
Heather 540 |

I'm redoing an old character, my very first Pathfinder character, as her original build was completely horrible. She is a gnome archaeologist bard with the first level being Inspired Blade Swashbuckler. The Swash level is for the bonus feats so that she can actually do damage in a melee fight if needed.
My plan for her is to be the one they ask for any needed knowledge rolls, as well as Disarming enemies with her whip. Using the whip will prevent AoOs due to reach and gives a small bonus to the roll.
The first trait I will be giving her is Fate's Favorite. This will boost her Archaeologist's Luck class feature. I'm trying to decide what the other trait should be. I've narrowed it down to these:
Criminal: +1 Disable Device, class skill.
Etymologist: +1 Linguistics, class skill, +1 bonus language.
Maestro of the Society: +3 rounds of Bardic Performance or Archaeologist's Luck per day.
Intrepid Volunteer: Use Dex instead of Strength for Disarm. (Halfling trait, requires Adopted.)

lemeres |

Once you take lingering performance, those +3 rounds of performance actually add +9 rounds.
it is practically mandatory if you aren't grabbing another source of rounds, such as the feat for extra performance rounds. The archetype doesn't get extra rounds from level- if you want to use the main mechanic, you need to find a way to make it last longer.
Of course, the investment can be well worth it- the luck adds to saves, after all.

lemeres |

Why don’t you just drop inspired blade and focus on the whip over the rapier?
I think it is because he is aiming for dex to damage at level 1.
Fencing grace requires weapon finesse and weapon focus(rapier) (slashing grace is similar, but uses weapon focus for the weapon you want to use). Swashbucklers get weapon finesse automatically. But getting both weapon finesse and a left over feat for fencing grace... that is the problem.
it isn't hard for a human- they have two feats. But he is playing a gnome. So inspired blade is the easiet way to dex to damage on such a build- the archetype gives free weapon focus.

Heather 540 |

Exactly. While I would like to focus on the Disarm Maneuver, that won't always be possible. For example - monsters that aren't using weapons, or having an opponent right next to me. Inspired Blade lets me do actual damage in a fight right off the bat.
I think I'll go with the Agile Maneuvers feat at level 3. I'm leaning towards Criminal or Maestro.
You know what's weird? Archaeologist Bard gives a bonus to Disable Device, yet doesn't make it a class skill. I wonder if that's a mistake.

![]() |
Indomitable Faith. Following a god or believing only on yourself, it may not be on your narrowed list, but the PCs will never have enough will saves, and it's not that Additional Traits won't be available later on for your purposes (Maestro of the Society is not that needed).
I would not focus on maneuvers since the more level up, the less the NPCs will care about it. Hurting comes first

Heather 540 |

Yeah, that does become a problem later on, I guess.
I can't take Indomitable Faith. I'm already taking Fate's Favored and that's also a Faith trait. Fate's Favored will boost my Archaeologist's Luck as soon as I take a level in Archaeologist Bard. And Archaeologist's Luck applies to every roll, including saves.

Slim Jim |

If I decide not to go with 'Maestro of the Society' then I'll be going with 'Nimble Fingers, Keen Mind' instead. It gives the same bonuses as 'Criminal' but is better in terms for backstory and RP.
If you go this route, you'll also need to pick up the Trapfinding class feature via a rogue talent - otherwise you can't disable magical traps.

![]() |
Trap Spotter only allows a PC to try detecting traps 10 ft. before it actually stomps on it so being able to disable only mechanical traps is not enough. Magical ones potentially are worse
The archetype does not provide for Trapfinding so it's an issue in that case. Either taking a rogue or a seeker oracle dip, or a trait but I don't know if there is one for this.

Cavall |
Heather 540 wrote:If I decide not to go with 'Maestro of the Society' then I'll be going with 'Nimble Fingers, Keen Mind' instead. It gives the same bonuses as 'Criminal' but is better in terms for backstory and RP.If you go this route, you'll also need to pick up the Trapfinding class feature via a rogue talent - otherwise you can't disable magical traps.
At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps
That shouldn't be an issue.

Heather 540 |

Along with my bard here, I'm planning to retrain a trait for the character I'm currently playing. She's a halfling hunter with a focus on flanking with her companion, which she rides. As well as forcing the opponents to provoke an AoO from her and the companion at later levels. I originally gave her Muscle of the Society to boost her carrying, but that's no longer needed.
Her other trait is Dirty Fighter (a Combat trait) and her feats go like this:
1: Weapon Finesse
2: Outflank (class feature)
3: Weapon Focus, Pack Flanking
5: Dervish Dance
6: Broken Wing Gambit
7: Combat Reflexes
9: Precise Strike, Paired Opportunists.
We're on level 5 at the moment.
Any suggestions?

Heather 540 |

Ooh, I found another trait that could be useful. It's a regional trait that gives +1 Intimidate when wielding a whip and once a day when you successfully use a whip to trip or disarm, you get one panache point back. It's called Scourge of the Seas.
The trait Snowstride looks pretty good too, allowing me to attempt a trip maneuver on Large creatures instead of just Medium and smaller.

![]() |
The best hunter is the one who can fight without the help of its AC. The teamwork feats are largely enough, it is not needed to dedicate normal feats to these. Because the bad surprise probability of being unable to use the AC for any reason is not zero. One-square wide dungeon crawling ? Maneuverability is poor even with it being medium-sized.
So there's a need to deal self damage much sooner. Weapon Focus is not needed for the purposes of Dervish Dance so the latter can be taken at level 3, and Power Attack at 5. Lots of the NPCs won't be dumb and won't provoke free AoO. The PC has to be built to actively provoke them by making them go down or something else. At 9 replacing Paired Opportunists by either Toughness or Iron Will is a decent idea because the hunter is not gifted with big will saves, nor has a big amount of hp.

Slim Jim |

A halfling on a medium mount isn't going to have (that many) problems in dungeons.
Heather? Get Pack Flanking and Paired Opportunists. Wolf gets Greater Trip. You pick a different maneuver type and go Greater in it. Tag-team AoOpolusa. If you upgrade animal at some point, get one whose natural weapon can use tusk blades (horn or tusk for gore).