Bigdaddyjug |
I love having a lot of different characters to play in PFS. Before the aasimar and tiefing were made illegal, I grandfathered in an aasimar bard. I chose to make it an archaeologist at the time, and took the Fate's Favored trait to boost the Archaeologist's Luck class feature. I'm just unsure what to do with it for feats other than Arcane Strike.
Angel-blooded aasimar (angelkin) bard (archaeologist) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 10 (1d8+2) (currently -11)
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 mwk longsword +6 (1d8+5/19-20)
Ranged shortbow +4 (1d6+2/×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)—expeditious retreat, feather step[APG] (DC 14)
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 +6; CMD 15
Feats Lingering Performance[APG]
Traits fate's favored, reactionary
Skills Diplomacy +7, Heal +2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +1, Perform (comedy) +7, Spellcraft +4, Use Magic Device +7; 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[UC], buckler, arrows (20), mwk longsword, shortbow, grappling arrow[UE], masterwork backpack[APG], silk rope (50 ft.), spell component pouch, 520 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 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.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Any recommendations are greatly appreciated. And don't worry, if bards aren't your thing, I'm sure I'll be asking about my druid or wizard or sorcerer or something else soon.
Bigdaddyjug |
I went fencing grace with mine, but it's a pretty versatile archetype. You might want to pick up a trait to make disable device a class skill.
Ohhhh that's a good idea. I wasn't happy with my 2nd trait anyway. Which trait would you recommend?
Edit: Oh and I considered going the Fencing Grace route, but I already have an Inspired Blade and a cleric that use rapiers. Although, the cleric is strength based and uses the rapier for its crit range.
Farg |
Here's a Natural attack based Tiefling Archaeologist who I've been playing in PFS for quite some time now.
I only went 5 levels in Bard and have dipped into Barb and Medium to improve combat competency as that was dropping off quickly due to the slow scaling nature of Archaeologist Luck.
If you plan on sticking with Bard just focus more on skills (Knowledge is king) or jack up your charisma and get spell focus enchantement and pick up the necessary save or suck spells to contribute to combat encounters.
I'd recommend not to go with fencing grace as it will make you feel useless in combat rather quickly.
Bigdaddyjug |
Hmmm, Vaganbond Child trait allows me to flesh out her backstory even better than it already was. I roleplay her as the heir to a noble family in Gault who joined the Pathfinder Society because she was bored.
With Vagabond Child, instead of being the heir to the family, she's a bastard who was kicked to the curb because of her impure (aasimar) blood.
@Farg, I'll almost certainly stay straight bard. I really don't like multiclassing except for prestige classes.
Edit: I'm actually debating going into Pathfinder Delver for this character, although it will slow down the Archaeologist's Luck bonuses.
Edit #2: I wouldn't get the +3 from Archaeologist's Luck until level 11 anyway, so I may as well go 6 levels of archaeologist bard (for Evasion) then 6 levels of Pathfinder Delver.
Edit #3: Pathfinder Delver doesn't advance spellcasting, so I'd never get higher than level 2 spells. I'm not sure if that's really going to be that big of a hindrance though.
Melkiador |
The luck does scale pretty slowly, but you don't notice it much because you are also getting bonuses from your spells like heroism. if you use your spells selfishly, your heroism will always be up. And arcane concordance allows your long duration buffs to all be extended.
An archery build always does well, but you may want to consider a reach build with the longspear. With bladed dash you could attack an enemy and then still end the turn outside of their threat range.
The push for being dex based is because of disable device and uncanny dodge.
Alex Mack |
Take a level of Sashbuckler
With swash grace, parry and response etc... you will be a better melee... and use dex to hit and on damge
Don't do this you need your swift actions for other things.
