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Bards - let's hear some strategies and suggestions, please.
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<blockquote data-quote="bret" data-source="post: 4150" data-attributes="member: 713"><p>I haven't played one, but here are some strategies I came up with after looking them over. Friend is playing one and asked for some strategies.</p><p></p><p>He had decided that he was going to use a bow and pick up some bow feats, so the spell picks reflect this. He was creating a 12th level character.</p><p></p><p>0</p><p>Doesn't really matter, although I would make sure to get Detect Magic, Read Magic and Light. I would probably also take Prestidigitation, Mage Hand, and Mending.</p><p></p><p>1</p><p>Feather Fall</p><p>Grease: Allows me to cut off one flanking position.</p><p>Identify</p><p>Message: You are a bard, isn't it all about communication?</p><p></p><p>2</p><p>Glitterdust: Blindness in an Area with a will save, plus it neutralizes concealment and invisibility.</p><p>See Invisible</p><p>Silence: Good way to cut out enemy spellcasters</p><p>Cat's Grace: Good enhancer, one that Clerics don't get. Improves your chances of hitting with a bow.</p><p>Mirror Image or Blur: Defensive spell</p><p></p><p>3</p><p>Haste: Best way to pump up the melee people. Improves their AC and increases the number of attacks they can get.</p><p>Fear: Think of it as crowd control. It can cut down the number of peons you have to deal with.</p><p>Greater Magic Weapon: This is what you would use against creatures with spell resistence, such as a dragon. Cast it twice, once on your bow and again on your ammo. Gives +8 bonus, which will definately be felt. Lasts hours.</p><p>Greater Magic Circle: Defense, especially against summoned creatures. Not critical since other classes can take it as well.</p><p></p><p>4</p><p>Improved Invisibility: The uses are obvious, although the duration is rather short.</p><p>Legend Lore: For when that Bardic Knowledge just isn't quite enough.</p><p>Cure Critical: Third level is too crowded with great spells, wait til here before picking up a cure.</p><p>Hold Monster: Useless against a dragon, but for others it is basically a save or die spell.</p><p>Break Enchantment: Good utility spell, although not strictly required. Clerics get this spell as well.</p><p></p><p>5</p><p>Greater Dispelling: Wait until here before getting any sort of dispel. Until then, buy a wand of Dispel Magic. It will last a long time, and just about anyone can make one.</p><p></p><p></p><p>Probably only one one or two curative spells, you don't get enough spells per day nor memorized spells to do a lot of curing.</p></blockquote><p></p>
[QUOTE="bret, post: 4150, member: 713"] I haven't played one, but here are some strategies I came up with after looking them over. Friend is playing one and asked for some strategies. He had decided that he was going to use a bow and pick up some bow feats, so the spell picks reflect this. He was creating a 12th level character. 0 Doesn't really matter, although I would make sure to get Detect Magic, Read Magic and Light. I would probably also take Prestidigitation, Mage Hand, and Mending. 1 Feather Fall Grease: Allows me to cut off one flanking position. Identify Message: You are a bard, isn't it all about communication? 2 Glitterdust: Blindness in an Area with a will save, plus it neutralizes concealment and invisibility. See Invisible Silence: Good way to cut out enemy spellcasters Cat's Grace: Good enhancer, one that Clerics don't get. Improves your chances of hitting with a bow. Mirror Image or Blur: Defensive spell 3 Haste: Best way to pump up the melee people. Improves their AC and increases the number of attacks they can get. Fear: Think of it as crowd control. It can cut down the number of peons you have to deal with. Greater Magic Weapon: This is what you would use against creatures with spell resistence, such as a dragon. Cast it twice, once on your bow and again on your ammo. Gives +8 bonus, which will definately be felt. Lasts hours. Greater Magic Circle: Defense, especially against summoned creatures. Not critical since other classes can take it as well. 4 Improved Invisibility: The uses are obvious, although the duration is rather short. Legend Lore: For when that Bardic Knowledge just isn't quite enough. Cure Critical: Third level is too crowded with great spells, wait til here before picking up a cure. Hold Monster: Useless against a dragon, but for others it is basically a save or die spell. Break Enchantment: Good utility spell, although not strictly required. Clerics get this spell as well. 5 Greater Dispelling: Wait until here before getting any sort of dispel. Until then, buy a wand of Dispel Magic. It will last a long time, and just about anyone can make one. Probably only one one or two curative spells, you don't get enough spells per day nor memorized spells to do a lot of curing. [/QUOTE]
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