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Cruel Lullabies: The Bard Handbook (by Litigation)
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<blockquote data-quote="Nibelung" data-source="post: 6705360" data-attributes="member: 74499"><p><strong>Originally posted by Litigation:</strong></p><p></p><p style="text-align: center"><span style="font-size: 22px"><u>Jack of All Trades: Multiclassing</u></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p><p></p><p><span style="color: #ff0000"> </span><u>General Guidelines</u></p><p>- You don't necessarily need to worry about the attack stat of a power when swapping. You have Combat Virtuoso to cover for that. In many cases, the stat that determines the rider effects will be more vital.</p><p></p><p>- Remember that paragon path powers are NOT covered by Combat Virtuoso.</p><p></p><p>- Also keep in mind that, since Essentials' release, that entry feats grant you that class' implement proficiency for ALL implement powers if you don't have it already. That's important for those of you who like to use both weapon and implement powers, in particular (*cough* O-Bards go Swordmage).</p><p></p><p>- If you're going to take an entry feat that grants you a ritual casting feature, remember that you can take Alchemist with that and not have it go completely to waste.</p><p></p><p>- Try not to take an entry feat that trains Arcana, since you're already trained in that automatically. Sometimes, however, it can't be helped, especially if it either has a great extra to compensate or if the other options are simply worse.</p><p></p><p>- Generally, you should avoid swapping for powers that require a class feature you can't access for optimal use. A few exceptions to this DO exist, however.</p><p></p><p> </p><p></p><p><u>General Power Source Options</u></p><p><u></u></p><p><span style="font-size: 15px"><strong>Divine classes<u></u></strong></span></p><p><span style="font-size: 15px"><strong><u></u></strong></span></p><p></p><p><strong>Key paragon paths, Forgotten Realms</strong></p><p>[sblock]</p><p><span style="color: #00ccff">He</span><span style="color: #00ccff">artwarder</span> (FRPG): Must worship Sune. Sune's Touch lets others benefit when you use a healing surge yourself. Also great stuff are the powers. Siren Voice is domination every encounter, which is awesome. Sune's Shield is a very good utility that allows you and an ally, or two allies, to take damage for each other on a case-by-case basis for the encounter.</p><p></p><p><span style="color: #00ccff">Morninglord</span> (FRPG): Must worship Amaunator. The Lv. 16 feature Burning Radiance is the heart of this path and makes it capable of incredible damage; it can be triggered from a Radiant weapon, or any Radiant at-will attack you may have acquired somehow (say, Half-Elf's Dilletante). This one is especially devastating if your allies deal radiant damage.</p><p>[/sblock]</p><p></p><p><strong>Key epic destinies</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Saint</span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(DP): <span style="color: #00ccff"> </span>+2 to all NADs, immune to domination, save-granting powers and healing powers serving their respective double-duties on adjacent allies, and enhanced first aid all make for an excellent healer-inclined destiny. Be sure to swap for a divine healing power or two so you can take advantage of the extra healing from the capstone.</p><p>[/sblock]</p><p> </p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Primal classes</strong></span></p><p></p><p><strong>Key feats</strong></p><p>[sblock]</p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Second Skin</span> (PP): If you took Hide Armor Specialization in Paragon, retrain that one for this feat, which grants you a +2 feat bonus to AC.</p><p>[/sblock]</p><p></p><p><strong>Key epic destinies</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Reincarnate Champion </span>(PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed.</p><p></p><p><span style="color: #0000ff">World Tree Guardian</span> (PP): Nearly constant 5 + CON mod damage resistance from the start, and massive constant regeneration as a capstone make this one worth considering for the Valorous. Solid Leader-geared daily utility, too.</p><p>[/sblock]</p><p> </p><p></p><p><u>Specific Classes</u></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Artificer</span></strong></span></p><p></p><p>Despite the class using INT for its attack rolls, the other Arcane Leader's abilities are used almost exclusively by Valorous and Prescient Bards. Combat Virtuoso covers for any attack rolls, and that leaves the riders on such powers, almost all of which are reliant on CON or WIS. And there are definitely some great powers here.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Student of Artifice</span> (EPG): A daily use of Healing Infusion. Requires INT 13. Unlike some entry feats for other Leader classes, this one is not redundant for you at all, and is actually really damn useful, essentially giving the party one extra healing surge in the pool per day. Curative Admixture is best for the Prescient, while Resistive Formula is just plain amazing for the Valorous. Only downside is the wasted redundancy of Arcana training, but that's a small price to pay.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 3 Encounter, Weapon</u></p><p><u></u></p><p></p><p><span style="color: #00ccff">Repulsion Strike</span> (EPG): Better for Valorous Bards than anything they get on their own at this level. Can be done melee or ranged and inflicts a huge attack bonus debuff to the enemy (CON-mod).</p><p></p><p><u>Lv. 6 Utility</u></p><p></p><p><span style="color: #00ccff">Regeneration Infusion</span> (EPG): CON-mod worth of regeneration for the encounter. Fantastic for the Valorous.</p><p></p><p><u>Lv. 9 Daily</u></p><p></p><p><span style="color: #0000ff">Radiant Sigil</span> (EPG): Another Radiant keyword weapon buff. This one heals the wielder their CON mod in hit points every time the buffed weapon hits. Good for Valorous Bards, especially if someone can create radiant vulnerability in the party.</p><p></p><p><u>Lv. 10 Utility</u></p><p></p><p><span style="color: #00ccff">Slick Concoction</span> (EPG): Per-encounter battlefield rearrangement as a minor action. Slides your allies, which means it's Agile Opportunist-friendly, too. Lovely.</p><p></p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Iron-Hide Infusion</span> (EPG): +4 untyped bonus to AC for a round every encounter is great.