Also for long term viability archery, natural weapons or TWF are preferable to single weapon combat styles. But from my experience if you want to stay single classed Archaeologist don't plan to make meaningful contributions to melee combat past level 7 or so. While you can do decent damage if you focus on it (the Heroism Luck combo goes a long way) your survivability is gonna be dearly lacking as you only have light armor (or Mithral Breatplate with a trait) your HPs will be sucky as will your FORT save. You can buff up with Mirror Image and Blur but your average PFS combat is gonna be over by then.
Your best bet for a single class career is prolly gonna be archery. You can focus on DEX which improves you AC, initiative and important skill. Never being in the front lines means your fluffyness is of little concern and your damage contribution is gonna be good throughout your career even if it'll take a bit of time to get your feats together.
Outside of combat an Archaeologist just like every bard has a lot to offer.
Ginasteri |
I have this *exact* same character, though mine was found wandering the streets of Sothis (vagabond trait) and originally hired by the Osirions to do some work for them before joining the Society.
He's level 7 now. We recently had a scenario with 3 bards and a cleric. Yep. I tanked.
Hasted, lucked, heroismed...didn't have power attack, and, uh....i forgot I had arcane strike. It wasn't easy, but we prevailed.
I dipped a little bit into whip feats for some versatility. With Fate's favored, I have +3 going on everything pretty much all the time (52 rounds, at least). 18 cha, lingering performance, extra performance. So saying you have crappy saves is...misleading.
He's focused on having one of whatever is needed all the time. His name is Ready.
I'm sure you can do some decent damage output if you're really concerned by getting a 2-h weapon somehow, or even just using your longsword 2-h, adding power attack, luck, etc.
Axoren |
currently -11
Well, I wish you the best going forward, lol.
I'd definitely get Arcane Strike as you've been planning. If you plan to stay mobile instead of going for iterative attacks, you could probably do Power Attack or Deadly Aim (or both if you plan to switch-hit) without missing much. At this point, you're already getting 2+CL/4+1+CL/5+2+2*(BAB/4) extra damage.
Totaling up your bonus damage from those features per level gives you the following table.
CL BAB Damage
1 0 5
2 1 5
3 2 5
4 3 6
5 3 7
6 4 9
7 5 9
8 6 10
9 6 10
10 7 11
Bigdaddyjug |
@Ginasteri, that's what I was thinking. I don't have to be the best damage dealer in a group, as long as I'm not useless in combat. The biggest decision I have to make now is, do I go straight bard or go bard 6/delver 6. Dipping into delver costs me spell progression, but gets me some pretty cool things. Going straight bard gets me Luck +3 at 11, spell progression, and an extra rogue talent I can swap out for a combat feat.
Here's a Bard 6/Delver 6 I built. At level 12 +20/+15 for 1d8 + 20 isn't terrible, and I've still got 4 feats I can take. Straight bard would get another +1/+1 from Luck and another possible feat from rogue talents.
Angel-blooded aasimar (angelkin) bard (archaeologist) 6/pathfinder delver 6 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Campaign Setting: Seekers of Secrets, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 27, touch 14, flat-footed 25 (+8 armor, +2 deflection, +2 Dex, +2 natural, +3 shield)
hp 87 (12d8+24)
Fort +14, Ref +18, Will +15
Defensive Abilities evasion, thrilling escape, trap sense +4, uncanny dodge; Resist acid 5, cold 5, electricity 5, fortunate soul, left for dead
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Offense
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Speed 30 ft.; surefooted
Melee +3 longsword +20/+15 (1d8+20/19-20)
Special Attacks archaeologist's luck 14 rounds/day (+2), guardbreaker
Spell-Like Abilities (CL 12th; concentration +16)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 6th; concentration +10)
2nd (4/day)—blur, glitterdust (DC 16), heroism, mirror image
1st (5/day)—cure light wounds, expeditious retreat, feather step[APG] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, read magic, resistance
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Statistics
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Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +8; CMB +17; CMD 28
Feats Arcane Strike, Extra Performance, Lingering Performance[APG], Power Attack, Weapon Focus (longsword)
Traits fate's favored, vagabond child (urban)
Skills Acrobatics +16, Appraise +7, Bluff +9, Climb +11, Diplomacy +18, Disable Device +29, Disguise +9, Escape Artist +7, Fly +7, Heal +7, Intimidate +9, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +21, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (nature) +21, Knowledge (nobility) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +20, Perform (oratory) +24, Ride +7, Sense Motive +5, Spellcraft +22, Stealth +7, Survival +5, Swim +11, Use Magic Device +24; Racial Modifiers +2 Heal, +2 Knowledge (planes), master explorer, resourceful disabler
Languages Celestial, Common, Draconic, Sylvan
SQ bardic knowledge +6, clever explorer +3, lore master 1/day, rogue talent (weapon training)
Other Gear +4 darkleaf cloth lamellar (leather) armor[UC], +2 mithral buckler, +3 longsword, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, 10,870 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 +2 (14 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Clever Explorer +3 (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 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 succeed on Reflex save for half dam, take none instead.
