Arcane Duelist (Bard) Build x2


Advice


Hey folks,

I'd like some input/feedback on optimizing by Sword & Board Arcane Duelist.

In particular, I'm struggling with ...
~~~~~~~~~
1.) a few elective feats
* blind-fight
* weapon focus,
as well as the order of feats - Do I need to take Discordant Voice at 11th level?

2.) a few spells,
Do I need to take cacophonous call? mass cacophonous call? What spells should I get rid of?

and to a lesser extent...

3.) gear.
~~~~~~~~~
I'm happy with my stat distribution & decision to use longsword & shield.

Overview:
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Class: Arcane Duelist (Bard Archetype) - aka AD
More on Class: Melee Bard
Class "Spin": Mobile "In Yo Face" melee knight-type that won't go away. Preys on casters.
~~~~~~~~~
Race: Human
More on Race: The Human race functions as a good Base-line. It often offers up lots of versatility. In this case, the versatility comes in the form of Extra Feat, Extra Skills, Stat of choice, and Great Favored Class Bonus
~~~~~~~~~
Stat Focus: Str >> Cha > Dex > Con > Wis > Int
More on Stats: Yes. Strength is prioritized over Cha. With this build it's helpful to envision the character as a hulking melee warrior with Arcane spells available to back you up.
* Side note: I did see an interesting Arcane Duelist melee build that relied on Dexterity for both hitting (Weapon Finesse) and damage (the Agile +1 Magic Weapon Ability)
The Dex build would allow you to recycle point-buy points from Strength back into your other stats. Seems more efficient from a stat perspective, but haven't fleshed out a version of my own as of yet.
~~~~~~~~~
Skill Focus: Acrobatics > UMD > Intimidate > Perception > Stealth > Spellcraft >>> Perform (oratory)
More on Skills: With this build, you'll get 5 skill points/lvl regardless of the number of points in your Point Buy. You could optionally take extra skills as your Favored Class Bonus but HP and More Known Spells seemed more attractive to me.
Acrobatics: Your class (and archetype) offers up Acrobatics as a class-skill *and* spells like Expeditious Retreat & Haste. This is a great combination that shouldn't be ignored.
UMD: Use Magic Device is a wonderful skill - enabling you to further supplement your 1st spell-list. Works synergistically with your high Charisma.
Intimidate: Ranks in Intimidate will help your "Rallying Cry" Bardic Performance get the results you need if/when you need them.
Intimidate might also occasionally be used to demoralize your opponent if/when they can hear you but you can't reach them in melee (e.g. terrain/positioning limitations/restrictions)
Perception: Perception is (probably) the most widely used skill in game and it is a class-skill for you. Ranks and the +3 class-skill bonus can quickly make up for your low Wisdom score.
Stealth: Not only can you be an "In Yo Face" front-line melee fighter, you can also excel at guerilla warfare. Hang with the Rogue, Ranger, or Monk on scouting missions if need be.
Invisibility can only get you so far. You'll appreciate the ranks in Stealth when push comes to shove.
Spellcraft: With Spellcraft you can keep an eye on those tricksy casters. Know your enemy. It's great to be informed. This should help you plan, react, and strategize dynamically while *on* the battlefield.
You're not the sharpest tool in the shed, but (like Perception), ranks and the +3 class-skill bonus can quickly make up for your low (Intelligence) score.
Perform: Although it may be seemingly strange, an Arcane Duelists Bardic Performance does *not* actually need Ranks in ANY Perform skill
This having been said, if you want the feat "Discordant Voice" (see below) it requires you take 10 ranks in Perform (song) or (oratory) as a pre-requisite.
I suggest waiting until your higher levels before taking your 10 ranks and I suggest you mix things up a bit by taking them in Perform (oratory) - not (song).
Again, you're not a Troubadour with a golden voice who excels at gaiety and entertainment, you're a Mobile Noble - Tumbling Trouble
Besides, by the time you take ranks in Perform (oratory) - maybe as late as 13th level - you'll have plenty of tales of your own to tell. You can wax lyrical about past triumphs, trials, and tribulations.
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Spell Focus: Buff > Exit Strategy > Debilitate > Damage
More on Spells: Since you're not focused on raising your Charisma score into the stratosphere, the save DC's for your spells will be more easily overcome. For this reason, better to target you and your allies than your enemies.
Buff: Your ties to the classic Bard are still strong. You're inspiring and empowering. Your available spells are ripe with buffing spells.
Exit Strategy: IF,.. things go south, THEN,..you'll want a way out. Those who fight and run-away, live to fight another day.
Debilitate: There are some spells in your list of available spells that are just too attractive to pass up. SoS (Save or Suck) spells have their place.
Why grind your opponent down by slowly, round-after-round hitting them for points of damage? Consider taking them out of the fight with one strong incapacitating spell.
