Auriea |
Just hit level 3 and started the two level Lore Warden dip for my build. When I hit level 4, because of the Lore Warden getting Combat Expertise for free, I'll be getting Butterfly's Sting for my extra fighter's feat. Currently, I am heading down the path to get Improved Critical to be an assist/support type character for the front liners. I'm also planning on taking the racial feat to fly later on for funsies.
I do realize that I'll have to be level 9 before improved crit can be taken, but still..... I'm thinking this'll be fun!
Auriea
Male Sylph Bard (Dervish Dancer) 2; Fighter (Lore Warden) 1
CN Medium Outsider (Native)
Init +3; Senses Darkvision 60ft; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 19 (2d8+1, 1d10+1)
Fort +2, Ref +6, Will +3
Defensive Abilities Resist Sonic 5
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Offense
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Speed 30 ft.
Melee MWK Cold Iron Kukri +7 (1d4/18-20/x2) and
. . Mithral Kukri +7 (1d4/18-20/x2) or
. . Dual Kukris +5/+5 (1d4/18-20/x2)
Ranged MWK Darkwood Composite Shortbow +7 (1d6/x3)
Bard Spells Prepared (CL 2):
1 Cure Light Wounds, Sleep (DC 14), Unnatural Lust (DC 14)
0 (at will) Daze (DC 13), Detect Magic, Presdigitation, Read Magic, Resistance
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Statistics
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Str 11, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Airy Step, Two Weapon Fighting, Weapon Finesse
Traits Maestro of the Society, Anatomist
Skills Acrobatics +7, Climb +5, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +7, Perception +5, Perform (Dance +10), Sleight of Hand +6, Spellcraft +7, Stealth +11, Use Magic Device +8
Languages Auran, Common, Elven, Gnome, Dwarf, Thassilonian
SQ Thunderous Resilience, Whispering Wind
Combat Gear Potion of cure light wounds, Wand of Cure Light Wounds, Antitoxin
Leather Armor +1, Arrows (10), Blunt Arrows (20), Masterwork Cold Iron Kukri, Mithral Kukri, Masterwork Darkwood Composite Shortbow
Other Gear Backpack, masterwork (1 @ 4 lbs), Bedroll, Elven Trail Rations (x1), Hot Weather Outfit, Waterskin
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Special Abilities
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Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action. Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Inspire Courage
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Thunderous Resilience
Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
Versatile Dance
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.
Well Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
Brad McDowell |
Is this the Improved Critical you're talking about...??
Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.
In your build, you'll get it at level 10.
Gwen Smith |
Is this the Improved Critical you're talking about...??
Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.
In your build, you'll get it at level 10.
I think the OP was thinking of the regular Improved Critical feat, which requires BAB 8. Your find is better, because it's the same net effect without burning a feat.
Until 9th or 10th level (depending on which version of Improved Critical you want), you can use Oil of Keen Edge to increase your threat range.
Oh, and after you get Improved Critical, carry a wand of Bless Weapon: it lets you automatically confirm crits on evil creatures, which is sweet when you have a 15-20 crit threat weapon.
Auriea |
I was thinking of picking up the feat for kukris, mostly in the case if I'm using Rain of Blows, my standard Battle Dance, or any combat that I won't be dancing in. After looking up as to how many rounds of dance I can do, I don't think I'll need to worry about how many rounds of dance I'll use! (I should have 28 if I'm adding correctly, by level 10)
The suggestion for the oil and wand are great and I'll keep them in mind!
Thanks for the help of making this character a bit more fun!
Here's a list of the feats that I'll be going with, using the new information:
1st – (Bard) Weapon Finesse
3rd – (Lore Warden) Two Weapon Fighting / Airy Step
4th – (Lore Warden) [Combat Expertise], Butterfly’s Sting
5th – (Bard) Point Blank Shot
7th – (Bard) Precise Shot
9th – (Bard) Wings of Air
11th – (Bard) Inner Breath
@GeneticDrift
Butterfly's Sting is considered a Combat Feat if I have the Inner Sea Gods book and worship Desna.
GeneticDrift |
GeneticDrift wrote:Butterfly sting is not a combat feat.Acutally, it is.
Huh, maybe it changed in the inner sea gods book. I don't own that one, just the original faiths of purity.
Auriea |
Faelyn wrote:Huh, maybe it changed in the inner sea gods book. I don't own that one, just the original faiths of purity.GeneticDrift wrote:Butterfly sting is not a combat feat.Acutally, it is.
Inner Sea Gods changed it into a combat feat. There is quite a lot that is in that book including a few wonderous items that I have been looking at.
And hopefully live long enough to get
Starfaring Robes