airwalkrr
Adventurer
[MENTION=36150]Herobizkit[/MENTION], Rhun's answers are quite accurate and close to what I would have posted myself so I won't repeat.
Re: Battle Dancer - That feat appears broken. A bard already benefits from his own song, so a +2 morale bonus to attack rolls for moving doesn't stack, which means the whole feat is completely pointless with 8 levels of bard. Even before you get 8 levels of bard the feat seems worth less than Weapon Focus. I would probably go with the assumption that the developers intended the morale bonus to stack with the bard's morale bonus for inspire courage, but even then, it is a touch on the weak side.
Re: Monk - A 12th-level monk with all the right magical item choices could be an extremely potent character. But the 3/4 BAB is a liability for the warrior slot, especially for a class that emphasizes melee combat without weapons (read: weapons that can have magic enhancement bonuses to hit and damage). You are stuck having to choose between an amulet of mighty fists, a periapt of wisdom, an amulet of health, and an amulet of natural armor for your neck slot. The best solution would probably be to go with the periapt of wisdom or amulet of health and rely on the party wizard or cleric to cast greater magic weapon on your unarmed strike (pretty sure that's a legal use of the spell for monks). Even then, you are stuck with a tough choice. A half-orc or halfling is the best way to maximize your to-hit bonus though; either the half-orc for Str or the halfling for Dex + Weapon Finesse. The half-orc is arguably better because Str improves damage as well. Final thought on the monk: by 12th-level the monk is actually a comparable class to the fighter or barbarian in terms of what a warrior archetype needs to do. It's still better at defense than offense, but it could work. Just don't multi-class. If you go monk, you better go all the way, otherwise those monk levels are pretty much wasted.
Re: Bard - This is one of those classes that I feel is worth dipping into for only one or two levels. Otherwise it's best to just go with a pure bard. A 12th-level bard packs a punch with crowd-control abilities like fascinate, which has an insanely high save DC at that point and up to 5th-level spells, which isn't too shabby. Add to that your Use Magic Device score would be incredible and you've got a very nifty character to add. If the party included both a 12th-level bard AND a 12th-level wizard, I could probably allow the party to forgo the warrior slot. At that point you've got enough battlefield control to handle virtually anything you come across without having to rely on someone to soak up the damage. I would probably stress that both bard and wizard would need Improved Initiative though because if at least one of them isn't going first there could be problems. By 12th-level, save-or-die effects begin to become common and you will need to rely on being able to go first to pre-empt a lot of those in one way or another.
Re: Battle Dancer - That feat appears broken. A bard already benefits from his own song, so a +2 morale bonus to attack rolls for moving doesn't stack, which means the whole feat is completely pointless with 8 levels of bard. Even before you get 8 levels of bard the feat seems worth less than Weapon Focus. I would probably go with the assumption that the developers intended the morale bonus to stack with the bard's morale bonus for inspire courage, but even then, it is a touch on the weak side.
Re: Monk - A 12th-level monk with all the right magical item choices could be an extremely potent character. But the 3/4 BAB is a liability for the warrior slot, especially for a class that emphasizes melee combat without weapons (read: weapons that can have magic enhancement bonuses to hit and damage). You are stuck having to choose between an amulet of mighty fists, a periapt of wisdom, an amulet of health, and an amulet of natural armor for your neck slot. The best solution would probably be to go with the periapt of wisdom or amulet of health and rely on the party wizard or cleric to cast greater magic weapon on your unarmed strike (pretty sure that's a legal use of the spell for monks). Even then, you are stuck with a tough choice. A half-orc or halfling is the best way to maximize your to-hit bonus though; either the half-orc for Str or the halfling for Dex + Weapon Finesse. The half-orc is arguably better because Str improves damage as well. Final thought on the monk: by 12th-level the monk is actually a comparable class to the fighter or barbarian in terms of what a warrior archetype needs to do. It's still better at defense than offense, but it could work. Just don't multi-class. If you go monk, you better go all the way, otherwise those monk levels are pretty much wasted.
Re: Bard - This is one of those classes that I feel is worth dipping into for only one or two levels. Otherwise it's best to just go with a pure bard. A 12th-level bard packs a punch with crowd-control abilities like fascinate, which has an insanely high save DC at that point and up to 5th-level spells, which isn't too shabby. Add to that your Use Magic Device score would be incredible and you've got a very nifty character to add. If the party included both a 12th-level bard AND a 12th-level wizard, I could probably allow the party to forgo the warrior slot. At that point you've got enough battlefield control to handle virtually anything you come across without having to rely on someone to soak up the damage. I would probably stress that both bard and wizard would need Improved Initiative though because if at least one of them isn't going first there could be problems. By 12th-level, save-or-die effects begin to become common and you will need to rely on being able to go first to pre-empt a lot of those in one way or another.