Faye's Favored, stacking the boni


Advice

Silver Crusade

So I recently re-optimized a level 1 PFS bard into the archaeologist archetype. In the process, I elected to take the Fate's Favored trait because, well, why not? I figured as long as I have the trait, I may as well look for ways to stack the luck boni.

So, what ways are there?

I'm aware of the jingasa of the fortunate soldier which I will be picking up down the road.

I'm also aware of the divine favor spell which I will likely get a wand of once my UMD is a bit higher.

So what other luck boni that are easily obtainable by a bard are out there, ripe for the picking?

Also, general tips on the character are also appreciated.

Seduisant Pompeux
Angel-Blooded Aasimar (Angelkin) Bard (Archaeologist) 1 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee masterwork longsword +4 (1d8+3/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 1st; concentration +4):
1st (2/day)—charm person (DC 14), grease
0 (at will)—detect magic, light, read magic, resistance
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Lingering Performance[APG]
Traits fate's favored, vagabond child (urban)
Skills Diplomacy +7, Disable Device +4, Heal +2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +1, Perform (act) +7, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ bardic knowledge +1
Combat Gear wand of cure light wounds (50 charges); Other Gear lamellar (leather) armor, buckler, arrows (20), masterwork longsword, shortbow, backpack, masterwork, grappling arrow, silk rope (50 ft.), spell component pouch, thieves' tools, thieves' tools, 30 gp
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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.
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.
Fate's Favored Increase luck bonuses by 1.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.


Divine Favor won't stack with your Archaeologist's Luck ability. Similarly, neither will a Luckstone, which gives a bonus to Saves and Skill checks. So you either drop the Archaeologist archetype and pick up the Divine Favor wand, or you keep the archetype and drop the Divine Favor wand.

Jingasa is really the only other item, since it's a Luck to AC, which your class ability doesn't cover. It otherwise covers all the other big components, so...

Otherwise, seems legit. I don't personally like Bards who try to be a martial type, because the numbers aren't in their favor all that much, and they're technically more of a support type, but if you can wing it, then go for it.

Silver Crusade

Oh yeah that's true. Bah I feel stupid now. Archetype is much better because it scales.

As far as the not winging it, for 21 rounds per day at level 1 I can be at a +6 (1d8+5, 19-20/x2). When I hit level 3 and add Arcane Strike, the damage will go up. I really thought bards had more buff spells, but I didn't see any on the list of level 1 spells.


They get Heroism at 2nd, and Haste and Good Hope at 3rd. Good Hope overrides Heroism, since it adds the same bonuses, but adds to damage as well.

And 1 of every 3 of those 21 rounds requires you to spend a Standard Action to activate it again, so try 14. It also hiccups your ability to consistently damage, since one of every 3 rounds you could spend attacking is instead spent to make sure your damage stays up.

Silver Crusade

Archaeologist's Luck is a swift to activate.


Bigdaddyjug wrote:
Archaeologist's Luck is a swift to activate.

...Fair enough. Though you won't be able to activate it in the same round you want to use Arcane Strike, as both are Swift Actions and you can only take one of them in a round.


The half-orc ability Sacred Tattoo gives you a +1 luck bonus to all saves at level one, if you're considering dropping the archetype.

Silver Crusade

Yeah, I'm going to keep the archetype. I just wish the aasimar FCB worked on Archaeologist's Luck.

And yeah Darksol, I'll have 1 round with just Luck, then 2 rounds with both. And actually, I might just take Power Attack at 3. I'll be +8 with Luck up at that point(+2 BAB, +1 weapon enhancement bonus, +2 Luck w/ FF, +3 Str), so I think I can sacrifice 1 point of attack bonus for 2 points of damage, 3 if I decide to two-hand the longsword. I can always take Arcane Strike down the road if I feel like I'm not doing enough damage.


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Darksol the Painbringer wrote:

Divine Favor won't stack with your Archaeologist's Luck ability. Similarly, neither will a Luckstone, which gives a bonus to Saves and Skill checks. So you either drop the Archaeologist archetype and pick up the Divine Favor wand, or you keep the archetype and drop the Divine Favor wand.

Jingasa is really the only other item, since it's a Luck to AC, which your class ability doesn't cover. It otherwise covers all the other big components, so...

Otherwise, seems legit. I don't personally like Bards who try to be a martial type, because the numbers aren't in their favor all that much, and they're technically more of a support type, but if you can wing it, then go for it.

Eh, the numbers aren't that bad. With fate's favored, the bonuses to attack and damage are +2 at level 1, and +4 at level 11 (since we have to consider that this is for PFS). So early on, it is comparable to RAGE, and later on it is comparable to an Inquisitor using the destruction and justice judgements. And I do not see many that would argue that either of those classes aren't good in melee.

