Adventuring Archaeologist

The Adventuring Archaeologist must be prepared for almost any type of situation. Due to this necessity, they are one of the most flexible class builds available. They gain limited (but flexible) spellcasting through the Guild Magic feat, combat flexibility from the same feat, skill buffs, utilize their whip for Combat Maneuvers, and a pistol for damage.   "Classes" used in this build (in rough order of priority) are the Whip Fighter, Skill Monkey, Guild Sister, Melee CC Fighter, and the Glue Class to make it all work together.   Ancestry- Tusammah (+2 INT, +2 CON, -2 STR)
Culture- Any (take Focused Skills feat)
Guild- Any (take Favored Arms feat)
  Starting Focused Skills- Whips and Thrown Weapons, Defense, Crossbows and Firearms, Guild Magic, Summon Magic, Alteration Magic, Social Sciences, Sleight of Hand, Bluff, Acrobatics
Stat Progression- INT is the highest priority, but DEX and WIS adds a fair amount of value as well.
HP and PP Progression- Take HP every even CL, take PP every odd CL.
Starting Feat- Smug Intellectual (take whatever spells you want, you'll forget them all before CL 2)  
Feats
  Guild Magic
Smart
Unique Perspective (INT to Whips and Thrown Weapons, Acrobatics, skill or save of your choice)
Patron Bound - Patron of Intellect
Maneuver Specialization (acrobatics)
Maneuver Mastery (trip, disarm, grapple)
Unique Attack
Quicker Cast
Deadly Maneuver (trip)
Guild Sister
Rapid Reload
Spell Modification
Avatar of Intellect
Ranged Melee Mastery
Weapon Focus (whip)
Weapon Focus (firearms)
Improved Critical (firearms)
Rapid Reload
Metamagic Specialization
Deadly Maneuver (grapple)
Deadly Maneuver (disarm)
cl 14 Rapid Reload
Weapon Specialization (whip)
Weapon Specialization (firearms)
Combine Spell
Greater Combine Spell
Metamagic Mastery
Guildmistress
Technical Spell Modification
Hurtful Attack (firearms)
Vicious Attack
Brutal Attack

How the Class is Played
  This build is feat HUNGRY since it is juggling multiple roles; a jack of all trades, master of none. Two feats that are reasonably crucial to this class will usually be taken through the Grant Ability spell gained through the Guild Magic feat, Jock and Nerd. The primary role for this class is Skill Monkey, and the 1d6 boost to skill checks granted by Jock and Nerd help a lot, particularly before taking Patron of Intellect (also adds d6s to skill checks).   Due to the afforementioned feat hunger, some players might wish to forgo some combat feats in exchange for earlier spellcasting feats, and the Grant Ability spell can help fill that gap. If choosing to do so, skip taking Deadly Maneuver feats, and prioritize spellcasting feats over combat feats. This becomes MUCH easier if the Character takes the Guild Sister and Combine Spells feats early, which allow you to create a spell that contains all the buffs and feats you need for combat.   Some players might not care much for the magic (or not need it that much), in that case just skip the magic feats until all combat feats have been taken with the exceptions of Smug Intellectual, Guild Magic, and Quicker Cast, these unlock almost all the core spellcasting concepts of the class on their own. You can also skip the other Magic feats outright, and if so look at the Precision Fighter, Unarmed Fighter, Crossbow or Firearms Fighter and Melee CC Fighter.   CL 1-2- You're an ok spellcaster, who gets to choose a set of spells each time they start an encounter, and carries a whip and gun. You can quick draw as a Free Action though, which means easy switching between gun, whip, or spells. Keep track of your (INT+1 per round) Free Actions!!!
End of CL 2 Stats are 10 STR, 10 DEX, 12 CON, 20 INT, 10 WIS, 10 CHA   CL 3-5- You get your primary Skill Monkey ability, Patron of Intellect! You also start coming into your own as a whip using combatant, particularly after Unique Attack (grants INT to damage).
End of CL 5 Stats are 10 STR, 11 DEX, 12 CON, 20 INT, 12 WIS, 10 CHA   CL 6-9- At CL 6 you take the feat that lets you cast spells faster, then attack more easily, and you can hurt people with the trip combat maneuver. CL 7 you can finally take the feat that lets you consider using your pistol more than once in combat (though you'll still want to use the Grant Ability spell to take another instance of the Rapid Reload feat). From CL 8-9 you come into your own as a Client (Patron feat user) and Spellcaster, by using the Patron of Intellect bonus for attack rolls and metamagic (spell manipulation; range, power, duration, etc) for spells.
End of CL 9 Stats are 10 STR, 12 DEX, 12 CON, 22 INT, 12 WIS, 12 CHA

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