Fortunate Soul (1/day) (Su) Reroll any save before results, must use second roll.
Guardbreaker (Ex) Trap sense is favored enemy bon vs. construct/ooze/undead. Stacks w/ranger.
Left for Dead (1/day) (Su) If would be killed by attack/saveable effect, is -1 & stable. Wakes 1 min later.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Master Explorer +3 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device.
Surefooted (Ex) Move through difficult terrain at full speed.
Thrilling Escape (1/day) (Ex) Imm, make disable chk vs. trap just triggered to delay activation 1 rd.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Bigdaddyjug |
Bigdaddyjug wrote:currently -11Well, I wish you the best going forward, lol.
I'd definitely get Arcane Strike as you've been planning. If you plan to stay mobile instead of going for iterative attacks, you could probably do Power Attack or Deadly Aim (or both if you plan to switch-hit) without missing much. At this point, you're already getting 2+CL/4+1+CL/5+2+2*(BAB/4) extra damage.
Totaling up your bonus damage from those features per level gives you the following table.
CL BAB Damage
1 0 5
2 1 5
3 2 5
4 3 6
5 3 7
6 4 9
7 5 9
8 6 10
9 6 10
10 7 11
Haha my hit points. Yeah I played the
lemeres |
But from my experience if you want to stay single classed Archaeologist don't plan to make meaningful contributions to melee combat past level 7 or so. While you can do decent damage if you focus on it (the Heroism Luck combo goes a long way) your survivability is gonna be dearly lacking as you only have light armor (or Mithral Breatplate with a trait) your HPs will be sucky as will your FORT save. You can buff up with Mirror Image and Blur but your average PFS combat is gonna be over by then.
I wouldn't say survivability is necessarily that bad... if you put favored class bonus into HP.
The choice for aasimar for more rounds of luck does limit its HP. Going without the extra hp starts edging you towards wizard levels of HP.
I honestly wouldn't worry about performance rounds. With lingering performance, you effectively triple your number of rounds. So even wtihout the favored class bonus, you would have 18 rounds.
They are spent in 3 round sets... but a lot of fights don't last past round 4. So you are pretty much covering the whole fight, and the rest is just clean up. So 6 fights per day is already plenty.
Bigdaddyjug |
Yeah, I'm planning on putting favored class bonus into HP. I just built the character at level 12 and I've got 2 feats and a rogue talent left over that I don't know what to do with.
Feats so far:
Lingering Performance
Arcane Strike
Weapon Focus (longsword) via rogue talent
Power Attack
Extra Performance (giving me 42 total rounds of Archaeologist's Luck)
The other rogue talent I took was Opportunist. I was thinking about taking combat reflexes since I do have a 14 Dex and the feats to spare. Was also considering Dimensional Agility and Dimensional Assault, since dimension door is on the bard list. If I use the other rogue talent on Combat Trick, I can get all 3.
Oh, and at level 12 I've got 99 HP and my lowest save is a +15 when Archaeologist's Luck is active.
