In the name of The Eternal Rose, I Will Punish You!


Advice


(Yes, that's a Sailor Moon reference. I'm not ashamed.)

I have a few questions I'm hoping y'all can help me with for this character. She doesn't know what's going on most of the time, but manages to stumble through on sheer luck! Take care if you are a Villain, or a doer of evil; she will not tolerate it!

Paladin (Divine Hunter) 4 / Bard (Archaeologist) 8

The Build:
Paladin 2 > Bard 4 > Paladin 4 > Bard 8

Lawful Good Azata-Blooded Aasimar
+2 Dex, +2 Cha
Truespeaker (alternate feature)
'glitterdust'
Darkvision
Deathless Spirit (alternate feature)

Str 12 Dex 20 Con 14 Int 10 Wis 7 Cha 18 (after racial and level adjustments)

Traits: Fate's Favored, Lessons of Chaldira

1st level feat: Point-Blank Shot (Bonus Precise Shot from Divine Hunter)
3rd level feat: Lingering Performance
5th level feat: Rapid Shot
6th level: Rogue Talent: Bonus Combat Feat: Arcane Strike (based on Aasimar SLA, so full character level)
7th level feat: Manyshot
9th level feat: ???
11th level feat: ???
12th level feat: Rogue Talent: Weapon Focus (Longbow)

Favored Class Bonus: Favored Class is Bard; first two bonuses are hit points, every one after that is used to increase the effective Bard level for Archaeologist's Luck by 1/2. This allows us to get the +2 bonus at Bard 4, and the +3 bonus at Bard 8.

* Archaeologist's Luck (Ex) 8 uses/day, swift action, lasts for 3 rounds. +4 luck bonus to damage, attacks, saves, skills. (Fate's Favored boosts the bonus by one)
* Spellcasting as 8th level bard.
* Smite Evil 2/day as 4th level Paladin
* Uncanny Dodge, Evasion, Clever Explorer (A better trapfinding), Trapsense +2, Evasion, Lay on Hands, Shared Precision (useless), Divine Grace, Detect Evil, Divine Health, Mercy (fatigue), Channel Energy

So, questions:

First, and most obviously, does this seem like a strong build?

Two, what kind of spells should she have, given that her bard caster level is so far behind? Is it worth trading out Lessons of Chaldira for Magical Knack?

Three, for equipment, anything obvious besides Jingasa of the Fortunate Soldier, and big 6?

Four, does the feat progression look okay, and what should I fill in those blanks with?

Five, any other comments you want to make are very welcomed :).


Fighting Evil By Moonlight... Statted her out a bit more.

Sailor Rose
Lawful Good Azata-Blooded Aasimar
Paladin (Divine Hunter) 5 / Bard (Archaeologist) 8

Racial Effects:

+2 Dex, +2 Cha
Truespeaker: +2 to Linguistics & Sense Motive; gain 2 languages for each rank in Linguistics
glitterdust 1/day
Darkvision 60
Deathless Spirit: Resistance 5 against negative energy damage. No loss of hp from negative levels. +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
--------------------

Starting Stats (after racial adjustments):
Str 12 Dex 18 Con 14 Int 10 Wis 7 Cha 17

At level 13:
Str 12 Dex 20 Con 14 Int 10 Wis 7 Cha 18 (naked)
Str 12 Dex 24 Con 14 Int 10 Wis 7 Cha 22 (with enhancement)

Attack Values (at level 13):

Numbers in Parenthesis are with Archaeologist's Luck active.

+3 Seeking Impervious greenwood Composite Longbow [+1]
* +23/+18/+13 (+27/+22/+17)
* Rapid shot: +21/+21/+16/+11 (+25/+25/+20/+15)
* First attack on full attack is a Manyshot.
* Add +1 within 30 feet.
* Add -3 with Deadly Aim
* Add +1 with Divine Bond active (1/day)
* Add +6 with Smite Evil (2/day)

1d8 + 1 strength +3 enhancement (+4 luck) = 1d8+4 (1d8+8)
* Add +3 with Arcane Strike
* Add +5 with Smite Evil (2/day).
* Add +6 with Deadly Aim
* Add +1 with Divine Bond active (1/day)
* Add +1 within 30 feet.
--------------------

Defenses (at level 13):
AC = 10 + 7 dex + 2 luck + 2 deflection + 1 natural + 9 armor = 31
CMD = 10 + 7 dex + 1 str + 2 luck + 2 deflection +11 BAB = 33
* Deflection increases to +6 against smite target.

