Help me optimize the crap out of this character?


Advice

Scarab Sages

PLEASE READ THIS FIRST POST
Okay, two things.

First off, I was playing PFS a bit ago and I almost lost my first character (level 3) to a deadly haunt trap at the end of an encounter (after we had beaten the final boss and everything.) I generally hate Save or die stuff, but I really hate save or dies at super low levels where there's almost nothing you can do about it. After the event though, I remembered hearing something about a way around haunts, and since I had encountered them before (and I heard how much they show up from griping on the boards) I got to thinking. . .

The other thing is that almost all the other regulars are far better at optimizing in PFS than I am. They've all been at it longer, and I was just looking to make one super optimized character, for fun. Then I got to thinking: what if I made a super helpfull halfling that could shut down haunts? He's not designed to kill or take damage so much as just be a catalyst, just pumping up all the other players.

The schtic is that the 'Arcane Duelist' archetype gets the 'rallying cry' ability:

Quote:
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Since most haunts or fear or despair-based effects, I figure that this would be great. Get a really high intimidate score and I can still do all the bard-ey things like inspire courage and inspire competence, since the arcane duelist doesn't trade those out.

Ideas so far (I'm not married to any of these)
1)Stats: High Chr and high dex (probably?)
Trait 1: Helpful (+4 from aid another instead of +2. Allows me to give a person +4 to their AC or to hit in combat if I want to.)
Trait 2: Dunno, reactionary?
Race: Halfling (for Helpful)
Class: Bard (Arcane Duelist archetype)
Feats: Dunno. A case can be made for weapon finesse, as (presumably) I'll be in melee, but also Skill focus: Intimidate would go a long way for ralying cry.

Again, I'm not really married to any of these ideas (except probably the bard-arcane duelist)


Pathfinder Adventure Path Subscriber

Well if you are concerned with Haunts and survival rates...

Paladins get channel (which neutralize haunts) plus amazing saving throws plus d10 hit dice. Plus a swift self heal which can also eventually remove status effects. Plus eventually immunities to many other nasty effects.

There's also the warpriest. Not quite as good saves but picking up swift-casting at 4th really really makes a difference. And don't forget those blessings.

But both of these classes will probably be beefier than the bard in terms of survival and have a heavier punch, if you are looking for melee.

Or you could start with cleric. Full casting ability plus 2 favored saves plus channel. That's anti-haunt power right from the get go.

Haunts usually don't get to go until Initiative 10. So if you can channel them before they get to go, you win.

Scarab Sages

Rerednaw wrote:

Well if you are concerned with Haunts and survival rates...

Paladins get channel (which neutralize haunts) plus amazing saving throws plus d10 hit dice. Plus a swift self heal which can also eventually remove status effects. Plus eventually immunities to many other nasty effects.

There's also the warpriest. Not quite as good saves but picking up swift-casting at 4th really really makes a difference. And don't forget those blessings.

But both of these classes will probably be beefier than the bard in terms of survival and have a heavier punch, if you are looking for melee.

Or you could start with cleric. Full casting ability plus 2 favored saves plus channel. That's anti-haunt power right from the get go.

Haunts usually don't get to go until Initiative 10. So if you can channel them before they get to go, you win.

Well, yes, okay, that's all true, but if you read closer, what I want to do is basically get super optimized at HELPING OTHERS. And while a Paly would be great for ME to survive, I was looking for ways to make OTHERS survive too. I guess a cleric COULD work for that, but it wasn't exactly what I wanted.


We find our paladin with sacred shield archetype very helpful when paired with my cleric channel shield wall ability. The AC and deflection stacks along with utility buff spells from either class is good. Also check out the bodyguard feat, good for addl untyped AC bonus.


You can equip your character with a Haunt Siphon from the Haunting of Harrowstone. It's PFS legal and gives any character a chance against a Haunt. Very useful..

I think your Arcane Duelist Halfling would be really useful to have at a PFS table, but you also need to make sure the character can also do stuff themselves.