</p><p></p><p><u>Lv. 22 Utility</u></p><p></p><p><span style="color: #00ccff">Bag of the Four Winds</span> (EPG): Like Slick Concoction before it, a per-encounter, minor-action battlefield rearrangement that also happens to be Agile Opportunist-friendly since it slides the party. This one affects you, too. Very nice for Prescients.</p><p></p><p><u>Lv. 23 Encounter, Weapon</u></p><p><u></u></p><p></p><p><span style="color: #00ccff">Prismatic Strike</span> (EPG): Three weapon attacks, melee or ranged, one against each NAD. That's great. The possibility to knock prone, push, keep them from standing and inflict nasty defuffs to attack rolls. That's incredible. Both Valorous and Prescient Bards have a lot to love from borrowing this one.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong>Avenger</strong></span></p><p></p><p>The recent adjustment to a certain entry feat has made Avenger multiclassing not nearly as attractive. The class itself doesn't have much to look at powers- or feats-wise. You do get holy symbol proficiency.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Disciple of Divine Wrath</span> (PHB2): Trains Religion only, but in combat this is actually the better feat now since its Oath of Enmity lasts until the end of your next turn, which can cover multiple attacks in those two rounds. WIS 13 required.</p><p></p><p><span style="color: #800080">Hero of Faith</span> (DP): The mighty hath fallen. The Oath of Enmity from this feat only lasts until you hit the enemy once. Requires WIS 15, too. At least this feat allows you to train any Avenger class skill, rather than just Religion.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong>Barbarian</strong></span></p><p></p><p>Opens up a couple of interesting options, although you probably won't accrue enough personal damage bonuses to make this class' best Striker powers worthwhile.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Berserker's Fury</span> (PHB2): Training in any one of the Barbarian's class skills. Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13.</p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u><u>Heroic Tier</u></u></p><p><u><u></u></u></p><p></p><p><span style="color: #0000ff">Hurl Weapon</span> (PP): Opens up the possibility to use at least a shortsword with ranged weapon powers, an interesting option for Prescients or any Bard who wants to cherry-pick such powers. If you also pick up the Ranger entry feat Two-Blade Warrior, the longsword becomes a hurl option.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #0000ff">Cleric</span></strong></span></p><p></p><p>Some nice healing-related feats here, as well as a pretty attractive PP. You gain holy symbol proficiency, if that matters to you.<u></u></p><p><u></u></p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p>Initiate of the Faith (PHB): WIS 13 needed. Training in Religion and a once-per-day use of Healing Word. Not too impressive, but unless you're a Prescient Bard you have no alternative.</p><p></p><p>Divine Healer (DP): This is the best option for <span style="color: #0000ff">Prescient Bards</span> if they plan to swap for a Cleric healing spell, such as Bastion of Health or Word of Vigor. Worthless for the <span style="color: #ff0000">others </span>though, since they won't be able to get a good Healer's Lore bonus. Trains Heal.</p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u>Epic Tier</u></p><p><u></u></p><p></p><p><span style="color: #00ccff">Shared Healing </span>(DP): Pools the entire party's healing surges together. Works with all your powers that trigger healing surges. Awesome.</p><p>[/sblock]</p><p></p><p><strong>Key paragon paths</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Divine Oracle </span>(PHB): Foresight's roll twice for initiative and prevention of surprise are both awesome, even making up for not having Perception or Insight trained. Prophecy of Doom can lead to an auto-crit once per encounter. A great one for Prescient Bards, who stand a chance to hit with the daily power.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Druid</span></strong></span></p><p></p><p>Considering the Bard has its roots in close association with the Druid (both in 1e AD&D and in real-life history), you wonder how well you can accomplish multiclassing here. Answer: Pretty damn well, actually. Especially if you're looking to dominate enemies early and often, and even if not, there's a pretty sweet utility for you.<u></u></p><p><u></u></p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p>Initiate of the Old Faith (PHB2): WIS 13 to qualify, and you get training in Nature, Druid implement use (this includes staffs) and Wild Shape. You can use this Wild Shape power itself just like a real Druid would, but you only get a per-encounter use of a beast form at-will with this.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u><strong>Lv. 6 Utility</strong></u></p><p></p><p><strong><span style="color: #00ccff">Eagle's Splendor</span> (E:HFK)</strong>: All-day power bonus to your CHA attacks and Will defense? Yes, please.</p><p></p><p><u><strong>Lv. 7 Encounter</strong></u></p><p></p><p><strong><span style="color: #00ccff">Charm Beast</span> (HotF)</strong>: Stick this one in the "what were they thinking" files. An encounter domination power in Heroic Tier. Yup, you read that right. And if you miss, you still daze the enemy. Too bad Staff of Sleep and Charm only works with Arcane Charm powers and thus doesn't apply to this one. Oh well, can't have everything.</p><p></p><p><u><strong>Lv. 23 Encounter</strong></u></p><p></p><p><strong><span style="color: #00ccff">Dominate Beast</span> (HotF)</strong>: A domination encounter power that is essentially Reliable (as in, not expended on a miss). That's all you need to know.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #0000ff">Fighter</span></strong></span></p><p></p><p>A particular entry feat is very appealing to the melee Bards and Skalds looking to maximize their off-standard MBA opportunities. This one is also worth it to pick up for off-defender powers and certain powers with Striker-esque applications. The Daring Blade paragon path works very well with this, and in addition, this class has some very damaging stance powers that work even without Combat Virtuoso or Daring Blade.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Battle Awareness</span> (MP): Melee Bards and Skalds looking to load up on off-standard MBA opportunities will definitely want to shoot for this one. Training in any Fighter skill, and a per-encounter immediate interrupt basic attack against an adjacent foe for shifting or not including you in an attack. The only thing that might give some Bards pause is the requirement of both STR 13 and WIS 13, which can be a rather steep price for some builds.