TanRu
|
Here's an Archaeologist I'm trying to finish up in time for GenCon. I'm shooting for a scholar/tomb raider type. Trying to keep his spells to the fairly mundane so (character concept wise) they may not be magic at all. Any suggestions or comments?
I'm new to PFS and relatively new to Pathfinder, so any advice appreciated!
Male Half-Elf Bard (Archaeologist) 1 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—cure light wounds, sleep (DC 14)
. . 0 (at will)—detect magic, know direction, light, message
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Statistics
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Str 11, Dex 16, Con 12, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Skill Focus (Diplomacy), Weapon Finesse
Traits proper training, vagabond child (urban)
Skills Appraise +5, Bluff +7, Climb +4, Diplomacy +10, Disable Device +8, Knowledge (history) +7, Linguistics +5, Perception +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ bardic knowledge +1, elf blood
Other Gear leather armor, arrows (20), rapier, shortbow, backpack, chalk (2), paper (5), spell component pouch, thieves' tools, trail rations (5), waterskin, 48 gp, 4 sp, 8 cp
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Special Abilities
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Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
| Pirate Rob |
Looks fine.
Proper training isn't super exciting as the knowledges are all class skills anyway. If you've got Ultimate Campaign you might want to consider Fate's Favored instead, it works nicely with Archaeologist's Luck.
You may also want to include an alchemist's fire or 2 with your remaining gold, those low level swarms can be nasty.
Deadmanwalking
|
First, it should be noted that you get one additional language known of your choice. So that's cool. You should also definitely pick up a buckler. With your weapon and armor choices there's no reason not to. Personally, I'd also be inclined to favor studded leather over leather, but that's a personal preference issue more than anything.
If you have the book for it, Fate's Favored is simply invaluable as a Trait for Archaeologists. Take it over Proper Training. You'll also want the Lingering Performance Feat, though it should be okay to wait until 3rd level for that.
Personally, I'd also drop Str to 10 and Wis to 8 to get one of those 12s (probably Int) to a 14, and maybe go Dex 18, Cha 14 (focusing on combat and skills over spellcasting)...but those are personal preferences as much as anything.
In terms of spells, while Sleep is good, it doesn't fit that 'fluffed as non-magical' thing well at all. Grease is also excellent and would work much better for that purpose, IMO.
TanRu
|
I have Ultimate Campaign* so I will look at Fate's Favored.
I was trying to keep Wis up so Perception would be reasonable and Str to keep from my load becoming medium, but I get what you're saying. Same reason I went leather instead of studded and no buckler. I'll kick it around a bit.
Thanks for the pointers, keep em coming!
*but not for HeroLab, there goes another 10 bucks!
Tomos
|
If you have the book for it, Fate's Favored is simply invaluable as a Trait for Archaeologists. Take it over Proper Training. You'll also want the Lingering Performance Feat, though it should be okay to wait until 3rd level for that.
This advice is the best advice.
Fate's Favored is simply too good to pass up for an Archaeologist.
| Mysterious Stranger |
As a bard you get very few spells so you will want to make them count. Unless this is going to be a one shot low level adventure you will want spells that remain useful at all levels. Sleep becomes useless one you reach medium to high level so is a bad choice. Cure light would not have been my choice, but is fine. Also if you choose spells that do not require a save your charisma only needs to be high enough to cast your spells.
Expeditious Retreat can be a great spell for an archeologist. Running away faster is always good, think of the opening scene in Raider of the lost ARC. Equally important is using it for stealth. Since it effectively doubles you move it allows you to make a full normal move while using stealth at no penalty.
Comprehend Languages is another that would fit better. Being able to translate any language including those no longer used is great for an archeologist.
TanRu
|
Latest version below. I took most of the advice above and I like how he's shaping up. Fate's Favored is GREAT! Lingering performance will have to wait since I need Weapon Finesse. Love Comprehend Languages as well.
Male Half-Elf Bard (Archaeologist) 1 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +5
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 20 ft.