Damage: You're not a blaster. There are some halfway decent sonic spells that can deal hit points of damage when needed,
but most of the damage *you* deal will be primarily delivered by your allies and secondarily issued by your own melee weapon hand.
If you do target your enemies, then make sure to mix up the spells with various Save-types (Fort, Reflex, Will).
If you do need to take down a target that has a high Will Save modifier, then there is no sense targeting them with a spell that requires a Will Save. Consider a spell that requires a Fort or Reflex save instead.
Control: Unfortunately, there's little (if any at all) in the way of Battle-field control on your spell-list.
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Arcane Duelist Feats: Arcane Strike (1), Combat Casting (2), Disruptive (6), Spellbreaker (10), Penetrating Strike (14), Greater Penetrating Strike (18),
~~~~~~~~~
Available Level Feats: Dodge(1), Mobility(1), Blindfight(3), Combat Reflexes(5), Spring Attack(7), Step Up(9), Following Step Up(11), Step Up and Strike (13), Discordant Voice (15), Teleport Tactitician (17), Weapon Focus (Longsword) (19)
Dodge: +1 AC should be enough reason to take this feat. If you don't already know, fighting defensively normally gets you+2 to AC while taking a -4 penalty to hit,
IF you have Dodge AND IF you fight defensively, THEN you get yet another +1 to AC. This is to say, you get +3 AC while taking a -4 penalty.
This is almost as effective as the one-for-one exchange in Combat Expertise.
Mobility: Need to be somewhere other than where you are now but there are bad guys between here and there?
Worried about giving the bad guys extra attacks in the form of Attack's of Opportunity (AOO's) when you move past them?
What if I told you there's a feat that can grant you +4 to your AC when you draw an AOO ? :) Mobility.
Acrobatics + enhanced movement speed in combination with Dodge + Mobility gives you more peace of mind when you feel the need to move around in combat.
While you shouldn't aggressively go around provoking AOO's, sometimes you need to be somewhere other than where you are now. If your Acrobatic tumble roll fails, you're enhanced AC ought to make you hard to hit.
If/when an AOO *need* be taken, *you* will likely be well-suited to take take it for the team.
Blindfight: One of my all-time favorite feats. Re-roll concealment miss chances and retain your Dex to AC versus Invisibile opponents. Sorry Rogues.
Find yourself an Obscuring Mist and a one-on-one fight and you'll have an upper-hand.
All this being said, there's no reason why you can't swap out another one of *your* favorite feats in exchange for this one. It's not a prereq for anything.
Combat Reflexes: Two feats "Disruptive" & "Spellbreaker" that come with the Arcane Duelist class require you hold an Attack-of-Opportunity in reserve. Without the Combat Reflexes feat you only have one AOO.
If you use your one AOO, you would render the two aforementioned feats moot. Might as well make better use of the two static feats that come automatically with your class.
So your Dex is only 14 in all of your point-buy system builds thereby only giving you the potential for only *one* extra AOO?
Not to worry, you have the spell "Cat's Grace" available to you to give you more Dex and at higher levels the plan is to buy a Dex stat boosting belt.
There's nothing better than imagining the surprised look on a bad guy's face when they provoke your second AOO.
Did I mention that with this feat you can also make AOO's while flat-footed (prior to you acting)? Bonus!
* Side Note: While a two-handed build is definitely an option - making better use of the Combat Reflexes by threatening more squares, I opted to build with Sword & Board (i.e. Shield).
The extra AC certainly comes in handy if you want to have more freedom tumbling around the battlefield. This having been said, feel free to explore the two-handed weapon route.
Spring Attack: Taking this feat is not mandatory. It was an elective. My rationale/reasoning = Well,.. for starters,..I've already taken the two prereqs (Dodge & Mobility). :)
There may come a time, like when you're fighting a dragon, that you'll not want to stand toe-to-toe with the "Big Bad" (melee specialist). While you should *often* be able to hold your own in melee,
there will likely be times when you are outmatched. You're not going to want to exchange your full-attack round (a function of your meager 3/4 BAB) for your opponent's full-attack round
(e.g. bite/claw/claw/wing/wing/tail slap)weapon/weapon/weapon). In cases like this,… you can utilize some guerrilla-like warfare. Tumble in,… hit them once,.. Tumble out.
They'll probably want to get close and personal with you, attacking you once, in which case you can then move-attack-move all over again.
Having Spring Attack may level the playing field a little more - exchanging one attack for one (or two) attacks - as opposed to be grossly overmatched.
Without this feat, you can wade bravely into battle and quickly become a pile of goo after the Big Bad gets through with you, OR,..