</p><p></p><p>Wrathful Warrior (MP2): A far cry from Battle Awareness, but for many Bards looking to MC Fighter, this is a more realistic feat to obtain thanks to it only requiring a CON 13. And CON-mod THPs once per encounter for being hit in melee is a neat little bonus. That said, if you do qualify for Battle Awareness later on (thanks to say, Paragon/Epic Tier auto stat boosts), I'd retrain this one for it.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong>Invoker</strong></span></p><p></p><p>Some pretty nice utilities and attack powers here.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Acolyte of Divine Secrets</span> (PHB2): WIS 13 required. As for the per-encounter Invoker at-will, you've got several good choices, including Mantle of the Infidel, Visions of Blood, and Grasping Shards. Trains Religion.</p><p></p><p>Divine Secretkeeper (DP): WIS 13 and INT 13 required. Lets you train History instead of the compulsory Religion of the other entry feat. Remember you can take Alchemist with the Ritual Casting class feature you get. A fair choice, but overall, I prefer the Invoker at-will you get from Acolyte.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 6 Utility</u></p><p></p><p><span style="color: #00ccff">Demand Justice</span> (PHB2): Force an enemy to reroll a save and possibly make him fail. Perfect.</p><p></p><p><u>Lv. 29 Daily</u></p><p></p><p><span style="color: #00ccff">Word of the Gods</span> (PHB2): Sure, you have your own domination spell, but does your domination spell affect everyone in a close 5 blast? Didn't think so.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Paladin</span></strong></span></p><p></p><p>Some really good feats, utilities and attack powers here. Some of those are just as suitable for your natural Leader and Controller roles as the Paladin's natural Defender role. A lot of the Paladin's powers are Charisma-based; the ones that are Strength-based can still be taken care of with Combat Virtuoso. Just remember that some of the powers use WIS to determine the rider, so unless you're the rare Prescient who mixes it up in melee, be wary. You get holy symbol proficiency here as well. <span style="color: #ff9900"><strong>Tieflings</strong></span> who want to play with MBA-triggered powers should MC here for Wrath of the Crimson Legion.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Soldier of the Faith</span> (PHB): You get a per-encounter use of Divine Challenge, which is perfect for off-tanking, and you can train any of the Paladin's class skills, too. Prefered more by the Valorous, who are more likely to swing the STR 13 required since they probably want that for scale proficiency, anyway, and will have the healing surges and hit points more suitable for the off-tanking this feat is geared towards.</p><p></p><p><strong><span style="color: #00ccff">Walker of the Dark Path</span> (D 400)</strong>: The Blackguard entry feat, which still counts as the Paladin class, this one gives you a skill training from the Blackguard's list (which differs a bit from the actual Paladin), as well as a per-encounter CHA-boost to damage on an enemy you have CA against and a daily use of the Blackguard's pretty decent Shrowd of Shadow power. Best part of this one, however, is that it has no stat requirements, whatsoever, so any Bard can easily pluck it. Bards who want some Paladin goods but have no intention of off-tanking will want to flock to this feat.</p><p></p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 2 Utility</u></p><p></p><p><span style="color: #00ccff">Bless Weapon</span> (DP): If you're traveling with a character who can force radiant vulnerability, this daily is perfect with its 18-20 crits.</p><p></p><p><span style="color: #00ccff">Virtue</span> (DP): A per-encounter utility that is pre-emptive healing at its finest for yourself, granting you your healing surge's worth of temp HPs for the upcoming encounter. Scales beautifully for a utility had this early. Lets you last longer and makes you more likely to use your Majestic Words on other party members.</p><p></p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Divine Aegis</span> (DP): A daily stance that results in +2 untyped bonuses to all defenses for you and nearby allies. Which stacks with all the power bonuses you like to dish out.</p><p></p><p><u>Lv. 23 Encounter, Implement</u></p><p></p><p><span style="color: #00ccff">Demand Respect</span> (DP): Immediate interrupt that blinds and knocks down the enemy for attacking your ally if it hits. Perfect off-defender power.</p><p></p><p><u>Lv. 25 Daily, Weapon</u></p><p></p><p><span style="color: #00ccff">Discipline the Unruly</span> (DP): Another excellent off-defender power that punishes enemies within 5 squares with a lot of radiant damage and blinding. You can sustain your walking blinding battery mode with minor actions.</p><p></p><p><u>Lv. 27 Encounter, Weapon</u></p><p></p><p><span style="color: #00ccff">Stunning Smite</span> (PHB): It's a STR-based power, but that's what you have Combat Virtuoso for. You can potentially stun everybody next to you, all you need to do is land that first hit. This attacks Will, too, so it will hit often. Be a Life Singer for certain mayhem.</p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u><strong>Heroic Tier, Tiefling</strong></u></p><p></p><p><strong><span style="color: #00ccff">Wrath of the Crimson Legion</span> (D 381)</strong>: Gets you the fully CHA-based MBA if you want to be a Fake Skald or just have a good MBA for triggering the Dimensional Step or Flash of Distraction lines. Also gives you a mass-Divine Sanction power in place of your Infernal Wrath for when you want to off-tank for a round.</p><p></p><p><u><strong>Paragon Tier</strong></u></p><p></p><p><strong><span style="color: #00ccff">Hero's Poise</span> (D 388)</strong>: With a Charisma as high as yours, granting a save bonus to all your allies for making a save yourself is absolutely splendid.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong>Ranger</strong></span></p><p></p><p>Can see some use, even if you're not likely to deal the big damage with the Ranger's best powers. Prescients will be able to take advantage of the many ranged powers and utilities with WIS-based riders. Ranger multiclassing is also an easy way to train Stealth.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Two-Blade Warrior</span> (MP): If you dual-wield, you might want this one for an off-hand heavy blade. Requires STR 13 and DEX 13. Also trains a Ranger skill. Also note that this has synergy with the Barbarian feat Hurl Weapon to allow you to use ranged weapon powers with a heavy blade. Just a thought.