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General Tabletop Discussion
*Pathfinder & Starfinder
a few questions about the BARD
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<blockquote data-quote="Zaruthustran" data-source="post: 1153482" data-attributes="member: 1457"><p>3.5 Bard is much better than 3.0 Bard. Go 3.5.</p><p></p><p>I suggest you play a Human. A human gets an extra feat, which you can spend on Negotiator for a +2 bonus to Diplomacy and Sense Motive. This one feat gives you the same Diplomacy bonus as the half-elf, but you also get +2 to Sense Motive and bonus skill points. </p><p></p><p>Put your highest or second-highest stat in Int, then Cha, then whatever you like. Max out your social skills and knowledge: nobility. At the least, get:</p><p></p><p>Diplomacy 4</p><p>Know: Nobil 4</p><p>Sense Motive 4</p><p>Bluff 4</p><p></p><p>The last three all give +2 synergy bonuses to Diplomacy once you pick up 5 ranks. 5 ranks is all you need in Know: Nobil; after 2nd level stop maxing it out and put the point in another skill.</p><p></p><p>Other skills to consider, in order of value:</p><p>Tumble (at least 1 point)</p><p>Know: history (gives synergy to Bardic Knowledge)</p><p>Know: Arcana</p><p>Speak Language (your main role is "talker", so you're useless if you don't speak the language)</p><p>Spellcraft</p><p>Gather Information</p><p>Disguise</p><p>Sleight of Hand</p><p>Hide</p><p>Listen</p><p>Move Silently</p><p></p><p>I recommend you not get any levels in any class other than Bard. Instead of trying to be a rogue, use your high charisma and social skills to hire a good rogue. </p><p></p><p>For feats, I'd go with Combat Expertise or Improved Trip at first level, Negotiator at 3rd level, and Leadership at 6th level. If you're not strong instead go with Spell Focus: Enchantment and Improved Initiative.</p><p></p><p>You may consider going for the Holy Liberator prestige class so that you can get Divine Grace (Cha bonus to saves). If you do that you'll need the Iron Will feat. Also consider Mindbender--being able to communicate telepathicly is a HUGE benefit to bards.</p><p></p><p>Your combat role is to prevent combat by using Diplomacy and Fascinate. Failing that, your role is to take out bad guys with spells (Tasha's Laughter, Sleep, Cause Fear, even the lowly Daze), boost and protect the party with music, and use your whip to Aid Another from 15' away. You're not a damage dealer so don't try to be. Bards can make decent archers but doing a puny d8 arrow damage is less valuable than giving +2 to-hit to your raging barbarian pal who's swinging his +1 frost greatsword for 2d6 + 1d6 + 10. If you've got Improved Trip, you effectively DOUBLE the benefit of both Aid Other's Attack *and* Aid Other's AC. And you deny the target a Full Attack. And you give your melee pals an AoO attack when the target stands up or crawls away.</p><p></p><p>Hope this helps.</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1153482, member: 1457"] 3.5 Bard is much better than 3.0 Bard. Go 3.5. I suggest you play a Human. A human gets an extra feat, which you can spend on Negotiator for a +2 bonus to Diplomacy and Sense Motive. This one feat gives you the same Diplomacy bonus as the half-elf, but you also get +2 to Sense Motive and bonus skill points. Put your highest or second-highest stat in Int, then Cha, then whatever you like. Max out your social skills and knowledge: nobility. At the least, get: Diplomacy 4 Know: Nobil 4 Sense Motive 4 Bluff 4 The last three all give +2 synergy bonuses to Diplomacy once you pick up 5 ranks. 5 ranks is all you need in Know: Nobil; after 2nd level stop maxing it out and put the point in another skill. Other skills to consider, in order of value: Tumble (at least 1 point) Know: history (gives synergy to Bardic Knowledge) Know: Arcana Speak Language (your main role is "talker", so you're useless if you don't speak the language) Spellcraft Gather Information Disguise Sleight of Hand Hide Listen Move Silently I recommend you not get any levels in any class other than Bard. Instead of trying to be a rogue, use your high charisma and social skills to hire a good rogue. For feats, I'd go with Combat Expertise or Improved Trip at first level, Negotiator at 3rd level, and Leadership at 6th level. If you're not strong instead go with Spell Focus: Enchantment and Improved Initiative. You may consider going for the Holy Liberator prestige class so that you can get Divine Grace (Cha bonus to saves). If you do that you'll need the Iron Will feat. Also consider Mindbender--being able to communicate telepathicly is a HUGE benefit to bards. Your combat role is to prevent combat by using Diplomacy and Fascinate. Failing that, your role is to take out bad guys with spells (Tasha's Laughter, Sleep, Cause Fear, even the lowly Daze), boost and protect the party with music, and use your whip to Aid Another from 15' away. You're not a damage dealer so don't try to be. Bards can make decent archers but doing a puny d8 arrow damage is less valuable than giving +2 to-hit to your raging barbarian pal who's swinging his +1 frost greatsword for 2d6 + 1d6 + 10. If you've got Improved Trip, you effectively DOUBLE the benefit of both Aid Other's Attack *and* Aid Other's AC. And you deny the target a Full Attack. And you give your melee pals an AoO attack when the target stands up or crawls away. Hope this helps. -z [/QUOTE]
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