You could pick up a whip, and trip enemies in combat. Nothing pleases a martial character more than having their opponent fall prone at their feet. Weapon Finesse will also allow you to use your Dex modifier for your trip attempts with the whip, which is also very nice.


This feat might prove helpful at higher levels: battle cry


Apocryphile wrote:

You can equip your character with a Haunt Siphon from the Haunting of Harrowstone. It's PFS legal and gives any character a chance against a Haunt. Very useful..

I think your Arcane Duelist Halfling would be really useful to have at a PFS table, but you also need to make sure the character can also do stuff themselves.

You could pick up a whip, and trip enemies in combat. Nothing pleases a martial character more than having their opponent fall prone at their feet. Weapon Finesse will also allow you to use your Dex modifier for your trip attempts with the whip, which is also very nice.

A Bard isn't going to have the CMB to trip anything.

One possible option would be to start off in Inspired Blade Swashbuckler. Then you can take Fencing Grace and get dex-to-damage right off the bat. You only need one level of Swash to do this, the rest would be in Bard.


I would never dip from a bard. It delays important things like performance start action reduction and spell access and just being a strength bard is pretty solid. About like a battle cleric since medium armor proficiency is practically meaningless. You only need 12 charisma to start with if you'll be getting a headband. Wisdom you don't want to dump if you're paranoid about haunts, but a 10 is okay. Int you don't want to dump, but again a 10 is okay.

A stat array of
str 18 (10 buy +2 racial)
dex 14 (5 buy)
con 12 (2 buy)
int 11 (1 buy)
wis 10 (0 buy)
cha 12 (2 buy)
should work. Be a half-orc with Sacred Tattoo. I think there's a trait that increases luck bonuses; if that's PFS legal, take it. Grab reactionary for your other trait. Aim for elven chain until level 8 (maxes with +4 belt or cat's grace). You could dump int to 8 and buy con up to 14 if you aren't worried about having a diverse skill set.

Pick up a quickdraw shield and the quickdraw feat so you can draw and stow it as a free action. Shifting from a one to two handed grip on your longsword is also a free action. Add power attack and arcane strike and you're set. Maybe throw on skill focus intimidate when you have a free feat.

Aid another isn't going to be as good as having another effective combatant. If ever you don't know what to do with your action intimidate to demoralize. Cutting down the other guy's attack is as good as boosting your friend's AC and cutting down his saving throws is something you couldn't do with aid another. Don't forget Blistering Invective for when you need to demoralize a group. Unless your enemies clump themselves up within 30' for you a second level spell and a standard action is cheaper than a full action and a spell known is cheaper than the two feats dazzling display requires.

If you do really want to do aid another don't bother with damage except from arcane strike because there's apparently now a weapon enchant that adds that to some aid checks. You'll be taking a size penalty to intimidate more often, though, and you can't aid another spell save DCs. That's not a build for arcane duelist, though. That's a backup action on a cranked charisma caster build that really suffers from losing versatile performance.

Scarab Sages

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Actually, after looking at Storyengine's suggestion, I've looked at some other options, what do you think about this?

Race: Halfling (Alternate racial: Fleet footed)
Class: Paladin (Sacred Shield)
Trait 1: Helpful (halfling version)
Trait 2: Fate's Favored (For an additional+1 to all saves from Halfling Luck)

Feat: Combat Reflexes (lvl 3 feat: Bodyguard)
Str 14
Dex:14
Con:14
Int:10
Wis:8
Chr:16

I give up the ability to channel positive energy (which is tough) but I gain the ability to give my shield bonus to everyone adjacent, PLUS I give everyone around me a +4 bonus to will saves vs. fear, and I can bodyguard for +4 to AC (coupled with my shield ability, which I get at level 4, that means I can boost someone's AC by +6 up to three times a round! More if I get a magic shield by then!) Plus my replacement smite evil ability makes everyone around me take half damage from a foe!


Pathfinder Adventure Path Subscriber

Well you said you didn't want to play a paladin or cleric so I guess I wasn't clear enough. I still think those classes would suit your criteria.