you can stand back and look pretty while a more heavily armored, full-BAB class gets ALL the glory. Essentially, I took this Feat because I'm hedge-betting there will be times when it becomes necessary.
If you have an alternative suggestion, I'd be interested in seeing/hearing your thoughts.
Step Up, Following Step Up, Step Up and Strike: I'm going to discuss these as a group. The Disruptive and Spellbreaker feats require you threaten your opponent.
The Step Up chain helps ensure you continue to threaten your opponent. Step Up is surprising to most casters and ranged attackers the first time they see it happen,
Following-Step by itself can result in an awkward incomplete commitment to follow, BUT it at least gets you your 5' back.
Step Up and Strike leverages your high movement speed, gets you an extra attack, and effectively morphs your character into *bad guy adhesive*.
Three feats is a big investment, BUT by themselves I think they fit the archetype well. What further encouraged me is how well the Step Up feat chain works with some of the higher level spells - e.g. Cloak of Dreams.
Discordant Strike: Taking this feat is pretty much a no-brainer. Mechanically, it's hard to ignore granting all of your allies an extra 1d6 damage.
I suspect many of you might think this should ALWAYS be an Arcane Duelist's Level 11 feat (not his/her Level 15 feat).
After all, if you delay until level 15 before taking this feat, then from 11th through 14th level, the party could have been doing an extra 1d6 sonic damage on *every* successful strike.
I'm betting that the early appearance of the Cloak of Dream + Step-Up-and-Strike combo encountered at 13th and 14th level, rivals an extra 1d6 sonic for every attack from 11th through 14th level.
I have some doubts surrounding my decision, BUT I'm not sure how else to better re-arrange the feats I have or what other feats should be introduced/swapped out.
Teleport Tactitician: If your goal is to stick close to your mark, this may help prevent your mark from teleporting away.
Combine this feat with the Phase Locking Weapon ability and you can further ensure he/she doesn't teleport away. Again, the three prerequisite feats have already been taken.
This archetype screams for Teleport Tactician like no other.
Weapon Focus (Longsword): Um,.. Because I wasn't sure what else to take? Heck, it's not like it won't help me hit my opponent. Again,.. This was an elective feat. I'm open to alternatives/suggestions.
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Score Cost Score Cost Score Cost
Point Buy: 15 20 25
Str 16 10 16 10 16 10
Dex 12 2 14 5 14 5
Con 12 2 12 2 14 5
Int 8 -2 8 -2 8 -2
Wis 8 -2 10 0 12 2
Cha 14 5 14 5 14 5
15 20 25
Put +2 into Strength.
Resultant Strength becomes 18 (+4)

~~~~~~~~~
Character-Level View:
1 0 - Det. Mag., Read Mag., Light, Resistance ; 1- CLW, Exp Retreat
2 0 - Det. Mag., Read Mag., Light, Resistance ; 1- CLW, Exp Retreat, Saving Finale
3 0 - Det. Mag., Read Mag., Light, Resistance ; 1- CLW, Exp Retreat, Saving Finale, Vanish
4 0 - Det. Mag., Read Mag., Light, Resistance ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease; 2 - Allegro, Alter Self
5 0 - Det. Mag., Read Mag., Light, Resistance ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step; 2 - Allegro, Alter Self, Silence
6 0 - Det. Mag., Read Mag., Light, Resistance, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step; 2 - Allegro, Alter Self, Silence, Cat's Grace
7 0 - Det. Mag., Read Mag., Light, Resistance, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape; 2 - Allegro, Alter Self, Silence, Cat's Grace, Mirror Image; 3- Haste, Good Hope
8 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape; 2 - Allegro, Alter Self, Silence, Cat's Grace, Mirror Image; 3- Haste, Good Hope, Arcane Concordance
9 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape; 2 - Allegro, Alter Self, Silence, Cat's Grace, Mirror Image; 3- Haste, Good Hope, Arcane Concordance, Slow
10 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape; 2 - Allegro, Alter Self, Silence, Cat's Grace, Mirror Image, Tactical Acumen; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale; 4 - Freedom of Movement, Dimension Door
11 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment; 4 - Freedom of Movement, Dimension Door, Virtuoso Performance
12 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment; 4 - Freedom of Movement, Dimension Door, Virtuoso Performance, Greater Invisibility
13 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic; 4 - Freedom of Movement, Dimension Door, Virtuoso Performance, Greater Invisibility, Echolocation; 5 - Cloak of Dreams, Shadow Bard
14 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape
15 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism
16 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Cat's Grace, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation, Communal Phantom Steed; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism, Greater Dispel Magic; 6 - Deadly Finale, Getaway