</p><p></p><p><span style="color: #0000ff">Warrior of the Wild</span> (PHB): Training in a Ranger skill, and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield. Requires only either one of STR 13 or DEX 13.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #0000ff">Rogue</span></strong></span></p><p></p><p>Some good attack powers for those of you using light blades or crossbows, some of which have Charisma for riders.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #ff0000">Ruthless Efficiency</span> (MP): Completely obsoleted now. And it wasn't good to begin with.</p><p></p><p>Sneak of Shadows (PHB): If you need to train Thievery, this is your best bet. DEX 13 needed, and also gives you a per-encounter Sneak Attack.</p><p></p><p><span style="color: #0000ff">Sly Dodge</span> (MP): Solid. Requires DEX 13 and CHA 13, trains you in Bluff or Intimidate, and once per encounter you essentially get to move wherever you want in little fear of OAs.</p><p></p><p><span style="color: #00ccff">Twilight Adept</span> (MP2): Hands down THE Rogue entry feat to take if you want to train Stealth. And you get to experience the benefits of the nice Rogue feature Cunning Sneak for a round every encounter as an added bonus. Requires either DEX 13 or INT 13, making it a perfect fit for Gnome Cunning Bards.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 2 Utility</u></p><p></p><p><span style="color: #0000ff">Switcheroo</span> (MP2): Swap places with an adjacent ally <em>at-will</em>. Remember that when you swap places, you slide your ally. If said ally has <span style="color: #00ccff">Agile Opportunist</span>, he gets an immediate-action attack.</p><p></p><p><u>Lv. 9 Daily, Melee</u></p><p></p><p><span style="color: #00ccff">Knockout</span> (PHB): Nothing sets things up better than knocking someone unconscious. Let a real Striker or someone with a high-damage daily follow up for a coup de grace.</p><p></p><p><u>Lv. 23 Encounter, Ranged</u></p><p></p><p><span style="color: #00ccff">Steel Entrapment</span> (PHB): Close blast 5 immobilization. Nothing quite like stopping a small army in its tracks.</p><p></p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #0000ff">Shaman</span></strong></span></p><p></p><p>With the newer, better implement rules, multiclassing here is now an interesting and potentially effective option. Some nice utilities and attack powers, and having a Spirit Companion can be quite handy.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p>Spirit Talker (PHB2): Trains Nature, grants a standard-action Call Spirit Companion (note that this is NOT the same thing as granting the Companion Spirit feature), and limited uses of an at-will and Speak With Spirits. WIS 13 required. The Spirit Companion is there for certain utility powers you may want to cast, but it's generally not something you can rely on the way a real Shaman would.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Utility 2</u></p><p></p><p><span style="color: #00ccff">Protective Roots</span> (PP): Does require your Spirit Companion, but CON-mod damage resistance to everything for potentially the whole party for a whole encounter is too good to ignore for the Valorous.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #0000ff">Sorcerer</span></strong></span></p><p></p><p>Some utilities and class feats you may want here.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #800080">Arcane Prodigy</span> (PHB2): The less stat-intensive of the two (you qualify for it automatically, for all intents and purposes), but the benefits are meager: Wasted Arcana training and a paltry per-encounter damage boost.</p><p></p><p><span style="color: #00ccff">Soul of Sorcery</span> (AP): Permanent resist 5 to a damage type of your choice. Easily the better of the two qualifying feats if you can afford the STR 13 and CHA 13 required.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Avatars of Chaos</span> (AP): This daily is a whole lot of fun. It gives you (well, your essence) a lot of freedom to be where you need to be on the battlefield, and potential +1 untyped bonus to attack rolls. In addition, it doubles as a "live longer" utility since you can't take damage yourself until all 4 images are gone. Great stuff.</p><p></p><p><span style="color: #00ccff">Draconic Majesty</span> (PHB2): Become a walking zone of difficult terrain and attack debuff for a round every encounter. Awesome, just as long as you have any sort of positive STR modifier.</p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #00ccff">Sorcerous Vision</span> (AP): Cunning Bards will want to snatch this one right up to make Perception and Insight checks with their Arcana. They can even go ahead and retrain Perception and Insight for other skills now.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Swordmage</span></strong></span></p><p></p><p>The only reason this isn't mandatory in general now is because Skalds don't get to multiclass with everything in sight. For <span style="color: #ff9900"><strong>O-Bards looking to mix weapon and implement powers</strong></span>, this IS mandatory. Take one of the entry feats for this class, and you get to use any sword of your choice for all your implement powers (as opposed to being limited just to Songblades). It doesn't get any better than that. <span style="color: #ff9900"><strong>Cunning Fake Skalds</strong></span> also need this MC for Intelligent Blademaster. Aside from that obvious perk, you get access to some nice power swaps and feats here.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Blade Initiate</span> (FRPG): The most important part of this is, of course, the <span style="color: #ff9900"><strong>implement proficiency</strong></span> in heavy and light blades. Arcana training is wasted, but the free daily bonus to AC is pretty nice. it's the less stat-intensive of the two entry feats, with only an INT 13 required.</p><p></p><p><span style="color: #0000ff">Heart of the Blade</span> (AP): Also grants you the all-important <span style="color: #ff9900"><strong>implement proficiency</strong></span> in heavy/light blades. This feat actually gives you a skill training that won't go to waste, but Swordbond is a highly situational class feature, at best. So your decision is essentially between wasting a skill and getting a daily boost to AC, or getting an extra skill but a weak feature as a bonus. About even, if you ask me. This one is also more stat-intensive, requiring CON 13 and INT 13.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 2 Utility</u></p><p></p><p><span style="color: #00ccff">Channeling Shield</span> (AP): Almost like stealing a per-encounter instance of the Aegis of Shielding benefit. No, even better, because it works for attacks against yourself as well as allies, and doesn't require you to mark anybody. Perfecto.