Some Other Guy
|
I'm trying to build this character as a backup because I'm certain that my current one will bite the dust. After fleshing out several level increments, I've noticed that defenses are extremely lackluster. AC is never going to be competitive and there won't be enough hit points to be ok with it. Short of mirror image and concealment effects, I'm having a hard time being ok with a front line character with such terrible defensive capabilities. I debating between using a shield and using a reach weapon, and the reach weapon seems to be less dangerous, especially with lunge. Stat is below. I'm not looking any advice on spell/trait/feat/equipment suggestion unless it's directly related to increasing the defense of the character.
Human bard (archaeologist) 3
LE Medium humanoid (human)
Init +3; Senses Perception +6
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 27 (3d8+9)
Fort +3, Ref +4, Will +4; +2 trait bonus vs. divinaton effects
Defensive Abilities trap sense +1, uncanny dodge
—————
Offense
—————
Speed 30 ft.
Melee +1 longspear +6 (1d8+10/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
1st (4/day)— charm person (DC 13), cure light wounds , grease, saving finale (DC 13)
0 (at will)— detect magic , ghost sound (DC 12), light, mage hand , prestidigitation, read magic
—————
Statistics
—————
Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Extra Performance, Lingering Performance, Power Attack
Traits carefully hidden, reactionary
Skills Appraise +5, Bluff +6, Climb +8, Disable Device +6, Disguise +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge(history) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +5, Perception +6, Sense Motive +4, Sleight of Hand +5, Spellcraft +7, Stealth +7
Languages Common, Dwarven, Infernal
SQ bardic knowledge +1, clever explorer +1
Other Gear mithral chain shirt, +1 longspear , masterwork thieves' tools, 53 gp
—————
Special Abilities
—————
Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus
divination effects.
Clever Explorer +1 (Ex) Half time to use disable device.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
| mplindustries |
Well, yeah, your AC sucks because you're wearing light armor with 13 Dex. You're pretty much just going to have to suck that up. Though, I suppose eventually you can get Medium Armor Proficiency and a Mithril Breastplate.
Actually, with only +1 Dex, why bother getting a Mithril Chain Shirt? You'll never hit that Dex cap anyway. Just make it a +1 Chain Shirt instead, and get the extra AC.
I agree that in a typical party, polearms are safer than having more AC, but using a shield will allow you to double dip enhancement bonuses to AC, which are the cheapest bonuses to AC.
Oh, and while it won't help your AC now, it will eventually when you can get a Jinghasa of the Fortunate Soldier--the fate's favored trait will bump your Archaeologist's Luck feature, an I highly recommend it.
Jiggy
RPG Superstar 2012 Top 32
|
Okay, first thing I see is your low-ish DEX on a light-armor character.
You don't need that 12 INT when you already have 6 skill ranks per level and scaling bonuses to all Knowledge skills (which are all also class skills). Taking that back down to 10 will let you put your DEX at 14, giving you +1 AC.
Additionally, if you went from standard human to dual-talent human (costing you your bonus feat—I'd drop either Power Attack or Extra Performance and just pick it up later—and your kind of superfluous bonus skill rank) then you'd get a +2 to a second stat. Put it in DEX, and there's another +1 AC.
Next up is armor. Why are you in a mithral chain shirt? You've got enough carrying capacity for the weight, you're nowhere near caring about the increases max DEX to AC... what's going on there? If you make it a (normal steel) +1 chain shirt, that's about the same price but with +1 AC and no real downside.
So right off the bat, you could currently have an AC of 18 instead of 15 at this level.
Now, looking at the road ahead...
You'll eventually want some mithral pseudo-medium armor (since it will count as light, letting you have full movement speed and no restrictions on your casting). There's two ways to do this: one is to take the Armor Expert trait and get a mithral breastplate (you'll technically be non-proficient, and therefore take its -0 ACP on your attack rolls), and the other is to pay slightly more money for elven chain. Either way, you get better AC without much drawback.
Additionally, remember to put AC-boosting items in as many different slots as possible, as this gives you a far better return for your money than simply upgrading your armor. Go for the Ring of Protection, Amulet of Natural Armor, Jingasa of the Fortunate Soldier...
...Which reminds me, consider the Fate's Favored trait. It boosts any luck bonus you get by +1. Once you get the Jingasa, that's another +1 to your AC. At the same time, Fate's Favored will be boosting the power of your Archaeologist's Luck by +1 for your entire career, which is just all kinds of awesome.
And eventually, if you have the feat to spare, you can take Dodge. :)
Hope that helps!
| Gwen Smith |
If you don't have a reason for the 12 Int, you can drop that do a 10 and bump your Dex to 14, for +1 AC. (You have Uncanny Dodge, so you will almost never lose your Dex bonus.)
You shouldn't be having any encumbrance issues and you don't have a high enough Dex to waste an extra 1K for mithral. Swap that for a +1 buckler and you armor class goes up by 2. (Later on, save your money for a mithral breastplate.)
The biggest problem with the reach weapon is that you won't have a hand free to cast, and a couple of the best bard spells are off your turn. You'll have to choose between threatening and casting. (For flexibility, you'll be better with a one-handed weapon that you can use with two hands to get 1 1/2 times your strength bonus; one that does two damage types is even better.)
Other possibilities:
- Put some points into Use Magic Device and get a wand of Shield (+4 Shield bonus)
- Potions of Barkskin until you can get an amulet of natural armor
- Potions of Shield of Faith until you can get a Ring of Protection
- Pick up Dodge for your next feat
- Dip into Fighter/Unarmed Fighter or Monk/Master of Many Styles to pick up Crane Style, then always fight defensively at only -2 to attack
Eventually, you'll want to look for:
- Ring of Protection (deflection bonus)
- Mithral breastplate (up your armor bonus)
- Dusty rose prism Ioun stone (insight bonus)
- Jingasa of the fortunate soldier (luck bonus)
- Amulet of natural armor (natural armor bonus)
Also, don't discount things like mirror image and blur and displacement--those are huge.
Conman the Bardbarian
|
If you went archivist instead your performance would count towards AC on you and your allies within 30 feet when you identify an enemy creature. You'd lose most of your rogue stuff but keep disable device. If you went aasimar you could use the favored class bonus to bump the level of the performance faster.
Some Other Guy
|
Well, yeah, your AC sucks because you're wearing light armor with 13 Dex. You're pretty much just going to have to suck that up. Though, I suppose eventually you can get Medium Armor Proficiency and a Mithril Breastplate.
Actually, with only +1 Dex, why bother getting a Mithril Chain Shirt? You'll never hit that Dex cap anyway. Just make it a +1 Chain Shirt instead, and get the extra AC.
I agree that in a typical party, polearms are safer than having more AC, but using a shield will allow you to double dip enhancement bonuses to AC, which are the cheapest bonuses to AC.
Oh, and while it won't help your AC now, it will eventually when you can get a Jinghasa of the Fortunate Soldier--the fate's favored trait will bump your Archaeologist's Luck feature, an I highly recommend it.
I'm going to bump Dex at level 4 and eventually get elven chain or celestial armor. You're probably right about the shield though. I can rely on spells/luck to increase my attack bonuses. I won't be using fate's favored because I firmly believe it's way too powerful for a trait. I'll look into the shield route and see if it makes me feel better.
Magda Luckbender
|
The biggest problem with the reach weapon is that you won't have a hand free to cast, and a couple of the best bard spells are off your turn.
Please explain this. You only lack a free hand to cast spells that take longer than a Standard Action. Are there some really good Full Round bard spells? What are they?