HP = 10 + 4d10 + 8d8 + 26 = 100

Fortitude = 6 base + 2 con + 3 resistance +6 cha (+4 luck) = +17 (+21)
Reflex = 7 base + 7 dex +3 resistance +6 cha (+4 luck) = +23 (+27)
Will = 10 base - 2 wis +3 resistance +6 cha (+4 luck) = +17 (+21)
* +2 to saves v. death effects, energy drain, negative energy, necromancy
--------------------

Feats & Abilities:
Traits: Fate's Favored, Magical Knack

Feats: Lingering Performance, Arcane Strike, Point-Blank Shot, Precise Shot, Rapid Shot, Manyshot, Improved Precise Shot, Deadly Aim, Clustered Shots, Weapon Focus (Longbow)

Archaeologist's Luck: 10/day, swift action, gain +4 luck bonus to saves, weapon attacks, weapon damage rolls and skill checks. Lasts 3 rounds due to Lingering Performance.

Smite Evil: 2/day, swift action, gain +6 to attack rolls and +5 to damage rolls against the smite target. +6 deflection bonus to AC against attacks from the target; bypass DR.

Divine Bond: 1/day, standard action, bow's enhancement bonus increases by 1 (or limited selection of abilities instead) for five minutes.

Lay on Hands, Channel Energy: 8 uses/day, 2d6 healing, swift on self, standard on others. Channel energy does 3d6, takes two uses of Lay on Hands. Lay on hands removes the fatigued condition.

Clever Explorer: +4 to Perception and Disable Device checks; disabling takes half the normal time, can open a lock as a standard action, can disarm magical traps, and can always take 10 on Disable Device checks.

Lore Master 1/day: Can always take 10 on knowledge checks (with ranks), can take 20 1/day.

Evasion, Uncanny Dodge, Trap Sense +2, Bardic Knowledge +2, Divine Health, Detect Evil, Divine Grace, Aura of Good: You know what these do.
--------------------

Spellcasting:

Paladin
CL = 2; 2 1st level spell slots.

Bard
CL = 10. Spells Per Day: 8/8/3
Spells Known
0th (6): cure light wounds,
1st (5):
2nd (4):
3rd (3): good hope,
--------------------

Tactics:

Before Combat: If "boss battle" use 1/day Divine Bond to increase Bow's Enhancement bonus by 1 for 5 minutes; not worth the action cost in combat. If needed, cast buff spells on party, such as Good Hope.

1st round: Archaeologist's Luck or Smite Evil as swift. Either full-round attack with bow, or cast spell (such as Good Hope) if needed. As a free action, declares that she'll punish whomever for their evil ways.

2nd round: Arcane Strike with swift, full attack with bow.

3rd round: Same

4th round: If battle still intense, refresh Archaeologist's Luck
--------------------

Build Order:

Favored Class: Bard
Traits: Fate's Favored, Magical Knack (Bard)

Level 1: Paladin (Divine Hunter) 1
Aura of Good, Detect Evil, Smite Evil 1/day, Free Feat: Precise Shot. 1st level Feat: Point-Blank Shot. Martial Weapon Proficiencies, Medium Armor Proficiencies

Level 2: Paladin (Divine Hunter) 2
Divine Grace, Lay on Hands

Level 3: Bard (Archaeologist) 1
Bardic Knowledge, Bard Spellcasting, Archaeologist's Luck +2, Favored Class: +1 hp, 3rd level feat: Lingering Performance

Level 4: Bard (Archaeologist) 2
Clever Explorer (like Trapfinding), Uncanny Dodge, Favored Class: +1 hp