Glorf Fei-Hung |
I haven't hashed out many details yet, but I'm looking at a Dhampir Bard with 2 (Maybe 3, not sure yet) level dips into Rogue(unchained) to unlock Trap skills weapon finesse and all the other low level Unchained goodies.
Plan to hit 18 (Maybe 20 CHA but I fear that may weaken other stats too much) at lvl 1 then be ultimate party face/skills character and do CC/Buffs with a little Melee goodness when it's appropriate.
Alex Mack |
Arcane Strike is just such an atrocious feat for an Archaeologist. It will literally only be on half of your combat rounds in most cases, and bars you from using your swift action on snazy things. And when it's on it's weapon specialization for most of your career. That's just so depressing...
Consider things like Deific Obedience (Irori). Additional traits (so many awesome traits out there) or feats that further boost saves or survivability.
99 HPs at level 12 sounds about snack size (depending on your AC) for the big bad... also you shouldn't factor Archaelogist's luck into your saves. You don't have it auto on outside of combat (when things like traps happen) and if the caster BBEG (pretty standard in mid to high tier scenarios) wins initiative you don't have it up either.
I recently had my Archaeologist drop to 15 HP in the first round of the BBEG fight. Good thing we had a Skald who was handing out +8 CON via raging song.
Bigdaddyjug |
Ok, so if I don't take Arcane Strike I've now got 3 (or 4) feats I don't know what to do with. My current traits are Vagabond Child and Faye's Favored. Got recommendations for 2 more? I
I also don't think I own the book for Deific Obedience, but I can always pick it up.
Edit: I also don't think I quite understand how Deific Obedience works, but I'm assuming that's all explained in Inner Sea Gods.
Edit #2: Deific Obedience is out. I'm not spending $28 for a PDF.
Bigdaddyjug |
1 person marked this as a favorite. |
Ok, so a few people were concerned with HP and AC, so I switched the level 12 build up a bit. I'll just have to decide what order to take the feats in. I also can swap out Extra Performance feat as I'm not sure I'll really need all of those rounds. I'm considering Twist Away and Great Fortitude.
Angel-blooded aasimar (angelkin) bard (archaeologist) 12 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
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Defense
--------------------
AC 28, touch 15, flat-footed 25 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +3 shield)
hp 111 (12d8+48)
Fort +15, Ref +19, Will +17
Defensive Abilities improved evasion, trap sense +4, uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 longsword +22/+17 (1d8+19/19-20)
Special Attacks archaeologist's luck 14 rounds/day (+3)
Spell-Like Abilities (CL 12th; concentration +16)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 12th; concentration +16)
4th (4/day)—dimension door, echolocation[UM], freedom of movement, greater invisibility
3rd (5/day)—arcane concordance[APG], haste, reviving finale[APG] (DC 17), see invisibility
2nd (6/day)—blur, glitterdust (DC 16), heroism, invisibility, mirror image
1st (6/day)—charm person (DC 15), comprehend languages, cure light wounds, expeditious retreat, feather step[APG] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, read magic, resistance
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Statistics
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Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +9; CMB +19; CMD 30
Feats Combat Reflexes, Dodge, Extra Performance, Lingering Performance[APG], Power Attack, Toughness, Weapon Focus (longsword)
Traits fate's favored, vagabond child (urban)
Skills Acrobatics +8, Appraise +8, Bluff +10, Climb +12, Diplomacy +25, Disable Device +30, Disguise +10, Escape Artist +8, Fly +8, Handle Animal +10, Heal +8, Intimidate +10, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +8, Perception +21, Perform (oratory) +25, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +23, Stealth +8, Survival +6, Swim +12, Use Magic Device +19; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ bardic knowledge +6, clever explorer +6, jack-of-all-trades, lore master 2/day, rogue talents (improved evasion, opportunist, weapon training)
Other Gear +4 darkleaf cloth lamellar (leather) armor[UC], +2 mithral buckler, +3 longsword, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, 10,870 gp
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Special Abilities
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Archaeologist's Luck +3 (14 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Clever Explorer +6 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white 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.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Alex Mack |
Worthwhile traits: Irrepressible, Armor Expert (yummy mithral breastplate), death touched (+2 versus mind affecting abilities), performer of the society (+3 rounds of performance i.e. saves you a feat)
Additional traits on it's own fills in for Dodge and Extra Performance.