Melee rapier +4 (1d6/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—detect magic, know direction, light, message
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Statistics
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Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Skill Focus (Diplomacy), Weapon Finesse
Traits fate's favored, vagabond child (urban)
Skills Appraise +6, Bluff +6, Climb +1, Diplomacy +9, Disable Device +6, Knowledge (history) +7, Knowledge (local) +7, Linguistics +6, Perception +5; Racial Modifiers +2 Perception
Languages Common, Elven, Osiriani, Osiriani, Ancient, Vudrani
SQ bardic knowledge +1, elf blood
Combat Gear alchemist's fire (2); Other Gear studded leather, buckler, arrows (20), rapier, shortbow, backpack, chalk (2), paper (5), spell component pouch, thieves' tools, trail rations (5), waterskin, 8 gp, 4 sp, 8 cp
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Special Abilities
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Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fate's Favored Increase luck bonuses by 1.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Tomos
|
What is making your speed 20'? Encumbrance?
I think that needs attention.
Not sure how Herolab adjusts what it spits out, but your Archaeologist's Luck bonus should be +2 across the board at level 1.
6 rounds of Archaeologist's Luck per day is ok at 1st level. I highly suggest you take Lingering Performance at 3rd level. It takes your available rounds per day from 'maybe' to 'more than enough.'
I think that an 8 Wis is a liability. Maybe drop Int to 12 and boost Wis back to 10? You don't need a huge bonus, but a penalty could be bad.
| Rudy2 |
Also, you should take a look at the Azata-Blooded Aasimar, if it's allowed for whatever you're building this for. They get +2 Dex, +2 Cha, and a bunch of other goodies.
EDIT: If you do the Azata-Blooded Aasimar, I would suggest:
Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 15 (including +2 Cha, +2DEx), and put your level 4 stat point in charisma.
Deadmanwalking
|
I'd probably go Dual Minded myself, though Skill Focus will certainly do. Aasimar certainly works if you want to go that route...but I might prefer sticking with a more common race. I dunno.
Clearly you need to equip your armor and shield...and probably leave your trail rations stashed somewhere (or skip 'em) since I'm pretty sure those are what take you over being merely lightly encumbered. Though I suppose it could be the combination of everything...I'd need to check. One solution is to drop Wis to 7 (as suggested above) and bump Str to 12...but that's less than ideal in other ways.
| Chris O'Reilly |
If you want to be knowledgeable the devotion to Irori from Inner sea gods is pretty amazing especially since as an archeologist you cant really make great use of the peacock pageant.
Or you can worship sarenrae and go for the dervish dancer thing. With the advanced class guide release at Gencon there is supposed to be another new swashbuckler aimed feat to give dex to damage and you can wait for that and hope its something youll be able to qualify for.
Besides that even at level one you probably want to be able to do all three damage types and have a cold iron weapon. Clubs are free and a cold iron dagger is 2g. If you have to make weight for them, do it.
I would use your favored class bonus for health at least for now. You pay for versatility with being squishy.
If you havent checked the thing to not count money as weight for PFS money doesnt encumber you.
TanRu
|
Next iteration below.
Yes, encumbrance was causing the low speed. Even going down to leather instead of studded and throwing away my food and water I was not able to get under the medium threshold, so I took Dex down to 17 and put those into Str.
Dual minded is good! Always forget about the alternate racial traits.
Thanks for tip on weapons.
Going to stick with Half Elf I think. Aasimar doesn't really grab me.
Again, I'm new to PFSs, so: do I really not need food, water, etc? Still have them in there for now so I can see the worst case.
Male Half-Elf Bard (Archaeologist) 1 (Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee club +1 (1d6+1) and
. . cold iron dagger +2 (1d4+1/19-20) and
. . rapier +2 (1d6+1/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—detect magic, know direction, light, message
--------------------
Statistics
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Str 13, Dex 17, Con 12, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits fate's favored, vagabond child (urban)
Skills Appraise +6, Bluff +6, Climb +3, Diplomacy +6, Disable Device +6, Knowledge (history) +7, Linguistics +6, Perception +5; Racial Modifiers +2 Perception
Languages Common, Elven, Osiriani, Osiriani, Ancient, Vudrani
SQ bardic knowledge +1, elf blood
Combat Gear alchemist's fire; Other Gear studded leather, buckler, arrows (20), club, cold iron dagger, rapier, shortbow, backpack, chalk (2), paper (5), spell component pouch, thieves' tools, trail rations (3), waterskin, 31 gp, 9 sp, 8 cp
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Special Abilities
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Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fate's Favored Increase luck bonuses by 1.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
| GypsyMischief |
Now, I know you're into the half elf thing, but hear me out. There's a half orc alternate racial trait that grants a +1 luck bonus to all saves, this coupled with fates favored equals +2 to all saves. I'm not sure if this is legal, or what books are required, but +2 to all saves is beefier than skill focus.