Level 5: Bard (Archaeologist) 3
Trap Sense +1, 5th level feat: Rapid Shot, Favored Class: +1/2 level for Archaeologist's Luck

Level 6: Bard (Archaeologist) 4
Rogue Talent: Combat Feat: Arcane Strike (based on Aasimar SLA), Favored Class: +1/2 level for Archaeologist's Luck (bringing our luck bonus to +3)

Level 7: Paladin (Divine Hunter) 3
7th level feat: Manyshot, Divine Health, Mercy (Fatigue), Shared Precision (more or less useless)

Level 8: Paladin (Divine Hunter) 4
Smite Evil 2/day, Channel Energy, Lay on Hands 2d6

Level 9: Bard (Archaeologist) 5
9th level Feat: Deadly Aim, Loremaster 1/day, Favored Class: +1/2 level for Archaeologist's Luck

Level 10: Bard (Archaeologist) 6
Evasion, Trap Sense +2, Clever Explorer (magical traps), Favored Class: +1/2 level for Archaeologist's Luck

Level 11: Bard (Archaeologist) 7
11th level feat: Clustered Shots, Favored Class: +1/2 level for Archaeologist's Luck

Level 12: Bard (Archaeologist) 8
Rogue Talent: Weapon Trick: Weapon Focus (Longbow), Favored Class: +1/2 level for Archaeologist's Luck (bringing luck bonus to +4)

Level 13: Paladin (Divine Hunter) 5
13th level feat: Improved Precise Shot, Divine Bond (Divine Hunter version for bow)
--------------------

Equipment (at level 13):
(140,000gp)
35,650 gp. +3 Seeking Impervious greenwood Composite Longbow [+1]
22,400 gp. Celestial Armor. +3 chainmail, max dex +8, armor check -2, 'fly' 1/day.
16,000 gp. +4 dex
16,000 gp. +4 cha
9,000 gp. +3 Cloak of Resistance
8,000 gp. Ring of Deflection +2
5,000 gp. Jingasa of the Fortunate Soldier (+1 luck bonus to AC; negate one critical hit/sneak attack per day)
4,000 gp. Bracer's of Falcon's Aim (+3 competence on Perception, +1 competence ranged attacks, Critical with bow is 19-20/x3
1,000 gp. Quick Runner's Shirt
2,500 gp. Eyes of the Eagle (+5 perception)
1,000 gp. Boots of the Cat
2,000 gp. Gloves of Reconnaissance
2,000 gp. Amulet of Natural Armor +1

Misc
2,000 gp. Handy Haversack
250 gp. Traveler's Anytool

13,200 gp left for scrolls/wands, a backup melee weapon, pages of spell knowledge, misc.
--------------------

Any obvious weaknesses / suggestions for spell choices? I don't know much about good Bard spells, other than Good Hope.


Mechanically I'd only go divine hunter 2 at most. If you want more paladin levels than that I'd choose either a different archetype or core paladin. Divine hunter trades out too much good stuff.

For spells: saving finale, feather step, heroism, allegro, haste.

Not sure where you are putting the favoured class bonus but it should be bard for the bonus to inspire.


Thanks for the spell advice!

One of the reasons I went for more than 2 levels of Paladin, is that if add more bard levels instead, I delay Manyshot and Improved Precise Shot by 2 levels each, due to the BAB requirements. Do you think that's worth it?

As far as Divine Hunter giving up too much, all I'm losing is Aura of Courage, and am getting Precise Shot in its place.


Silas Hawkwinter wrote:
Not sure where you are putting the favoured class bonus but it should be bard for the bonus to inspire.

The Archaeologist doesn't have Inspire Courage, but I am putting most of my favored class bonus to increasing my effective level for Archaeologist's Luck.


Hm, have you looked at Chevalier? At 3rd level they get Smite Evil 1/day at character level. So I might go Paladin 2/Chevelier3, and pick up Bracers of the Avenging Knight to boost both class's smite level by 4.