Yeah 28 dollars is a lot to pay for +4 to all knowledges...
Bigdaddyjug |
Ok, I swapped Extra Performance and Dodge for Additional Traits, swapped out my +3 lamellar leather for a +3 mithral breastplate, and picked up Armor Expert and Maestro of the Society build. I've still got an extra feat left.
Angel-blooded aasimar (angelkin) bard (archaeologist) 12 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 14, flat-footed 26 (+9 armor, +2 deflection, +2 Dex, +2 natural, +3 shield)
hp 111 (12d8+48)
Fort +15, Ref +19, Will +17
Defensive Abilities improved evasion, trap sense +4, uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 longsword +22/+17 (1d8+19/19-20)
Special Attacks archaeologist's luck 11 rounds/day (+3)
Spell-Like Abilities (CL 12th; concentration +16)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 12th; concentration +16)
4th (4/day)—dimension door, echolocation[UM], freedom of movement, greater invisibility
3rd (5/day)—arcane concordance[APG], haste, reviving finale[APG] (DC 17), see invisibility
2nd (6/day)—blur, glitterdust (DC 16), heroism, invisibility, mirror image
1st (6/day)—charm person (DC 15), comprehend languages, cure light wounds, expeditious retreat, feather step[APG] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, read magic, resistance
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +9; CMB +19; CMD 29
Feats Additional Traits, Combat Reflexes, Lingering Performance[APG], Power Attack, Toughness, Weapon Focus (longsword)
Traits armor expert, fate's favored, maestro of the society, vagabond child (urban)
Skills Acrobatics +8, Appraise +8, Bluff +10, Climb +12, Diplomacy +25, Disable Device +30, Disguise +10, Escape Artist +8, Fly +8, Handle Animal +10, Heal +8, Intimidate +10, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +8, Perception +21, Perform (oratory) +25, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +23, Stealth +8, Survival +6, Swim +12, Use Magic Device +19; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ bardic knowledge +6, clever explorer +6, jack-of-all-trades, lore master 2/day, rogue talents (improved evasion, opportunist, weapon training)
Other Gear +3 mithral breastplate, +2 mithral buckler, +3 longsword, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, 14,480 gp
--------------------
Special Abilities
--------------------
Archaeologist's Luck +3 (11 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Clever Explorer +6 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white 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.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Bigdaddyjug |
If you are going combat reflexes anyway, why not drop the longsword stuff for longspear stuff? But I really don't care too much for combat reflexes on a class that can't be caught flat footed anyway.
I can do that. The only thing I worry about with the longspear is losing 3 AC from losing the buckler. That does give me a considerable amount of extra money to play around with, though. What do you mean you don't care for Combat Reflexes on a class that can't be caught flat-footed? Those two things don't interact. Combat Reflexes gives extra AOOs.
How about throwing a extra rogue talent in the mix and get trapspotter or some other goodie?
This is a good idea, although it won't come online until level 6 I think.
Red Metal |
Melkiador wrote:If you are going combat reflexes anyway, why not drop the longsword stuff for longspear stuff? But I really don't care too much for combat reflexes on a class that can't be caught flat footed anyway.I can do that. The only thing I worry about with the longspear is losing 3 AC from losing the buckler. That does give me a considerable amount of extra money to play around with, though. What do you mean you don't care for Combat Reflexes on a class that can't be caught flat-footed? Those two things don't interact. Combat Reflexes gives extra AOOs.
Combat Reflexes also lets you take AOOs while flat-footed, so someone with Uncanny Dodge doesn't gain any benefit from that part of the feat.
