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Combining Bard Abilities with Items Effects
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<blockquote data-quote="Mistwell" data-source="post: 4159206" data-attributes="member: 2525"><p>Indeed, the entire theme of this character will be to add benefits to all the other players. In fact, I don't intend to ever attack unless I must, and will usually not even have a weapon in my hand or an attack spell prepared. The character will likely do this most rounds:</p><p></p><p>Round 1. Move to get out of people's way, and Inspire Courage on the party (will last for 11 rounds total with a feat), using a swift action spell or magic item to modify it.</p><p></p><p>Round 2. Move to get out of people's way, and Inspire Greatness on the party. Some rounds I will blow the horn to add extra hit points to this ability (either in that same round, or a later round, depending on the ruling).</p><p></p><p>Round 3. Cast a spell to help the party, like Haste.</p><p></p><p>Round 4. Heal someone with a wand, or Grease someone for a rogue, or Invisibility or Alter Self on self if in trouble.</p><p> </p><p></p><p></p><p>That is my favored interpretation, though I can also see the other side of it.</p><p></p><p></p><p></p><p>I read the "extra" part as, well, extra, as in added to what you already got. But, I suppose if you can use the horn and the ability in the same action (which is your favored) it makes more sense for them to not stack, since you would not be able to wait until the initial temporary hit points go away, and then add extra hit points again later.</p><p></p><p></p><p></p><p>I disagree. See above answer. There is clear precedent for effects adding to the hit dice when they add to the ability (Words of Creation is 2 x the bonus of Inspire greatness, and specifies in it's example 4 instead of 2 hit dice). I also don't see how temporary hit points is not a bonus. I don't know of anywhere in the rules where "bonus" is defined as a bonus to a roll.</p><p></p><p></p><p></p><p>Fair enough.</p><p></p><p></p><p></p><p>I am inclined to rule that way as well, though I would not say that you must continue playing an instrument to continue the effect, as long as you continue performing in some fashion (a bard can sing, play an instrument, or do both at the same time to use bardic music, for example). If I am singing while playing a harp, and I stop playing the harp but continue to sing, I do not see how that would stop the bardic music.</p><p></p><p>Though, this is almost entirely a theoretical discussion, at least for this character. His bardic music lasts 1 min after he stops playing, which is longer than almost all combats, so he will probably stop performing right away regardless.</p><p></p><p>Thank you for your perspective. It's been useful!</p></blockquote><p></p>
[QUOTE="Mistwell, post: 4159206, member: 2525"] Indeed, the entire theme of this character will be to add benefits to all the other players. In fact, I don't intend to ever attack unless I must, and will usually not even have a weapon in my hand or an attack spell prepared. The character will likely do this most rounds: Round 1. Move to get out of people's way, and Inspire Courage on the party (will last for 11 rounds total with a feat), using a swift action spell or magic item to modify it. Round 2. Move to get out of people's way, and Inspire Greatness on the party. Some rounds I will blow the horn to add extra hit points to this ability (either in that same round, or a later round, depending on the ruling). Round 3. Cast a spell to help the party, like Haste. Round 4. Heal someone with a wand, or Grease someone for a rogue, or Invisibility or Alter Self on self if in trouble. That is my favored interpretation, though I can also see the other side of it. I read the "extra" part as, well, extra, as in added to what you already got. But, I suppose if you can use the horn and the ability in the same action (which is your favored) it makes more sense for them to not stack, since you would not be able to wait until the initial temporary hit points go away, and then add extra hit points again later. I disagree. See above answer. There is clear precedent for effects adding to the hit dice when they add to the ability (Words of Creation is 2 x the bonus of Inspire greatness, and specifies in it's example 4 instead of 2 hit dice). I also don't see how temporary hit points is not a bonus. I don't know of anywhere in the rules where "bonus" is defined as a bonus to a roll. Fair enough. I am inclined to rule that way as well, though I would not say that you must continue playing an instrument to continue the effect, as long as you continue performing in some fashion (a bard can sing, play an instrument, or do both at the same time to use bardic music, for example). If I am singing while playing a harp, and I stop playing the harp but continue to sing, I do not see how that would stop the bardic music. Though, this is almost entirely a theoretical discussion, at least for this character. His bardic music lasts 1 min after he stops playing, which is longer than almost all combats, so he will probably stop performing right away regardless. Thank you for your perspective. It's been useful! [/QUOTE]
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