Bard multiclass?

I'd build on the PC's strengths and find another Cha-based class to work with.
  1. Sorcerer adds a lot of spellpower, and the Wilder adds psi in much the way the Sorc ads spells.
  2. Battle Sorc or WarMage adds significant spellpower and some martial ability.
  3. Marshall adds Auras and martial ability.
  4. Warlock adds some at-will abilities and a boost to UMD...plus a lot of role-play potential.
  5. Favored Soul adds divine spells and some martial power.

Certain spells, psionic abilities or magic devices can sub for a rogue's contributions.

You left out Paladin and Crusader.
 

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You left out Paladin...

While there are workarounds, Paladin requires LG alignment and Bard requires any Chaotic, so there is a conflict within the build. This might prove troublesome to a rookie.

...and Crusader.

I don't use any of the classes out of Bo9S- I pretty much hate the book- so I'm not familiar with the potential synergies that may exist with those classes.
 

Warlock is a good add on - go with the fey heritage feat chain {Complete Mage} (fey legacy gives +1 to CL and save DCs for enchantment spells and invocations - and bards have a lot of enchantment spells)

You get the eldritch blast so you can always contribute in a fight, certain invocations can make you real sneaky and stealthy if desired.

Also at 2nd level they get detect magic at will.
 

It really depends on the player in question, but as a new player, less is more... especially less to learn.

Fighter: KISS simple. The Bard who can whack things with weapons (melee and ranged) is an easy build with little to keep track of.
Marshall: Same idea, plus on-all-the-time Buffs for the whole party.
Warlock: assist the player by helping him choose Passive, always-on abilities so he doesn't have to track durations etc.
Favored Soul/Sorcerer: a few extra powers shouldn't tax the new player too much... focus on Blasting/Buffing/Healing spells for extra oomph, or Knowledge-type spells.
 



I would stick with the rogue with the 2 levels for the evasion...A rogue shouldn't be too difficult. The other players simply call him to check for traps and what not. Then, he does that. Simple to play. Some things I would do...dump as many skill points as possible into search and disable device to make up for that skills deficiency. A wand of knock helps replace the Open Lock skill. Give him good Dex and keep his ranged. Weapon finesse feat. Crossbow, rapier and whip as weapons (whip simply because it is interesting). I would boost bluff and learn feinting rules. He can be any kind of entertainer, ableit some powers require playing an instrument--something small--pipes? Flute? recorder? triangle? The rest of the time, he can learn to cast some standard spells like CLW and use his bardic abilities. I think the team can help move him along.
 


Re: Bard/Paladin multiclass

Besides the ways mentioned above, the easiest way to enable this combo is to change the PC's alignment at some point.

Ex-Bards, unlike ex-Paladins, retain their abilities when their alignment changes.

Also consider:

1) The Divine Bard. You'll have different multiclassing synergies.

In addition, you'll be eligible for the Prestige Paladin class- a slightly different take on the Paladin as a PrCl, although you'd still need to change your alignment.

2) Take levels in Cleric, with the War (and one other) domain. It will be better than taking Paladin levels in some ways (better turning, spell progression and no LG req), and worse in others (HP, BAB, special abilities, weapon proficiencies).

3) The Akashik from AU/AE can be a good stand-in for the Bard or Rogue. The Spellsinger from Kingdoms of Kalamar can also be a good Bard sub. None have an alignment prereq, so it would be easier to multiclass with.
 
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