Bigdaddyjug |
Bigdaddyjug wrote:Combat Reflexes also lets you take AOOs while flat-footed, so someone with Uncanny Dodge doesn't gain any benefit from that part of the feat.Melkiador wrote:If you are going combat reflexes anyway, why not drop the longsword stuff for longspear stuff? But I really don't care too much for combat reflexes on a class that can't be caught flat footed anyway.I can do that. The only thing I worry about with the longspear is losing 3 AC from losing the buckler. That does give me a considerable amount of extra money to play around with, though. What do you mean you don't care for Combat Reflexes on a class that can't be caught flat-footed? Those two things don't interact. Combat Reflexes gives extra AOOs.
Oh ok. I can't say I've ever paid attention to that part of the feat since I almost always seem to take Combat Reflexes on characters with Uncnany Dodge. I'm mainly taking it here for the 2 extra AoOs per round from the 14 Dex the character has.
Melkiador |
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You lose the AC from going longspear, but it also means you don't have to get as close to your enemies to do damage. That little bit of extra reach may even keep you from needing to roll as many fort saves.
Personally, it's rare for me to be in situations where I need to make more than one AoO in a round. It does happen, but it's not even once per session. To me, the big benefit of Combat Reflexes is getting to take AoO even when flat footed.
Bigdaddyjug |
I took Combat Reflexes because of the Opportunist rogue talent that allows me to take an AoO as an immediate action when one of my teammates lands a melee attack.
I'm not against dropping Opportunist (for Trap Spotter) and Combat Reflexes, but then that leaves me with 2 available feats, replacing Combat Reflexes and Extra Rogue Talent.
Bigdaddyjug |
I decided not to take Opportunist to get Trap Spotter. This makes Combat Reflexes less appealing. So I've still got my level 9 and 11 feats.
Here's the build:
Traits: Fate's Favored, Vagabond Child (disable device)
1. Lingering Performance
3. Power Attack
4. Weapon Training rogue talent
5. Additional Traits (Maestro of Society, Armor Expert)
7. Toughness
8. Trap Spotter rogue talent
9.
11.
12. Improved Evasion rogue talent
Possible feats for level 9 are Twist Away and Great Fortitude.
I have no clue what to take at 11.
Alex Mack |
Combat reflexes and Longspear also give you some capacity to use reach Cleric tactics. I.e. move and cast on on your turn, attack with AoO. As I argued above if your Charisma is high enough casting debuffs is actually a good use of a standard action. Casting Haste is always worth it.
I wouldn't count on this working regularly in PFS though unless you have a consistent group of folks you play PFS with.
lemeres |
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Personally, it's rare for me to be in situations where I need to make more than one AoO in a round. It does happen, but it's not even once per session. To me, the big benefit of Combat Reflexes is getting to take AoO even when flat footed.
Beside the build advantages he mentioned, I also view the extra AoOs as insurance.
If you only have 1 AoO, then the GM just has to waste your time with a single minion to eat it up. Then he could get around you without any concerns. But with the feat, you likely have 3 AoOs, which means that it isn't even worth trying to eat up your AoOs. It is basically like mutually assured destruction policy with nuclear weapons- you have a ton of them so that you don't have to use any at all, because the enemy knows that they can't completely stop you.
Well, that, and the fact that pretty much every single reach user would love to have a fortuitous weapon. Getting a mini full attack outside of your turn rocks. But each of the hits are separate AoOs.
Anyway, suggested level 9 feat for a reach user- Lunge. It is a -2 to AC, but it means you can attack from even further away. That means you might be close enough to full attack, but the enemy has to spend a move action and eat AoOs to get to you. So the AC loss is worth it for the benefit to tactical offense and defense. This goes into level 9 slot for you, since 3/4 BAB do not qualify for the feat until level 8.
lemeres |
Lunge is the best with a reach weapon. With the reach and a 5' step, it is basically a mini pounce allowing you to attack anything 20' away.