</p><p></p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Borrowed Confidence</span> (AP): The apple of many a Resourceful Magician's eye, thanks to the rerolls of all attacks and saves for a full round, every single encounter. Goes wonderfully with AoEs, especially. The fact that it fills what is a rather tepid utility level in the Bard's own arsenal is an added bonus.</p><p></p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u>Heroic Tier</u></p><p></p><p><span style="color: #00ccff">Eladrin Swordmage Advance</span> (AP): For Eladrin, a free melee basic attack with Fey Step is still really good, even if its infamously broken application is no more. If you took basic attack-triggered powers of the Dimensional Step or Flash of Distraction lines, this one can do some very special things.</p><p></p><p><strong><span style="color: #00ccff">Intelligent Blademaster</span> (FRPG)</strong>: A foundation feat for Cunning Fake Skalds, or just any Cunning Bard who wants a good MBA and wants to use powers in the Dimensional Step or Flash of Distraction family. Your basic attacks with heavy and light blades become fully INT-based, attack and damage. And not only does this work for MBAs, it also works for RBAs with a Farbond Spellblade, making for a viable ranged Fake Skald.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Warlock</span></strong></span></p><p></p><p>Prospective Bard Taxis will take this multiclass to enter the cornerstone PP of that build concept. Charmers will also find some serious goods multiclassing here.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Pact Initiate</span> (PHB)</strong>: Still the general entry feat of choice. Training in any Warlock skill, and you choose a pact and get a per-encounter use of a pact-related at-will. Pick Fey if you want Eyebite.</p><p></p><p><strong>Student of Malediction (AP)</strong>: Only take this in addition to, never in lieu of, Pact Initiate. The Curse can last all the way until the enemy is dead if you choose never to apply the damage.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><strong><u>Lv. 7 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Mire the Mind (Fey)</span> (PHB)</strong>: Like Eyebite, except it makes all of your allies invisible to the target as well. This one is grand.</p><p></p><p><strong><u>Lv. 10 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Ethereal Sidestep</span> (PHH1)</strong>: At-will teleporting as a move action. With the usual enhancers that 1-square teleport becomes a whole lot more. Bard Taxis will fall in love with this one.</p><p>[/sblock]</p><p></p><p><strong>Key paragon paths</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Entrancing Mystic</span> (AP)</strong>: The Life Singer's main competition for a Charmer's attention. The 11th level feature Mystic Rapture is the main sell, slapping down an automatic -5 debuff to saves against Charm spells (and still a -2 against everything else) just for being within 3 squares of you. That's deadly. At 16th level you also get a +1 to attack with Charm spells. Decent powers, too.</p><p></p><p><strong><span style="color: #00ccff">Evermeet Warlock</span> (FRPG)</strong>: The final and arguably the most defining piece to the Bard Taxi puzzle. The Lv. 16 feature means that you can take any teleportation power you have and take an ally with you. If you're building the Taxi, that means you'll have a ton of teleports thanks to the feats Bardic Wayfarer (don't forget your own self-teleportation effect), Walk among the Fey and the bevy of sliding powers in your class' arsenal. And then there's the additive effect that feature has with Queen's Clemency.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Warlord</span></strong></span></p><p></p><p>A very good fit, considering a lot of the powers here accomplish similar objectives to yours. If you just need that extra beatdown power, or that extra mass-movement power, or what have you in your arsenal, this is a great place to look. A lot of the powers here work well even without any Presence benefit. All Bards will make great use of the Charisma-rider powers, and melee-inclined Cunning Bards will make good use of the Intelligence-rider powers as well.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p>Bravura Leader (MP2): Typically, you should take Resourceful Leader, instead. The damage bonus from that one is almost as good as this, and your ally doesn't have to give up combat advantage. However, one thing you might want to keep in mind, if you have the room later on, is that this feat's benefits <span style="color: #0000ff"><strong>do stack</strong></span> with Resourceful Leader.</p><p></p><p><span style="color: #00ccff">Resourceful Leader</span> (MP2): The Warlord multiclass feat to rule them all, and a CHA 13 qualifies for it, so you have no excuse to take anything else in place of this one. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of THPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 1 Daily</u></p><p></p><p><span style="color: #00ccff">Lamb to the Slaughter</span> (D 381): A beatdown power at Lv. 1. Awesome if your party is melee-heavy and the best choice for non-Cunning Bards.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p></p><p><span style="color: #00ccff">Lead the Attack</span> (PHB): Perfect Solo-assault power for the Cunning, who can grant huge attack bonuses to the whole party with this.</p><p></p><p><u>Lv. 3 Encounter</u></p><p></p><p><span style="color: #00ccff">Devastating Offensive</span> (D 381): Even without the Presence benefit, the slide of an enemy and an ally, followed by a free action attack, is marvelous. In Paragon Tier, if the ally you slide is an Agile Opportunist, he gets two attacks. Very nice.</p><p></p><p><u>Lv. 6 Utility</u></p><p></p><p><span style="color: #00ccff">Reorient the Axis</span> (MP2): Per-encounter mass-shifting based on your Intelligence. Cunning Bards will want this map-rearrangement power, at least for a few levels.</p><p></p><p><u>Lv. 10 Utility</u></p><p></p><p><span style="color: #00ccff">Instant Planning</span> (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. All Bards can still grant that lovely CHA-mod power bonus to the whole party's attack rolls to set up certain mayhem that round.</p><p></p><p><u>Lv. 13 Encounter</u></p><p></p><p><span style="color: #00ccff">Invitational Assault </span>(D 381): Devastating Offensive, Mark II. Same potential for a triple flurry if your ally is an Agile Opportunist. This'll tide you over until Lv. 17.</p><p></p><p><span style="color: #0000ff">Pincer Maneuver</span> (MP): Send a couple melee allies to flank a foe and beat him up. Good even without Prescence.