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Choice feats for bards
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<blockquote data-quote="Kelleris" data-source="post: 1603800" data-attributes="member: 19130"><p>Several people have already mentioned Arcane Strike, and I thought I'd just point out that there are actually two 3.5 versions, one from a Dragon and one from Complete Warrior.</p><p></p><p>The Dragon feat allows you drop a spell slot as a free action and gain a bonus to you next attack roll equal to twice the spell's level, and a bonus to damage equal to +1d6 per spell level. A bard can pretty much grab this right off the bat. This is the one I prefer.</p><p></p><p>The Complete Warrior feat has a requirement of 3rd level spellcasting, so 7th level of bard. It works the same way, but the bonuses are +1 and +1d4 per spell level to all attacks in the round.</p><p></p><p>Personally, I think they goobered up the CW feat pretty bad. Consider: a hasted 16th-level bard set up for dual-wielding can drop a 6th-level slot for +6 on all of his 7 attacks for the round, and gain a total of <em>42d4</em> points of bonus damage! Nuts. I also don't like it because they nerfed the arcane-smiting-with-glowy-sword-of-doom flavor out of it. Plus it gets better on two different levels; as you get more attacks <em>and</em> as you gain spell levels. Why they made the changes escapes me.</p><p></p><p>So, yeah... Dual-wielding melee Bard. Use the CW version of arcane strike to turn your spells into pain, boost your AC with the Two-Weapon Defense feat tree (it's like a shield, but one that you can use without being proficient and without ASF). Pick spells that are sometimes <em>really</em> useful and sometimes useless like comprehend languages or locate object or neutralize poison, since you can always turn them into fiery hurting anyway.</p><p></p><p>Voila - melee bard.</p><p></p><p>You can also make an interesting melee bard using the Dragon arcane strike and EWP (a really big two-handed weapon), but that build tends to run through its resources in one good battle.</p><p></p><p>P.S. High-Dex bard + spells like blink or invisibility + chain shirt + Two-Weapon Defense feats and fighting defensively + 5+ ranks in Tumble = the highest AC you'll see outside of a monastery</p></blockquote><p></p>
[QUOTE="Kelleris, post: 1603800, member: 19130"] Several people have already mentioned Arcane Strike, and I thought I'd just point out that there are actually two 3.5 versions, one from a Dragon and one from Complete Warrior. The Dragon feat allows you drop a spell slot as a free action and gain a bonus to you next attack roll equal to twice the spell's level, and a bonus to damage equal to +1d6 per spell level. A bard can pretty much grab this right off the bat. This is the one I prefer. The Complete Warrior feat has a requirement of 3rd level spellcasting, so 7th level of bard. It works the same way, but the bonuses are +1 and +1d4 per spell level to all attacks in the round. Personally, I think they goobered up the CW feat pretty bad. Consider: a hasted 16th-level bard set up for dual-wielding can drop a 6th-level slot for +6 on all of his 7 attacks for the round, and gain a total of [I]42d4[/I] points of bonus damage! Nuts. I also don't like it because they nerfed the arcane-smiting-with-glowy-sword-of-doom flavor out of it. Plus it gets better on two different levels; as you get more attacks [I]and[/I] as you gain spell levels. Why they made the changes escapes me. So, yeah... Dual-wielding melee Bard. Use the CW version of arcane strike to turn your spells into pain, boost your AC with the Two-Weapon Defense feat tree (it's like a shield, but one that you can use without being proficient and without ASF). Pick spells that are sometimes [I]really[/I] useful and sometimes useless like comprehend languages or locate object or neutralize poison, since you can always turn them into fiery hurting anyway. Voila - melee bard. You can also make an interesting melee bard using the Dragon arcane strike and EWP (a really big two-handed weapon), but that build tends to run through its resources in one good battle. P.S. High-Dex bard + spells like blink or invisibility + chain shirt + Two-Weapon Defense feats and fighting defensively + 5+ ranks in Tumble = the highest AC you'll see outside of a monastery [/QUOTE]
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