17 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic, Daylight; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation, Communal Phantom Steed; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism, Greater Dispel Magic; 6 - Deadly Finale, Getaway, Greater Shout
18 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic, Daylight; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation, Communal Phantom Steed; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism, Greater Dispel Magic; 6 - Deadly Finale, Getaway, Greater Shout, Overwhelming Presence
19 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic, Daylight; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation, Communal Phantom Steed; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism, Greater Dispel Magic, Vengeful Outrage; 6 - Deadly Finale, Getaway, Greater Shout, Overwhelming Presence
20 0 - Det. Mag., Read Mag., Light, Spark, Prestidigitation ; 1- CLW, Exp Retreat, Saving Finale, Vanish, Grease, Feather Step, Windy Escape, Feather Fall; 2 - Allegro, Alter Self, Silence, Blind/Deaf, Mirror Image, Tactical Acumen, Invisibility; 3- Haste, Good Hope, Arcane Concordance, Slow, Purging Finale, Exquisite Accompaniment, Dispel Magic, Daylight; 4 - Freedom of Movement, Dimension Door, Dance of 100 Cuts, Greater Invisibility, Echolocation, Communal Phantom Steed, Truespeak; 5 - Cloak of Dreams, Shadow Bard, Bard's Escape, Greater Heroism, Greater Dispel Magic, Vengeful Outrage; 6 - Deadly Finale, Getaway, Greater Shout, Overwhelming Presence, Summon Monster VI ~~~~~~~~~

Type Sub-type Cost (gp) Item: Enhancements & Abilities
Armor Breastplate 4,200 Mithral Breastplate (All Mithral is Masterwork)
Armor Breastplate 49,000 Total Enhancement + Abilities = <<+7>>
Armor Breastplate Enhancement (+5)
Armor Breastplate Stanching (+1) - Functions like DR <enhance bonus>/- for Bleeds (hit point damage, ability damage, or ability drain)
Armor Breastplate Deathless (+1) - Functions like DR10 against negative energy damage; also 25% chance to ignore negative levels from any attack.
Armor Breastplate 3,750 ** Shadow - Stealth +5 (competence bonus)
Armor Breastplate 18,000 ** Energy Resistance - Fire (10)
Armor Breastplate 30,000 ** Determination - 1x/day, when 0 or fewer HP, "breath of life" spell. 5d8+1/caster-level cured, but temp. negative level lasting 1 day.
Shield Heavy Shield 1,020 Mithral Heavy Shield (All Mithral is Masterwork)
Shield Heavy Shield 49,000 Total Enhancement + Abilities = <<+7>>
Shield Heavy Shield Enhancement (+5)
Shield Heavy Shield Light Fortification (+1) - 25% chance a "crit" or "sneak attack" is rendered "normal"
Shield Heavy Shield Mirrored (+1) - Can re-roll miss chance when averting eyes against a gaze; enhance bonus added to AC versus ray touch attacks
Shield Heavy Shield 2,250 ** Poison Resistance -Saves versus Poison get +3 bonus
Shield Heavy Shield 18,000 ** Energy Resistance - Cold (10)
Weapon Longsword Longsword (Arcane Bonded)
Weapon Longsword Masterwork (Arcane Bonded)
Weapon Longsword 100,000 Total Enhancement + Abilities = <<+10>>
Weapon Longsword Enhancement (+5)
Weapon Longsword Nullifying (+3) - When weapon damages opponent, their SR is reduced by 1 for 1 minute. Confirmed crit reduces SR by 2 (not 1). SR reduction debuffs stack.
Weapon Longsword Phase Locking (+2) - When weapon damages opponent, they are affected as though by the "dimensional anchor" for 1 round - blocks extra dim. travel. Includes astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, gate, teleportation circle
Weapon Longsword 5,000 ** Transformative - Transform Longsword into Medium One-Handed Equivalent Forms [e.g. Morning Star (1d8 x2 B/P) or Short Longspear (1d6 x3 P w/ brace/reach @ -2 to hit)]
Rings Ring #1 50,000 Ring of Protection +5
Rings Ring #2 40,000 Ring of Freedom of Movement
Wondrous Belt 144,000 Belt of Physical Perfection (+6 Str & +6 Con & +6 Dex)
Wondrous Body 58,000 Robe of Stars - Plane shift to Astral Plane and back at will;+1 luck on saves; Six +5 shurikens (1d2+5+str)/month
Wondrous Chest 26,000 Spectral Shroud - See Invis + become incorporeal once/day for 10 rds
Wondrous Eyes 15,000 Goggles of Arachnid - Can't be flanked!
Wondrous Feet 16,000 Winged Boots - Fly as per spell 3x/day (5 minute duration) 60' move
Wondrous Hands 15,000 Gloves of Dueling - CMD Sunder +4 & CMD Disarm +4; Retain grip on weapon when panicked & stunned.
Wondrous Head 12,000 Cap of the Free Thinker - Roll twice when saving versus mind-affecting (take better of the two rolls)
Wondrous Headband 90,000 Headband of Mental Prowess (+6 Cha & +6 Wis)
Wondrous Neck 50,000 Amulet of Natural Armor +5
Wondrous Shoulder 25,000 Cloak of Resistance +5
Wondrous Wrists 5,000 Spellguard Bracers - Cast defensively concentration checks receive +2 bonus. 3x/day take better of two rolls.
Wondrous Slotless 16,000 Scabbard of Keen Edges - Makes Weapon Keen 3x/day
Wondrous Slotless 2,000 Handy Haversack
Wondrous Slotless 5,000 Dusty Rose Prism (Ioun Stone) - insight bonus +1 to AC
Wands Wands 750 Wand of Shield
Wands Wands 750 Wand of Obscuring Mist
Wands Wands 750 Wand of Faerie Fire
Wands Wands 750 Wand of Cure Light Wounds
Wands Wands 750 Wand of Lesser Restoration
TOTAL: 852,970
TOTAL PERMITTED: 880,000
~~~~~~~~~