</p><p></p><p><u>Lv. 15 Daily</u></p><p></p><p><span style="color: #00ccff">War Master's Assault</span> (MP): If you're loading up on beatdown powers, you definitely want this one. CHA-mod to all attack rolls from this, too.</p><p></p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Help or Hinder</span> (MP2): A Controller-aid that just made you jealous. Both Cunning and Prescient Bards will look at this per-encounter utility to prolong an enemy's misery from a save-ends condition for free. Oh, yeah, it can also boost an ally's save, instead, if that ever matters to you.</p><p></p><p><u>Lv. 17 Encounter</u></p><p></p><p><span style="color: #00ccff">Hail of Steel</span> (PHB/D 397): The most infamous beatdown power in 4e, and for good reason. And it's 100% multiclass-friendly. (The attacks this triggers are free actions now, though. They weren't originally.)</p><p></p><p><u>Lv. 25 Daily</u></p><p></p><p><span style="color: #00ccff">Relentless Assault</span> (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit.</p><p></p><p><u>Lv. 27 Encounter</u></p><p></p><p><strong><span style="color: #00ccff">A Plan Comes Together</span> (D 384)</strong>: Two guaranteed free-action attacks as long as you have two capable melee allies. And the possibility of dazing and knocking prone, to boot. Amazing.</p><p></p><p><span style="color: #00ccff">Insightful Assault</span> (MP2): Awesome. Enact a four-man beatdown of an enemy with either melee or ranged basic attacks for free. You don't even have to hit the enemy to trigger it. Sort of an encounter version of War Master's Assault. Great even without the Presence benefit.</p><p>[/sblock]</p><p></p><p><strong>Key epic destinies</strong></p><p>[sblock]<u><u></u></u></p><p><u><u></u></u></p><p><span style="color: #00ccff">Warmaster</span> (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><span style="color: #00ccff">Wizard</span></strong></span></p><p></p><p>Sometimes the best way to lead is to control. You know that as well as anyone, and Wizard multiclassing helps here a ton, both with powers and with class feats. Dual-stat CHA/INT Cunning Bards can even take Resourceful Magician and have their pick of higher-level Wizard dailies.</p><p></p><p><strong>Entry feats</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Arcane Initiate</span> (PHB): Requires only an INT 13. The Arcana training is redundant, but a per-encounter use of a Wizard at-will is pretty nifty. I'm pretty partial to Hypnotism, a Charm/Enchantment power that lets you either slide an enemy or make him attack one of his buddies in melee with a forced bonus on its attack roll (with post-MM3 figures in play this is pretty good damage). Beguiling Strands (another Charm/Enchantment), Thunderwave and Winged Horde are also worthy picks.</p><p></p><p>Learned Spellcaster (AP): This one requires an INT 13 and WIS 13. You might want to consider this one if you don't want a skill training to go to waste, since you can also train either Nature or Religion. Remember that you can take Alchemist with the Ritual Casting feature you get from this feat.</p><p>[/sblock]</p><p></p><p><strong>Key powers</strong></p><p>[sblock]</p><p><u>Lv. 6 Utility</u></p><p></p><p><span style="color: #0000ff">Emerald Eye</span> (AP): This per-encounter utility is useful for anyone with an abundance of anti-Will attacks. That's probably going to be you.</p><p></p><p><u><strong>Lv. 9 Daily</strong></u></p><p></p><p><strong><span style="color: #00ccff">Symphony of the Dark Court</span> (E:HFL)</strong>: An insane Charm/Enchantment spell with a hell of a dual Leader/Controller application. It's party-friendly on its attack, it dazes guaranteed and immobilizes as well on hit, and allies in the burst get a free 4-square shift and +4 power bonus to damage rolls. Delightful.</p><p></p><p><u>Lv. 13 Encounter</u></p><p></p><p><span style="color: #00ccff">Dark Gathering</span> (HoS): The new darling of the Wizard's arsenal at this level, and for good reason. It's an ally-friendly AoE (which is a necessity for your MO), the heavily obscured zone it creates is ally-friendly, and, last but not least, it dazes everything on hit and can blind one unlucky foe.</p><p></p><p><u><strong>Lv. 17 Encounter</strong></u></p><p></p><p><strong><span style="color: #00ccff">Mass Charm</span> (E:HFL)</strong>: Slide all enemies in an area burst 1 up to 5 squares and make them all kill each other. Without even using an attack roll. This one's grand.</p><p></p><p><u>Lv. 25 Daily</u></p><p></p><p><span style="color: #00ccff">Prismatic Spray</span> (PHB): A party-friendly close burst 5 that can do a lot of damage and can also stun. About as good as it gets.</p><p></p><p><u>Lv. 27 Encounter</u></p><p></p><p><span style="color: #00ccff">Charm of the Puppet Strings</span> (D 381): The best yet in a long line of domination powers at this level.</p><p></p><p><span style="color: #00ccff">Steal Time</span> (AP): Stun the target and gain a standard action. You'll love using this to set up a nova round practically for free. And Tieflings with Royal Command of Asmodeus get to dominate with it, in which case the net action gain for your side goes through the roof. Fun times.</p><p></p><p><u>Lv. 29 Daily</u></p><p></p><p><strong><span style="color: #00ccff">False Reality</span> (E:HFL)</strong>: Woo, save-ends helpless and stunned when you hit an enemy with this. A perfect spell against a Solo, especially if you back it up with one of your save debuffs. Enjoy setting up coup-de-grace mayhem.</p><p></p><p><span style="color: #00ccff">Visions of Wrath</span> (AP): If you can catch enemies within reach of each other in a melee cluster with this, you'll have a lot of fun making them stand there and beat each other to death. They even auto-fail the save if they miss an attack. Follow this up with one of your save-debuffing powers for even more laughs. If you've got a lone survivor still dominated, send him past your melee allies for a lovely OA gauntlet. This one isn't for Solos, though.</p><p>[/sblock]</p><p></p><p><strong>Key class feats</strong></p><p>[sblock]</p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Arcane Mastery</span> (PHB): Do you really love that daily attack or utility spell you nabbed from the Wizard's arsenal? Good, because you get to use it again. Have fun.</p><p></p><p>Focused Wizardry<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(AP): This one affects all arcane spells. The +2 to attack for targeting a lone enemy with an AoE is worth a look, particularly against Solos.