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[3.5] Help my bard contribute [Thanks guys!]
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<blockquote data-quote="Technik4" data-source="post: 1017366" data-attributes="member: 7211"><p>You are actually in a really good position, being able to start at level 5. Personally I think the weakest bard levels are early on, by level 5 you can have any number of different things going to make sure you are always useful (and always "scoring").</p><p></p><p>You assesed the bard correctly. Medium BAB, no sneak, no power attack. Essentialy, nothing going for him in terms of combat. You are not interested in going the archer-bard way, which I can understand, so below I will outline 2 other bard-archetypes.</p><p></p><p>Brd4/Sor1 - Bard-Mage</p><p>Pros: </p><p>-Able to use many types of wands, without UMD.</p><p>-Same primary ability score, so no need to worry about having 2 stats to pump (this really only becomes evident with staffs, in 3.5 you can use your own stats, feats, and caster levels to activate staves). Also useful when it comes to bonus spells.</p><p>-Sorceror level should pump magical skills (and still allows Bluff progression).</p><p>-Great 1st level utility spells that you can't otherwise get - Magic Missile, Prot from Evil will keep you alive.</p><p></p><p>Cons:</p><p>-Not much of a melee combatant, not much of a wizard (without wands and scrolls). </p><p>-Weak familiar.</p><p>-Slightly lower BAB and HP than straight bard.</p><p>-Arcane Spell Failure when casting sorceror spells in armor.</p><p></p><p>Brd3/Pal2 - Holy Bard</p><p>Pros:</p><p>-Same martial profs gained as a fighter would (and more than bard).</p><p>-Key ability score overlaps nicely, allowing a high Cha to do double duty promoting saves and the occasional smite bonus.</p><p>-Singing + Holy Aura means you are born to lead. Getting a cohort would make sense in-game as well as be a good move mechanically.</p><p>-Can use scrolls and wands off pal spell list.</p><p></p><p>Cons:</p><p>-2 levels behind on bardic abilities.</p><p>-Have to follow the code.</p><p>-Not sure if combo is allowed by bard class (but lenient DM may not mind).</p><p></p><p></p><p>Not sure if those are any help. Another good idea may be to become an aasimar, it will cost you a level but it gives some nice bonuses for a bard. Not sure if it will be worth the level of HD, saves, and spells/abilities though.</p><p></p><p>One thing I haven't seen suggested is the whip. I know its not a very powerful weapon as far as damage, but I think by now we've seen you'll never do much damage. However a +1 Spell-Storing Wounding Whip can have many applications. Releasing a spell you stored the day before (or a spell the cleric or wizard stored for you) coupled with a good chance to hit and a good range means you may get where others cant. The wounding means you are doing damage even when you arent, by draining CON. Additionally, by taking Expertise-Improved Disarm-Improved Trip you can help mix things up among weapon-wielders and creatures your size respectively. Merciful also makes for a good enhancement (+1d6 non-leathal damage), and you may angle towards taking hostages a lot.</p><p></p><p>If you have the rules from Sword and Fist at your disposal, you can even go whip dagger and try for Lasher later in your career. Again, you are focused on combat, but not necessarily the raw damage aspect of it.</p><p></p><p>I'm saddened that there still isn't a whip under "Specific Weapons" in the DMG, that space being eaten up to an extent by things like Adamantine Battleaxe and Adamantine Dagger, but it may be fun to give it a try. Additionally with a few changes the whip could make for a fun alt. duelist.</p><p></p><p>Technik</p><p></p><p></p><p>Edit: Saw someone mention whip after I wrote but before I posted, sorry!</p></blockquote><p></p>
[QUOTE="Technik4, post: 1017366, member: 7211"] You are actually in a really good position, being able to start at level 5. Personally I think the weakest bard levels are early on, by level 5 you can have any number of different things going to make sure you are always useful (and always "scoring"). You assesed the bard correctly. Medium BAB, no sneak, no power attack. Essentialy, nothing going for him in terms of combat. You are not interested in going the archer-bard way, which I can understand, so below I will outline 2 other bard-archetypes. Brd4/Sor1 - Bard-Mage Pros: -Able to use many types of wands, without UMD. -Same primary ability score, so no need to worry about having 2 stats to pump (this really only becomes evident with staffs, in 3.5 you can use your own stats, feats, and caster levels to activate staves). Also useful when it comes to bonus spells. -Sorceror level should pump magical skills (and still allows Bluff progression). -Great 1st level utility spells that you can't otherwise get - Magic Missile, Prot from Evil will keep you alive. Cons: -Not much of a melee combatant, not much of a wizard (without wands and scrolls). -Weak familiar. -Slightly lower BAB and HP than straight bard. -Arcane Spell Failure when casting sorceror spells in armor. Brd3/Pal2 - Holy Bard Pros: -Same martial profs gained as a fighter would (and more than bard). -Key ability score overlaps nicely, allowing a high Cha to do double duty promoting saves and the occasional smite bonus. -Singing + Holy Aura means you are born to lead. Getting a cohort would make sense in-game as well as be a good move mechanically. -Can use scrolls and wands off pal spell list. Cons: -2 levels behind on bardic abilities. -Have to follow the code. -Not sure if combo is allowed by bard class (but lenient DM may not mind). Not sure if those are any help. Another good idea may be to become an aasimar, it will cost you a level but it gives some nice bonuses for a bard. Not sure if it will be worth the level of HD, saves, and spells/abilities though. One thing I haven't seen suggested is the whip. I know its not a very powerful weapon as far as damage, but I think by now we've seen you'll never do much damage. However a +1 Spell-Storing Wounding Whip can have many applications. Releasing a spell you stored the day before (or a spell the cleric or wizard stored for you) coupled with a good chance to hit and a good range means you may get where others cant. The wounding means you are doing damage even when you arent, by draining CON. Additionally, by taking Expertise-Improved Disarm-Improved Trip you can help mix things up among weapon-wielders and creatures your size respectively. Merciful also makes for a good enhancement (+1d6 non-leathal damage), and you may angle towards taking hostages a lot. If you have the rules from Sword and Fist at your disposal, you can even go whip dagger and try for Lasher later in your career. Again, you are focused on combat, but not necessarily the raw damage aspect of it. I'm saddened that there still isn't a whip under "Specific Weapons" in the DMG, that space being eaten up to an extent by things like Adamantine Battleaxe and Adamantine Dagger, but it may be fun to give it a try. Additionally with a few changes the whip could make for a fun alt. duelist. Technik Edit: Saw someone mention whip after I wrote but before I posted, sorry! [/QUOTE]
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