but I wanted to keep my rounds of Rage and Luck as close to one another as possible, if only to reduce the book-keeping. You're probably correct though, regarding switching Lingering Performance out for the extra traits - but how would taking it give me more available swift actions?
Speaking of Traits - which do you think I should go with, Vagabond Child or Magical Knack?
Attributes look good?
| lemeres |
Whoops. Somehow, I got it into my head that it took a swift action to maintain. Yeah, never mind that bit.
Hmmm... tough choice with the other trait though. I lean towards magical knack, since you are multiclassing, it might give you an early plus on buff spells, and you are getting enough bonuses to disable device that the +4 of a class skill+1 trait is not entirely necessary. Skills are generally easier to boost with items if it really comes to it.
With stats: my personal preferences would be more strength, but you already have solid plans for enough static bonuses that a +2 to damage on a bow would not really be worth it. Saves money if you are not trying to deal with strength too.
| Wiggz |
Whoops. Somehow, I got it into my head that it took a swift action to maintain. Yeah, never mind that bit.
Hmmm... tough choice with the other trait though. I lean towards magical knack, since you are multiclassing, it might give you an early plus on buff spells, and you are getting enough bonuses to disable device that the +4 of a class skill+1 trait is not entirely necessary. Skills are generally easier to boost with items if it really comes to it.
Yeah, at the end of the day I'm sure I'll get more out of Magical Knack. Hate leaving those skills ranks on the table though.
I moved a few things around feat-wise and took Lingering Performance over the extra Traits, leaving me with 8 rounds of Focused Rage. Figure that's worth two decent fights a day - what I'll probably do is open combat without it and if it seems like I'm having trouble hitting, start burning Rage. Less likely to run out mid-fight that way. I also bumped Deadly Aim up to 7th, Combat Reflexes up to 11th and moved Arcane Strike to 15th level.
Its actually turned into quite the little archer, with the following bonuses expected, including standard group buffs mentioned above and basic equipment (+2 Longbow, Belt of Dexterity +2):
8th level:
Attack: +21/+21/+16
+6/+1 [BAB] +6 [Dex] +3 [Luck] +2 [Focused Rage] +1 [Reckless] +1 [PBS] -2 [Rapid Shot] -2 [Deadly Aim] +2 [Heroism] +2 [Inspire Courage] +2 [Bow]
Damage: 1d8+12
1d8+2 [Bow] +1 [PBS] +4 [Deadly Aim] +3 [Luck] +2 [Inspire Courage]
| XMorsX |
Are you sure it is worth delaying all the features of Archaeologist for 8 rounds of rage? It seems more of a burden to me than anything else. The rounds will end fast (2 battles is the best scenario) and you may have to deal with fatigue more often than not. And all of these for a +3 at your attack rolls, which would be great if you could maintain it, but alas you cannot.
For limited duration large bonuses, I would much rather dip Divine Hunter paladin, for a free feat, martial weapon prof. + cha to saves that work all the time. Smite may only be once per day, but you will become a total anihhilator vs this enemy given that you will add cha to attack rolls, bonus damage and, most importantly, you will ignore every DR.
Apart from that, have you considered being an Aasimar? Their alt. favored class bonus works for Archaeologist Luck, giving you a much better progression to your signature feature.
The paladin dip seems even more appealing, seeing that you delay Precise Shot until lvl 5.
I also agree to drop Vagabond Child.