</p><p></p><p>Spell Accuracy (PHB): <span style="color: #0000ff">Resourceful Magicians</span> are more likely to pick this one up, which lets you exclude allies from your party-unfriendly Wizard spells. If you have a significant WIS modifier, go for it.</p><p>[/sblock]</p><p></p><p><strong>Key epic destinies</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Archmage</span> (PHB): Allows you to use a whole lot of daily arcane powers over the course of a day. The capstone even turns one of them into an encounter power. This ED alone makes Wizard MC worth it.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6705360, member: 74499"] [b]Originally posted by Litigation:[/b] [CENTER][SIZE=6][u]Jack of All Trades: Multiclassing[/u][/SIZE] [/CENTER] [COLOR=#ff0000] [/COLOR][u]General Guidelines[/u] - You don't necessarily need to worry about the attack stat of a power when swapping. You have Combat Virtuoso to cover for that. In many cases, the stat that determines the rider effects will be more vital. - Remember that paragon path powers are NOT covered by Combat Virtuoso. - Also keep in mind that, since Essentials' release, that entry feats grant you that class' implement proficiency for ALL implement powers if you don't have it already. That's important for those of you who like to use both weapon and implement powers, in particular (*cough* O-Bards go Swordmage). - If you're going to take an entry feat that grants you a ritual casting feature, remember that you can take Alchemist with that and not have it go completely to waste. - Try not to take an entry feat that trains Arcana, since you're already trained in that automatically. Sometimes, however, it can't be helped, especially if it either has a great extra to compensate or if the other options are simply worse. - Generally, you should avoid swapping for powers that require a class feature you can't access for optimal use. A few exceptions to this DO exist, however. [u]General Power Source Options [/u] [Size=4][b]Divine classes[u] [/u][/b][/size] [b]Key paragon paths, Forgotten Realms[/b] [sblock] [COLOR=#00ccff]He[/COLOR][COLOR=#00ccff]artwarder[/COLOR] (FRPG): Must worship Sune. Sune's Touch lets others benefit when you use a healing surge yourself. Also great stuff are the powers. Siren Voice is domination every encounter, which is awesome. Sune's Shield is a very good utility that allows you and an ally, or two allies, to take damage for each other on a case-by-case basis for the encounter. [COLOR=#00ccff]Morninglord[/COLOR] (FRPG): Must worship Amaunator. The Lv. 16 feature Burning Radiance is the heart of this path and makes it capable of incredible damage; it can be triggered from a Radiant weapon, or any Radiant at-will attack you may have acquired somehow (say, Half-Elf's Dilletante). This one is especially devastating if your allies deal radiant damage. [/sblock] [b]Key epic destinies[/b] [sblock] [COLOR=#00ccff]Saint[/COLOR][COLOR=#0000ff] [/COLOR](DP): [COLOR=#00ccff] [/COLOR]+2 to all NADs, immune to domination, save-granting powers and healing powers serving their respective double-duties on adjacent allies, and enhanced first aid all make for an excellent healer-inclined destiny. Be sure to swap for a divine healing power or two so you can take advantage of the extra healing from the capstone. [/sblock] [Size=4][b][/b][/size] [Size=4][b]Primal classes[/b][/size] [b]Key feats[/b] [sblock] [u]Epic Tier[/u] [COLOR=#00ccff]Second Skin[/COLOR] (PP): If you took Hide Armor Specialization in Paragon, retrain that one for this feat, which grants you a +2 feat bonus to AC. [/sblock] [b]Key epic destinies[/b] [sblock] [COLOR=#00ccff]Reincarnate Champion [/COLOR](PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed. [COLOR=#0000ff]World Tree Guardian[/COLOR] (PP): Nearly constant 5 + CON mod damage resistance from the start, and massive constant regeneration as a capstone make this one worth considering for the Valorous. Solid Leader-geared daily utility, too. [/sblock] [u]Specific Classes[/u] [Size=4][b][COLOR=#00ccff]Artificer[/COLOR][/b][/size] Despite the class using INT for its attack rolls, the other Arcane Leader's abilities are used almost exclusively by Valorous and Prescient Bards. Combat Virtuoso covers for any attack rolls, and that leaves the riders on such powers, almost all of which are reliant on CON or WIS. And there are definitely some great powers here. [b]Entry feats[/b] [sblock] [COLOR=#00ccff]Student of Artifice[/COLOR] (EPG): A daily use of Healing Infusion. Requires INT 13. Unlike some entry feats for other Leader classes, this one is not redundant for you at all, and is actually really damn useful, essentially giving the party one extra healing surge in the pool per day. Curative Admixture is best for the Prescient, while Resistive Formula is just plain amazing for the Valorous. Only downside is the wasted redundancy of Arcana training, but that's a small price to pay. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 3 Encounter, Weapon [/u] [COLOR=#00ccff]Repulsion Strike[/COLOR] (EPG): Better for Valorous Bards than anything they get on their own at this level. Can be done melee or ranged and inflicts a huge attack bonus debuff to the enemy (CON-mod). [u]Lv. 6 Utility[/u] [COLOR=#00ccff]Regeneration Infusion[/COLOR] (EPG): CON-mod worth of regeneration for the encounter. Fantastic for the Valorous. [u]Lv. 9 Daily[/u] [COLOR=#0000ff]Radiant Sigil[/COLOR] (EPG): Another Radiant keyword weapon buff. This one heals the wielder their CON mod in hit points every time the buffed weapon hits. Good for Valorous Bards, especially if someone can create radiant vulnerability in the party. [u]Lv. 10 Utility[/u] [COLOR=#00ccff]Slick Concoction[/COLOR] (EPG): Per-encounter battlefield rearrangement as a minor action. Slides your allies, which means it's Agile Opportunist-friendly, too. Lovely. [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Iron-Hide Infusion[/COLOR] (EPG): +4 untyped bonus to AC for a round every encounter is great. [u]Lv. 22 Utility[/u] [COLOR=#00ccff]Bag of the Four Winds[/COLOR] (EPG): Like Slick Concoction before it, a per-encounter, minor-action battlefield rearrangement that also happens to be Agile Opportunist-friendly since it slides the party. This one affects you, too. Very nice for Prescients. [u]Lv. 23 Encounter, Weapon [/u] [COLOR=#00ccff]Prismatic Strike[/COLOR] (EPG): Three weapon attacks, melee or ranged, one against each NAD. That's great. The possibility to knock prone, push, keep them from standing and inflict nasty defuffs to attack rolls. That's incredible. Both Valorous and Prescient Bards have a lot to love from borrowing this one. [/sblock] [Size=4][b]Avenger[/b][/size] The recent adjustment to a certain entry feat has made Avenger multiclassing not nearly as attractive. The class itself doesn't have much to look at powers- or feats-wise. You do get holy symbol proficiency. