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General Tabletop Discussion
Character Builds & Optimization
Lore Bard Debuffer: Spell Selection and Choice of Dip
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<blockquote data-quote="smbakeresq" data-source="post: 7480862" data-attributes="member: 28301"><p>As a Bard always check out Paladin spells. The spells given to Paladins are balanced around them being half casters and thus getting them later. For example although you don't need it, a Paladin gets Aura of Vitality at level 9 to heal 20-120 HP at range over 10 rounds. You can get at level 6 and do the same, or level 7 with a life cleric dip at level 1 to heal 70-170 HP. Destructive Wave is just ok when a Paladin gets it at level 17, its much better for a Bard at level 10.</p><p></p><p>It doesn't fit with your group, but Crusaders Mantle is a great poach if you have it paired with a bunch of attacks, like someone elses animate objects.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7480862, member: 28301"] As a Bard always check out Paladin spells. The spells given to Paladins are balanced around them being half casters and thus getting them later. For example although you don't need it, a Paladin gets Aura of Vitality at level 9 to heal 20-120 HP at range over 10 rounds. You can get at level 6 and do the same, or level 7 with a life cleric dip at level 1 to heal 70-170 HP. Destructive Wave is just ok when a Paladin gets it at level 17, its much better for a Bard at level 10. It doesn't fit with your group, but Crusaders Mantle is a great poach if you have it paired with a bunch of attacks, like someone elses animate objects. [/QUOTE]
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Lore Bard Debuffer: Spell Selection and Choice of Dip
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