Not as great for the initial charge, but fantastic when both sides have closed in on eachother. And it preserves some defensive abilities through positioning and your threatened area.
And bards won't really miss that initial charge anyway. You can just hang back and put buffs on everyone during the first turn.
ngc7293 |
Though I am not playing PFS, I have an Arcane Duelist.
I have given him Master Performer and later Grand Master Performer to increase my performances. At 11th level his Inspire Courage is +5/+5. I think the numbers would be the same for your Archeologist. Unfortunately, he would need Extra Performance before he took Master Performance. It has some kind of Academy thing with it that my GM didn't bother with but I don't know how PFS deals with such things.
Gisher |
Yeah I'm slotting Lunge in at 9 for sure. Got any recommendations for level 11 feat?
For a reach build Phalanx Formation is worth consideration.
Bigdaddyjug |
Well yeah, that's an obvious feat to slot in at 11 if I'm taking Lunge at 9. I may even retrain at level 8 to put Lunge at 7, take Phalanx Formation at 9, and Toughness at 11. Of course that means buying another book.
I can just take Phalanx at 7 and Lunge at 9.
Angel-blooded aasimar (angelkin) bard (archaeologist) 12 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 25, touch 14, flat-footed 23 (+9 armor, +2 deflection, +2 Dex, +2 natural)
hp 111 (12d8+48)
Fort +15, Ref +19, Will +17
Defensive Abilities improved evasion, trap sense +4, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +2 longsword +20/+15 (1d8+18/19-20) or
+3 cold iron longspear +22/+17 (1d8+25/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 cold iron longspear)
Special Attacks archaeologist's luck 11 rounds/day (+3)
Spell-Like Abilities (CL 12th; concentration +16)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 12th; concentration +16)
4th (4/day)—dimension door, echolocation[UM], freedom of movement, greater invisibility
3rd (5/day)—arcane concordance[APG], haste, reviving finale[APG] (DC 17), see invisibility
2nd (6/day)—blur, glitterdust (DC 16), heroism, invisibility, mirror image
1st (6/day)—charm person (DC 15), comprehend languages, cure light wounds, expeditious retreat, feather step[APG] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, read magic, resistance
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Statistics
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Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +9; CMB +19; CMD 29
Feats Additional Traits, Lingering Performance[APG], Lunge, Phalanx Formation, Power Attack, Toughness, Weapon Focus (longspear)
Traits armor expert, fate's favored, maestro of the society, vagabond child (urban)
Skills Acrobatics +8, Appraise +8, Bluff +10, Climb +12, Diplomacy +25, Disable Device +30, Disguise +10, Escape Artist +8, Fly +8, Handle Animal +10, Heal +8, Intimidate +10, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +8, Perception +21, Perform (oratory) +25, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +23, Stealth +8, Survival +6, Swim +12, Use Magic Device +19; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ bardic knowledge +6, clever explorer +6, jack-of-all-trades, lore master 2/day, rogue talents (improved evasion, trap spotter, weapon training)
Other Gear +3 mithral breastplate, mithral heavy steel shield, +2 longsword, +3 cold iron longspear, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, 8,155 gp
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Special Abilities
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Archaeologist's Luck +3 (11 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Clever Explorer +6 (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 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.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
I think it's a pretty good build. Both melee attacks are probably hitting, all 3 if you consider I can haste myself. If all 3 land, I do an average of 84 damage per round. I've also got incredible amounts of out of combat utility.
Bigdaddyjug |
Oh man, I WAS planning on taking 1 level of Gunslinger at level 12 (mysterious stranger), but getting that Improved Evasion from level 12 of bard may be too tempting.
Yeah, Improved Evasion is nice. I wish I had the feat to take Twist Away, which allows you to make reflex saves in places of fortitude saves. I may have to forego Trap Spotter at level 8 to pick up an extra feat and get Twist Away.