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Disciple of Divine Wrath[/COLOR] (PHB2): Trains Religion only, but in combat this is actually the better feat now since its Oath of Enmity lasts until the end of your next turn, which can cover multiple attacks in those two rounds. WIS 13 required. [COLOR=#800080]Hero of Faith[/COLOR] (DP): The mighty hath fallen. The Oath of Enmity from this feat only lasts until you hit the enemy once. Requires WIS 15, too. At least this feat allows you to train any Avenger class skill, rather than just Religion. [/sblock] [Size=4][b]Barbarian[/b][/size] Opens up a couple of interesting options, although you probably won't accrue enough personal damage bonuses to make this class' best Striker powers worthwhile. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Berserker's Fury[/COLOR] (PHB2): Training in any one of the Barbarian's class skills. Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13. [/sblock] [b]Key class feats[/b] [sblock] [u][u]Heroic Tier [/u][/u] [COLOR=#0000ff]Hurl Weapon[/COLOR] (PP): Opens up the possibility to use at least a shortsword with ranged weapon powers, an interesting option for Prescients or any Bard who wants to cherry-pick such powers. If you also pick up the Ranger entry feat Two-Blade Warrior, the longsword becomes a hurl option. [/sblock] [Size=4][b][COLOR=#0000ff]Cleric[/COLOR][/b][/size] Some nice healing-related feats here, as well as a pretty attractive PP. You gain holy symbol proficiency, if that matters to you.[u] [/u] [b]Entry feats[/b] [sblock] Initiate of the Faith (PHB): WIS 13 needed. Training in Religion and a once-per-day use of Healing Word. Not too impressive, but unless you're a Prescient Bard you have no alternative. Divine Healer (DP): This is the best option for [COLOR=#0000ff]Prescient Bards[/COLOR] if they plan to swap for a Cleric healing spell, such as Bastion of Health or Word of Vigor. Worthless for the [COLOR=#ff0000]others [/COLOR]though, since they won't be able to get a good Healer's Lore bonus. Trains Heal. [/sblock] [b]Key class feats[/b] [sblock] [u]Epic Tier [/u] [COLOR=#00ccff]Shared Healing [/COLOR](DP): Pools the entire party's healing surges together. Works with all your powers that trigger healing surges. Awesome. [/sblock] [b]Key paragon paths[/b] [sblock] [COLOR=#00ccff]Divine Oracle [/COLOR](PHB): Foresight's roll twice for initiative and prevention of surprise are both awesome, even making up for not having Perception or Insight trained. Prophecy of Doom can lead to an auto-crit once per encounter. A great one for Prescient Bards, who stand a chance to hit with the daily power. [/sblock] [Size=4][b][COLOR=#00ccff]Druid[/COLOR][/b][/size] Considering the Bard has its roots in close association with the Druid (both in 1e AD&D and in real-life history), you wonder how well you can accomplish multiclassing here. Answer: Pretty damn well, actually. Especially if you're looking to dominate enemies early and often, and even if not, there's a pretty sweet utility for you.[u] [/u] [b]Entry feats[/b] [sblock] Initiate of the Old Faith (PHB2): WIS 13 to qualify, and you get training in Nature, Druid implement use (this includes staffs) and Wild Shape. You can use this Wild Shape power itself just like a real Druid would, but you only get a per-encounter use of a beast form at-will with this. [/sblock] [b]Key powers[/b] [sblock] [u][b]Lv. 6 Utility[/b][/u] [b][COLOR=#00ccff]Eagle's Splendor[/COLOR] (E:HFK)[/b]: All-day power bonus to your CHA attacks and Will defense? Yes, please. [u][b]Lv. 7 Encounter[/b][/u] [b][COLOR=#00ccff]Charm Beast[/COLOR] (HotF)[/b]: Stick this one in the "what were they thinking" files. An encounter domination power in Heroic Tier. Yup, you read that right. And if you miss, you still daze the enemy. Too bad Staff of Sleep and Charm only works with Arcane Charm powers and thus doesn't apply to this one. Oh well, can't have everything. [u][b]Lv. 23 Encounter[/b][/u] [b][COLOR=#00ccff]Dominate Beast[/COLOR] (HotF)[/b]: A domination encounter power that is essentially Reliable (as in, not expended on a miss). That's all you need to know. [/sblock] [Size=4][b][COLOR=#0000ff]Fighter[/COLOR][/b][/size] A particular entry feat is very appealing to the melee Bards and Skalds looking to maximize their off-standard MBA opportunities. This one is also worth it to pick up for off-defender powers and certain powers with Striker-esque applications. The Daring Blade paragon path works very well with this, and in addition, this class has some very damaging stance powers that work even without Combat Virtuoso or Daring Blade. [b]Entry feats[/b] [sblock] [COLOR=#00ccff]Battle Awareness[/COLOR] (MP): Melee Bards and Skalds looking to load up on off-standard MBA opportunities will definitely want to shoot for this one. Training in any Fighter skill, and a per-encounter immediate interrupt basic attack against an adjacent foe for shifting or not including you in an attack. The only thing that might give some Bards pause is the requirement of both STR 13 and WIS 13, which can be a rather steep price for some builds. Wrathful Warrior (MP2): A far cry from Battle Awareness, but for many Bards looking to MC Fighter, this is a more realistic feat to obtain thanks to it only requiring a CON 13. And CON-mod THPs once per encounter for being hit in melee is a neat little bonus. That said, if you do qualify for Battle Awareness later on (thanks to say, Paragon/Epic Tier auto stat boosts), I'd retrain this one for it. [/sblock] [Size=4][b]Invoker[/b][/size] Some pretty nice utilities and attack powers here. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Acolyte of Divine Secrets[/COLOR] (PHB2): WIS 13 required. As for the per-encounter Invoker at-will, you've got several good choices, including Mantle of the Infidel, Visions of Blood, and Grasping Shards. Trains Religion. Divine Secretkeeper (DP): WIS 13 and INT 13 required. Lets you train History instead of the compulsory Religion of the other entry feat. Remember you can take Alchemist with the Ritual Casting class feature you get. A fair choice, but overall, I prefer the Invoker at-will you get from Acolyte. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 6 Utility[/u] [COLOR=#00ccff]Demand Justice[/COLOR] (PHB2): Force an enemy to reroll a save and possibly make him fail. Perfect. [u]Lv. 29 Daily[/u] [COLOR=#00ccff]Word of the Gods[/COLOR] (PHB2): Sure, you have your own domination spell, but does your domination spell affect everyone in a close 5 blast? Didn't think so. [/sblock] [Size=4][b][COLOR=#00ccff]Paladin[/COLOR][/b][/size] