Creating the Luckiest Halfling


Advice

Liberty's Edge

Not sure about gear at the moment, my group would like me to play something out of the normal for the Mummy mask (which last time was a Kobold with a focus on charming/dominating minds) So still thinking in the small character style I started considering a Halfling Bard, Archaeologist and read up on and the best ways to improve the Archetype with the halfling as they go hand and hand it seems with no real changes needed but I am changing one trait to make them more luck based.

I have 20pt's to buy stats and I've been thinking of the character at least to the level we stopped last time in the game which was level 11

For that frail humorous character this time around instead of normal M.O.

Stats I think I will go with a purchase like this:
16, 14, 13, 12, 12, 8

Alternate Racial Trait- Adaptive Luck instead of Lucky

Bard Class (Archeologist Archetype)

Feat List
1- Risky Striker (ARG)
3- Fortunate One (ARG)
5- Lucky Healer (ARG)
7- Adaptive Fortune (ARG)
9- Lucky Strike (ARG)
11- Extra Performance (CRB)

Traits
Fates Favored (religion) all luck bonuses are increased by 1
Reactionary (combat) +2 trait bonus on Initiative
Debating taking a fun weakness like Hedonistic but not sure what to balance that with in the traits area.

Alt Class traits for the bard

Archaeologist’s Luck (Ex): Fortune favors the archaeologist.
As a swift action, an archaeologist can call on fortune’s favor,
giving him a +1 luck bonus on attack rolls, saving throws, skill
checks, and weapon damage rolls. He can use this ability
for a number of rounds per day equal to 4 + his Charisma
modifier. Maintaining this bonus is a free action, but it
ends immediately if the archaeologist is killed, paralyzed,
stunned, knocked unconscious, or otherwise prevented
from taking a free action to maintain it each round.
Archaeologist’s luck is treated as bardic performance for
the purposes of feats, abilities, effects, and the like that affect
bardic performance. Like bardic performance, it cannot be
maintained at the same time as other performance abilities.
This bonus increases to +2 at 5th level, +3 at 11th level, and
+4 at 17th level.
(This ability Replaces Bardic Performance)

Clever Explorer (Ex): At 2nd level, an archaeologist gains
a bonus equal to half his class level on Disable Device and
Perception checks. He can disable intricate and complex
devices in half the normal amount of time (minimum 1
round) and open a lock as a standard action. At 6th level, an
archaeologist can take 10 on Disable Device checks, even if
distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist
gains uncanny dodge, as the rogue class feature of the
same name. This ability replaces well-versed.

Trap Sense (Ex): At 3rd level, an archaeologist gains trap
sense +1, as the rogue class feature of the same name. This
bonus improves by +1 for every three levels gained after 3rd,
to a maximum of +6 at 18th level.

Rogue Talents: At 4th level, an archaeologist gains
a rogue talent. He gains an additional rogue talent for
every four levels of archaeologist gained after 4th level.
Otherwise, this works as the rogue’s rogue talent ability.

Evasion (Ex): At 6th level, an archaeologist gains evasion,
as the rogue ability of the same name.

Advanced Talent: At 12th level, and every four levels
thereafter, an archaeologist can choose an advanced rogue
talent in place of a rogue talent.

Any feedback or do you think I might be making the character too focused in luck?


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buy a jingasa
oh wait

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