In PFS the one thing you cannot be certain of the party makeup. You make a great support character that helps others survive without decent defenses for yourself or the ability to provide any offense...and say you have a party of characters just like you. Hello TPK.

Being support is good...being support plus having the ability to do something on your own helps your table survive.

Divines excel in support roles BUT they are capable of a variety of additional roles. Not just buffing, you can build for being a meat-shields, heavy offense, etc...And they have built-in haunt abilities which I thought was a concern.

Yes you can chose another class and with certain builds and gear (which requires buying the splat books if you are playing PFS) but I went on the assumption you would prefer a build that didn't require half a dozen different supplements or very exotic builds. A paladin or cleric doesn't require anything fancy to work right out of the box. But if I misunderstood your intent I apologize.

Building around the Aid action is independent of class. You can still Aid along with the traits that enhance while also making a class selection that ensures you live long enough to continue offering support to the rest of the party.

But again, it's your character so roll with what works with you.

Scarab Sages

Rerednaw wrote:

Well you said you didn't want to play a paladin or cleric so I guess I wasn't clear enough. I still think those classes would suit your criteria.

In PFS the one thing you cannot be certain of the party makeup. You make a great support character that helps others survive without decent defenses for yourself or the ability to provide any offense...and say you have a party of characters just like you. Hello TPK.

Being support is good...being support plus having the ability to do something on your own helps your table survive.

Divines excel in support roles BUT they are capable of a variety of additional roles. Not just buffing, you can build for being a meat-shields, heavy offense, etc...And they have built-in haunt abilities which I thought was a concern.

Yes you can chose another class and with certain builds and gear (which requires buying the splat books if you are playing PFS) but I went on the assumption you would prefer a build that didn't require half a dozen different supplements or very exotic builds. A paladin or cleric doesn't require anything fancy to work right out of the box. But if I misunderstood your intent I apologize.

Building around the Aid action is independent of class. You can still Aid along with the traits that enhance while also making a class selection that ensures you live long enough to continue offering support to the rest of the party.

But again, it's your character so roll with what works with you.

All of that is fair. I just. I wanted to make a super optimized character like others I've seen, but I also wanted to make sure that I'm not pissing off everyone else at the table by one-shotting the main villian, or basically soloing the run. I thought if I found a way to be super-optimized by aiding then I'd get the best of both worlds. I'd get to run a super-optimized character AND everyone else at the table would get to have fun.

It was just a thought.

Also, I really hate haunts basically save or die-ing people at low level. I mean, I really hate it. A lot.


Arachnofiend wrote:
Apocryphile wrote:


You could pick up a whip, and trip enemies in combat. Nothing pleases a martial character more than having their opponent fall prone at their feet. Weapon Finesse will also allow you to use your Dex modifier for your trip attempts with the whip, which is also very nice.

A Bard isn't going to have the CMB to trip anything.

One possible option would be to start off in Inspired Blade Swashbuckler. Then you can take Fencing Grace and get dex-to-damage right off the bat. You only need one level of Swash to do this, the rest would be in Bard.

My bard does well, but she's multiclassed with swashbuckler too..


Life Oracle or Life Shaman make good Haunt killers too, because both get Channel as a revelation

in fact, you can play a halfling or half orc life oracle with the trait that increases luck bonuses and the trait that gives you an extra use of channel

take the blackened curse and as a half orc, you can take the human favored class bonus for oracles due to having the human subtype

or, if you are somehow able to still play an Aasimaar, the Aasimaar favored class bonus will greatly boost the power of your channel

positive energy kills haunts, dead haunts means you don't have to worry about it for scenario and with the blackened curse, you have a few offensive options

and if you weedle an aasimaar boon somehow, an Angelkin Aasimaar is pretty good with a longspear and really doesn't need martial weapons to be a viable secondary melee combatant if you take the right buffs, the key is to discern which conditions are less likely to occur or are less important for you to fix, like most people don't bother with spending money on a raise when they can spend prestige and i don't think diseases or poisons really matter enough to do much until after the fight is over, so generally remove fear is a good 1st level spell as is remove sickened.

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