As far as the strength of the build, looks okay. Not sure it's better than going straight bard or paladin. Dawnflower Dervish would get you twice the attack/damage bonus of Archeologist though. And with Divine Grace, I'm not sure how important the save boost of Archeologist's luck would be.


I did consider Chevalier, but sadly, due to the +6 BAB requirement, I wouldn't be able to take it after 4 levels of bard and 2 levels of Paladin, and thus I wouldn't be able to get Manyshot at level 7.

It's got me to thinking, though, that three levels of Fighter (Weapon Master) is probably better for this build than the 3rd through 5th levels of Paladin. I'll have to work out the numbers.

As far as Dawnflower Dervish, hmm.....

Pros
* More Rounds per day, thus Lingering Performance feat not a necessity.
* Attack/Damage bonuses increased. (Note that the Fate's Favored trait would not increase the bonus for Dawnflower Dervish.) At level 8, +6 instead of +4.
* Free Dervish Dance feat provides an excellent backup melee weapon
* +4 to cast defensively
* Keep Versatile Performance

Cons
* No Evasion, or Uncanny Dodge
* Not a swift action to gain bardic music bonuses until Bard 10, which will be very late, or never, in this build. Thus, no first round full-attack
* No Clever Explorer
* Loss of Two Rogue Talents, which are used for Weapon Focus, and another combat feat
* Loss of Bardic Knowledge
* Have to worship Sarenrae, which doesn't fit the flavor of my current concept.
* No trap sense (not a big deal)
* No bonuses to saves from bardic music

Overall, it's a very, very hard decision; I think they would both be good characters. The Archaeologist is better defensively (Evasion, Uncanny Dodge, saves), which I like a lot, and am probably going to go with for that reason, and the fact that it is a swift action to activate the luck from the beginning.

It's probably not as good as a straight Bard or Paladin, who knows. But it's more interesting, and that's the most important thing for me!

Really appreciate the advice!


I'm surprised you don't give her a +2 Returning Holy Tiara with the boomerang stats. That'd be 1D6+2D6 (Crit x2, may need a Keen as well) against evil creatures.

There's also the Silver Crystal, a major artifact in any universe.

And what about Luna, the cat familiar?

Usagi had the "8 Wisdom" problem but in order to do her spells and final attacks it was like she had a Necklace of Wisdom +6 (3 rounds/day). Any roleplay facsimile to this?

Dark Archive

I don't care about the mechanics, but this character absolutely needs to a be a devoutee of Shelyn.


Oh, she's definitely a follower of Shelyn, have no doubts.

Hmm... I can't work in Skill Focus > Eldritch Heritage, but I *can* do this:

Paladin 1 - Free: Precise Shot, 1st level feat: Point-Blank Shot
Paladin 2
Bard 1 --- 3rd level feat: Lingering Performance
Bard 2
Bard 3 --- 5th level feat: Rapid Shot
Bard 4 --- Rogue Talent: Weapon Focus (Longbow)
Fighter 1 - BF: Manyshot, 7th level feat: Leadership
Bard 5
Bard 6 --- 9th level feat: Deadly Aim or Arcane Strike
Bard 7
Bard 8 --- Rogue Talent: Snap Shot 11th level feat: Improved Snap Shot
Fighter 2 - BF: Weapon Finesse (going to trade this out in 2 levels)
Fighter 3 - Weapon Training +1, 13th level feat: Improved Precise Strike
Fighter 4 - BF: Weapon Specialization, Fighter Retraining: Weapon Finesse to Point Blank Master

Then she has a Silvanshee Agathion with class levels as her cohort!


jhpace1 wrote:
I'm surprised you don't give her a +2 Returning Holy Tiara with the boomerang stats. That'd be 1D6+2D6 (Crit x2, may need a Keen as well) against evil creatures.

Hmm.. can you Rapid Shot a Boomerang?

jhpace1 wrote:
There's also the Silver Crystal, a major artifact in any universe.

Yeah, that would have to be by DM fiat :)

jhpace1 wrote:
Usagi had the "8 Wisdom" problem but in order to do her spells and final attacks it was like she had a Necklace of Wisdom +6 (3 rounds/day). Any roleplay facsimile to this?