Other desired equipment includes..
7,500 Periapt of Health - immune to disease
20,000 Ring of Invisibility - for stealth missions or more secured avenues of escape
7,250 Bottle of Air - to be shared with party if/when we get deprived of oxygen
~~~~~~~~~

Wanted to buy the "Impervious" ability for my armor, shield, and weapon but the cost was too high for all three.
As is, I hope they'll be fine. Not sure if Sunder experts could weigh in on the likelihood of destruction without it.

Thanks in advance!
~~~~~~~~~


Phew! I've played a bard at high level and these are the important things in my experience...
Arcane Concordance is awesome. Greater Invisibility and Cloak of Dreams - sneak/sleep/coup-de-grace.
Getting a second performance running as soon as you can.

Take skill focus UMD, buy a Circlet of Persuasion, max it out, and buy scrolls of Form of the Dragon - as high a version as you can - this will turn you into a killing machine.

Early levels, rely on inspire and mirror image.


Scrolls of Form of the Dragon
Lowest level version is Level 6 - highest level I can cast.
Cost 1,650 gp/scroll
UMD Use a scroll DC = 20 + caster level

Kinda pricey for one use item but I can see how it might help ensure a win against a BBEG.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I swapped out the Spark cantrip for Mending after reading more about item hardness & hp and ditching the "Impervious" ability for my weapons and armor.

I'm less worried about Sunder and item damage than I was before now that I researched some - knowing the toughness of my +10 and +7 equipment and knowing I can mend an unlimited number of times/day to help fix them on the fly or after a fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hardness: Add +2 for each +1 enhancement bonus of magic items.
Hit Points: Add 10 hp for each +1 enhancement bonus of magic items.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Material:
Iron/Steel: 10
Mithral: 15
Adamantine: 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Items get Saving Throws = 2 + half it's caster level
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Item Hardness HP
Mithral Breastplate +5 5+10=25 30+50=80
Mithral Shield +5 15+10=25 20+50=70
Longsword +5 10+10=20 5+50=55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saves (when fully enchanted at +5)
Fort 15
Will 15
Reflex 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mending:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Crit by a wall of text x4 dmg


***EDIT:*** Whoops! The +1 increased Dodge Bonus synergy for Fighting Defensively comes from having 3 ranks in acrobatics, not the Dodge Feat.

Re-ordered my feats
~~~~~~~~~~~~~~~~~
1- Dodge, Mobility
3 - Step Up (+1 BAB)
5 - Combat Reflexes
7 - Following Step-Up (Dex 13)
9 - Step Up and Strike (+6 BAB)
11 - Discordant Voice (10 ranks perform)
13 - Spring Attack (BAB +4)
15 - Weapon Focus (Longsword)
17 - Teleport Tactician
19 - Shield Focus
~~~~~~~~~~~~~~~~~

Note: While I like to dabble with concepts, ideas, builds.

I'm clearly not as adept at min-maxing as others. There are many people better than me at finding loopholes, exploitations, etc.

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