| Mysterious Stranger |
Now, I know you're into the half elf thing, but hear me out. There's a half orc alternate racial trait that grants a +1 luck bonus to all saves, this coupled with fates favored equals +2 to all saves. I'm not sure if this is legal, or what books are required, but +2 to all saves is beefier than skill focus.
That will not stack with Archeologist Luck since they are both luck bonuses.
| revaar |
Now, I know you're into the half elf thing, but hear me out. There's a half orc alternate racial trait that grants a +1 luck bonus to all saves, this coupled with fates favored equals +2 to all saves. I'm not sure if this is legal, or what books are required, but +2 to all saves is beefier than skill focus.
It seems good, but is ultimately wasted on an archaeologist. Once you get lingering performance, you 'll have enough rounds of luck to last through pretty much all the combat you'll be doing in a day, which adds luck to saves. Since they are the same type bonus, they won't stack.
Don't worry about your perception check. With the bonus that archaeologists end up getting to their perception, you'll have a ridiculous perception in no time.
Also, what are you planning to put your FCB into? According to This FAQ, you can take your pick between +1 round of performance (aka Luck), 1 spell of a level under your max, 1 to your CMD vs disarm or sunder. My advice is to pick the 1 round of performance until you hit lvl 2 spells, then go with spells the rest of the way. Coupled with lingering performance, you'll have enough luck for any combat, and even a spare or two for crucial skill checks. After that, you can never have too many spells known.
| revaar |
Gah, my hopes, my dreams, why?
Oh well, disregard that then. Though, it's still a passive +2 to all saves when you're not in AL, so it's not like it's a waste of time altogether.
Until you pick up a Headband of Fortune's Favor to extend you luck rounds even more.
| Space Crimes |
Next iteration below.
Again, I'm new to PFSs, so: do I really not need food, water, etc? Still have them in there for now so I can see the worst case.
I've only played a handful of proper PFS games and the modules I've seen send your characters to the adventure and back within the day which makes spending gold on food unnecessary. I would show up to the game early (you should anyways) and ask your GM if you should purchase food before the adventure. If s/he acts coy and won't give you a straight answer, get a weeks worth.
pauljathome
|
As for encumbrance, did you make sure to NOT include coin weight in Herolab? It is turned on by default.
The backpack can be dropped as a free action. If you're willing to do that you can probably shave off enough weight to reduce your strength.
Its tough, but I know I've been able to get my bards down to Str 10 or so. Of course, a mithril chain shirt and a handy haversack then become EXTREMELY high priority purchases.
| Rudy2 |
OK, last (ha) question. Any ideas what to do with Multitalented (or is there anything interesting to replace it with)?
Not really. The only thing you even could replace it with is Arcane Training, which would have the effect of increasing your effective Bard level by 1 for the purposes of activating magic items like scrolls. This is barely anything at all, though, so I would only do that if you are certain you won't even be multi-classing this character.
| Rudy2 |
Its tough, but I know I've been able to get my bards down to Str 10 or so. Of course, a mithril chain shirt and a handy haversack then become EXTREMELY high priority purchases.
You probably could do so, but
a) It's a bit cheesy to be carrying your backpack in hand so that you can drop it (obviously you can't drop it as a free action if it's strapped to your back, unless your GM is stupid).
b) It's not like the strength does nothing for him. It's increasing his damage and his CMD, along with helping to avoid encumberance. I think the one point of dex for three points of strength is a perfectly fine trade in this case.