And with lingering performance (Which works on the luck since that ability says it counts for performance feats and such), you effectively triple your rounds/day of luck. With this CHA, that comes out to 3(4+3)=21 rounds per day... at LEVEL 1. That means they can use drop at least 3 rounds of luck in every fight during the day.

The only real complaint I can see against them is their armor. And technically, you could grab a mithral breastplate to help out with that. With the right trait (armor expert), you could get mithral breastplate without the proficiency feat, since reducing the Armor Check Penalty to 0 removes any problems with wearing it.

Silver Crusade

Yeah, I went ahead and dropped Vagabond Child and added Armor Expert. Mithral Breastplate + 2 Dex + jingasa of the fortunate soldier + amulet of natural armor + ring of protection should put me somewhere around 23 or 24 AC. That's not too bad for a character that isn't trying to stack AC.

And I could eventually pick up celestial armor to add 2 more AC.


lemeres wrote:
Darksol the Painbringer wrote:

Divine Favor won't stack with your Archaeologist's Luck ability. Similarly, neither will a Luckstone, which gives a bonus to Saves and Skill checks. So you either drop the Archaeologist archetype and pick up the Divine Favor wand, or you keep the archetype and drop the Divine Favor wand.

Jingasa is really the only other item, since it's a Luck to AC, which your class ability doesn't cover. It otherwise covers all the other big components, so...

Otherwise, seems legit. I don't personally like Bards who try to be a martial type, because the numbers aren't in their favor all that much, and they're technically more of a support type, but if you can wing it, then go for it.

Eh, the numbers aren't that bad. With fate's favored, the bonuses to attack and damage are +2 at level 1, and +4 at level 11 (since we have to consider that this is for PFS). So early on, it is comparable to RAGE, and later on it is comparable to an Inquisitor using the destruction and justice judgements. And I do not see many that would argue that either of those classes aren't good in melee.

And with lingering performance (Which works on the luck since that ability says it counts for performance feats and such), you effectively triple your rounds/day of luck. With this CHA, that comes out to 3(4+3)=21 rounds per day... at LEVEL 1. That means they can use drop at least 3 rounds of luck in every fight during the day.

The only real complaint I can see against them is their armor. And technically, you could grab a mithral breastplate to help out with that. With the right trait (armor expert), you could get mithral breastplate without the proficiency feat, since reducing the Armor Check Penalty to 0 removes any problems with wearing it.

In the low levels it doesn't really matter as much, because the disparity doesn't take place in the lower levels. When they get higher level, they don't get many damage buffs to help them out; most of them they have to UMD, others they might get from items that aren't normally meant for them, but nonetheless they have to make those investments. Inquisitors and Barbarians don't have to, since the former actually gets a lot of self buffs for attack and damage, and the other is already a Full BAB powerhouse who gets more than usual for bonuses because Rage and Rage Powers.

Which is good. Since it doesn't scale on level like other Bardic Performances do, it's actually a smart investment, unlike half the time where you end up having ~60 rounds to use, and you only ever have to spend 5 of them in a given combat...

Armor is one thing, and so are hit points. D8 Hit Points isn't really much since they don't get much armor or other defensive abilities to compensate. Monks are an exception, obviously. It's the reason why most Bards tend to stay at a range and use bows. Some archetypes alleviate this situation (Arcane Duelists), but this isn't one of them, meaning they're going to be going down quick...


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Bigdaddyjug wrote:
Yeah, I'm going to keep the archetype. I just wish the aasimar FCB worked on Archaeologist's Luck.

Who says it doesn't? Archaeologist's Luck says in its own text that it functions exactly like Bardic Performance for things that enhance bardic performances.

Silver Crusade

Rudy2 wrote:
Bigdaddyjug wrote:
Yeah, I'm going to keep the archetype. I just wish the aasimar FCB worked on Archaeologist's Luck.
Who says it doesn't? Archaeologist's Luck says in its own text that it functions exactly like Bardic Performance for things that enhance bardic performances.

I assumed it did as well. I hate to say that my reason for thinking it doesn't it I can't add the option in HeroLab. And yes, I know that's not proof that it doesn't work. But all I use is HeroLab and if I can't add it to the character I'll forget to track it.

Also, I already have an archer inquisitor and an archer fighter and a gunslinger, so another ranged physical damage dealer is out. Although I also have plenty of melee characters out of my 22 registered PFS characters.