Hmm.. casting is charisma based here, so nothing to do about that. It's just something you'd have to add as a roleplay element. Like, the character is completely oblivious most of the time, but come the final battle, she's suddenly focused and serious.


So, replacing the 3rd-5th levels of Paladin with Fighter (Weapon Master) is a huge improvement indeed, allowing the Snap Shot > Improved Snap Shot feats, as well as the excellent Weapon Training (enabling use of the Gloves of Dueling, too). She can also grab the Weapon Finesse feat, which she later re-trains into Point Blank Master at Fighter 4.

Right now, I have her built to 18th level, Paladin (Divine Hunter) 2 / Fighter (Weapon Master) 4 / Bard (Archaeologist) 12. Due to the alternate favored class bonus, she's maxed out the Archaeologist's luck bonus at that point. Not sure what to do with the last two levels; probably just take 2 more Bard levels for the spellcasting.

Build Order:

Favored Class: Bard
Traits: Fate's Favored, Magical Knack (Bard)

Level 1: Paladin (Divine Hunter) 1
Aura of Good, Detect Evil, Smite Evil 1/day, Precise Shot. 1st level Feat: Point-Blank Shot. Martial Weapon Proficiencies, Medium Armor Proficiencies

Level 2: Paladin (Divine Hunter) 2
Divine Grace, Lay on Hands

Level 3: Bard (Archaeologist) 1
Bardic Knowledge, Bard Spellcasting, Archaeologist's Luck +2, Favored Class: +1 hp, 3rd level feat: Lingering Performance

Level 4: Bard (Archaeologist) 2
Clever Explorer (like Trapfinding), Uncanny Dodge, Favored Class: +1 hp

Level 5: Bard (Archaeologist) 3
Trap Sense +1, 5th level feat: Rapid Shot, Favored Class: +1/2 level for Archaeologist's Luck

Level 6: Bard (Archaeologist) 4
Rogue Talent: Combat Feat: Weapon Focus (Longbow), Favored Class: +1/2 level for Archaeologist's Luck (bringing our luck bonus to +3)

Level 7: Fighter (Weapon Master) 1
Bonus Feat: Weapon Finesse. 7th level feat: Manyshot

Level 8: Bard (Archaeologist) 5
Loremaster 1/day, Favored Class: +1/2 level for Archaeologist's Luck

Level 9: Bard (Archaeologist) 6
Evasion, Trap Sense +2, Clever Explorer (magical traps), Favored Class: +1/2 level for Archaeologist's Luck, 9th level Feat: Deadly Aim

Level 10: Bard (Archaeologist) 7
Favored Class: +1/2 level for Archaeologist's Luck

Level 11: Bard (Archaeologist) 8
Rogue Talent: Snap Shot; 11th level feat: Improved Snap Shot, Favored Class: +1/2 level for Archaeologist's Luck (bringing luck bonus to +4)

Level 12: Fighter (Weapon Master) 2
Bonus Feat: Clustered Shots

Level 13: Fighter (Weapon Master) 3
Weapon Training (Longbow) +1, 13th Level Feat: Improved Precise Shot

Level 14: Fighter (Weapon Master) 4
Bonus Feat: Weapon Specialization (Longbow), Fighter Retraining: Weapon Finesse > Point Blank Master

Level 15: Bard (Archaeologist) 9
Trap Sense +3, 15th level feat: Arcane Strike (based on Aasimar SLA, so +4 damage when used; +5 at level 20), Favored Class: +1/2 level for Archaeologist's Luck

Level 16: Bard (Archaeologist) 10
Favored Class: +1/2 level for Archaeologist's Luck

Level 17: Bard (Archaeologist) 11
17th level feat: Deific Obedience (Shelyn), Favored Class: +1/2 level for Archaeologist's Luck

Level 18: Bard (Archaeologist) 12
Trap Sense +4, Advanced Rogue Talent: ????, Favored Class: +1/2 level for Archaeologist's Luck (bringing luck bonus to +5)

Level 19: ????
19th level feat: ????

Level 20: ????

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