Grand Lodge

Say a Prayer


Bigdaddyjug wrote:
Rudy2 wrote:
Bigdaddyjug wrote:
Yeah, I'm going to keep the archetype. I just wish the aasimar FCB worked on Archaeologist's Luck.
Who says it doesn't? Archaeologist's Luck says in its own text that it functions exactly like Bardic Performance for things that enhance bardic performances.

I assumed it did as well. I hate to say that my reason for thinking it doesn't it I can't add the option in HeroLab. And yes, I know that's not proof that it doesn't work. But all I use is HeroLab and if I can't add it to the character I'll forget to track it.

Also, I already have an archer inquisitor and an archer fighter and a gunslinger, so another ranged physical damage dealer is out. Although I also have plenty of melee characters out of my 22 registered PFS characters.

You can always take Scion of Humanity and use the human FCB for extra spells.

Scarab Sages

Fruian Thistlefoot wrote:
Say a Prayer

Why say one when your Crown of Conquest can do it for you when you crit with your rapier . =)

Silver Crusade

graystone wrote:
Bigdaddyjug wrote:
Rudy2 wrote:
Bigdaddyjug wrote:
Yeah, I'm going to keep the archetype. I just wish the aasimar FCB worked on Archaeologist's Luck.
Who says it doesn't? Archaeologist's Luck says in its own text that it functions exactly like Bardic Performance for things that enhance bardic performances.

I assumed it did as well. I hate to say that my reason for thinking it doesn't it I can't add the option in HeroLab. And yes, I know that's not proof that it doesn't work. But all I use is HeroLab and if I can't add it to the character I'll forget to track it.

Also, I already have an archer inquisitor and an archer fighter and a gunslinger, so another ranged physical damage dealer is out. Although I also have plenty of melee characters out of my 22 registered PFS characters.

You can always take Scion of Humanity and use the human FCB for extra spells.

I prefer not being humanoid. I don't think I've ever taken Scion on any aasimar, even in home games where I expect to get high enough for dominate monster to come into play.


Bigdaddyjug wrote:


I prefer not being humanoid. I don't think I've ever taken Scion on any aasimar, even in home games where I expect to get high enough for dominate monster to come into play.

To each their own. I can't imagine it coming in to play often enough to offset free spells but that's just me I guess.

Silver Crusade

It's just free spells known, and this will be a very selfish character with mostly buff spells anyway. As long as I have the slots for haste'and good hope and maybe a couple other spells I'll be happy.


You could partner up with a halfling who has Blundering Defense.


When you get the funds in the future, make sure to pick up a Headband of Fortune's Favor, to extend your luck rounds even more. The Luck bonus for saves is also nice to have for when you get caught with your Archaeologist's Luck down.


Honestly, if you have Lingering Performance, I think the Headband of Fortune's Favor is overkill, and not worth giving up the slot that could boost your charisma.


Rudy2 wrote:
Honestly, if you have Lingering Performance, I think the Headband of Fortune's Favor is overkill, and not worth giving up the slot that could boost your charisma.

The headband of fortune's favor has the advantage that you are also extending the number of rounds you are dealing arcane strike damage. Also unless you are a casting focused archaeologist I don't think you ever really need Charisma greater 14 in a PFS career thus the charisma headband isn't a given.

Silver Crusade

Yeah, I agree that the Cha headband isn't a given, and that the headband of fortune's favor helps me keep Arcane Strike up 3/4 of the time instead of 2/3. So I think I'll go with a feat progression like:

1. Lingering Performance
3. Power Attack
5. Arcane Strike
7. Weapon Focus (longsword)
9. ???
11. .??

Not really sure what to take at the higher levels as I've never played a melee character except for my home game ninja which is a completely different animal.

Silver Crusade

I put this together quick and dirty for level 11. Extra Performance adds 24 extra rounds of Luck, but I'm willing to drop it and something else for Eldritch Heritage (and accompanying skill focus) if there's one that will really help me.

Level 11 archaeologist bard:
Arch Bard 11
Angel-Blooded Aasimar (Angelkin) Bard (Archaeologist) 11 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 28, touch 15, flat-footed 25 (+9 armor, +4 shield, +2 Dex, +1 dodge)
hp 80 (11d8+22)
Fort +9, Ref +13 (+3 bonus vs. traps), Will +11
Defensive Abilities evasion, trap sense +3, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +3 longsword +18/+13 (1d8+9/17-20)
Special Attacks archaeologist's luck 13 rounds/day (+3)
Spell-Like Abilities (CL 11th; concentration +14)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 11th; concentration +14):
4th (2/day)—dance of a hundred cuts{super}UM{/super}, freedom of movement, greater invisibility
3rd (5/day)—daylight, dispel magic, good hope, haste
2nd (5/day)—blur, ghostbane dirge{super}APG{/super} (DC 15), heroism, mirror image, silence (DC 15)
1st (6/day)—comprehend languages, disguise self, expeditious retreat, feather fall, feather step{super}APG{/super} (DC 14), vanish{super}APG{/super} (DC 14)
0 (at will)—detect magic, light, message, prestidigitation, read magic, sift{super}APG{/super}
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Statistics
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Str 22, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +14; CMD 30
Feats Arcane Strike, Dodge, Extra Performance, Improved Critical (longsword), Lingering Performance[APG], Power Attack, Shield Focus, Weapon Focus (longsword)
Traits armor expert, fate's favored
Skills Diplomacy +17, Disable Device +4, Heal +2, Knowledge (arcana) +14, Knowledge (dungeoneering) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (planes) +16, Knowledge (religion) +14, Perception +19, Perform (comedy) +17, Use Magic Device +17; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ bardic knowledge +5, clever explorer +5, jack of all trades (use any skill), lore master 2/day, rogue talents (combat trick, weapon training)
Combat Gear jingasa of the fortunate soldier; Other Gear celestial armor, +2 mithral buckler, +3 longsword, belt of giant strength +4, cloak of resistance +2, headband of fortune's favor, 3,730 gp
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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 +3 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Armor Expert -1 Armor check penalty.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Clever Explorer +5 (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.
Headband of fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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I really don't think Arcane Strike is even worth it if you're not using it the first round of every combat. In theory, you get it 2/3 of the time, in practice, unless your combats always go in round multiples of 3, it'll feel more like 1/2 the time.

I mean, let's compare the numbers. AS gives +1 damage, +2 at 5th level, +3 at 10th level. Compare to Weapon Focus (a feat NO ONE will claim is uber good). It gives +1 to hit, all the time. That +1 to hit is worth +2 damage (power attack conversion, and just generally the rule for valuing to hit bonuses at 2x what a damage bonus is worth since you need to hit to do damage at all), so AS isn't even outright surpassing the mediocre WF feat until freaking 10th level! And that's assuming you actually use it every round, which you won't be.

I'd say just drop AS. The one major benefit at low levels is overcoming DR x/magic, but that should be an uncommon need, and scrolls of magic weapon are cheap.

As for other feats....every bard's 11th level feat should be Discordant Voice. :D

EDIT: Most people take Eldritch Heritage for a familiar and later an improved familiar from Arcane bloodline, which is totally worth it. Shares your skill ranks and can use wands if you invest in UMD. I also like Marid bloodline. The initial benefit is pretty worthless sadly, but the 11th level Imp. Eldritch Heritage lets you nab Water's Fury, an unlimited use line area of effect attack for untyped d6 / 2 levels damage and moderate duration blinding if the foe(s) fail a reflex save. Because how often are save-or-sucks based off reflex, really? (Answer: All the damn time once Dazing Spell is affordable, but....meh). Makes a great spammable ranged attack, but you have to wait a super long time for the payoff.


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I disagree about Arcane Strike, StreamOfTheSky. The things about Arcane Strike that I love are:
1: It gives an untyped bonus to damage, which will stack with everything, and can be used on any weapon. Archaeologist Bards in particular are great at stacking 3 or 4 different small to medium boosts to great effect. By the time you hit 5th level, you'll be getting like +5 damage (+2 Arcane Strike, +3 Luck, and soon even more from Good Hope, Greater Heroism, and Dance of 100 Cuts), and +5 to your attacks (+2 Heroism, +3 luck). The +1 from Weapon Focus becomes largely unnecessary at that point, since you'll likely be hitting anyway.
2: If taken at a low level, it allows you to put off buying magical weapons, and you can instead put your first couple of magic item purchases into your defense. Normally, by around level 3, you'll want to buy your first +1 sword, mostly (in my mind at least) to cover your ass incase you have to fight something incorporeal. Instead of buying a magic weapon, you can buy your Jingasa or get your armor enchanted and a cloak of resistance.

As for Discordant Voice, that doesn't work for Archaeologists, since Archaeologist's Luck is an Ex ability.

I never saw that in the Marid Bloodline though. Good stuff there.


Oh crap, I didn't realize Luck was an Ex....That is truly a shame. No Discordant Voice for Archaeologist, then.

Grand Lodge

You can always use a wand of scorching/admonishing ray. You get all your performance, good hope, and arcane strike damage. I also believe discordant voice works with it as well. 5d6 + 11ish is decent damage for PFS. Especially if your boosting everyone else to do more damage. That is your damage not theirs.

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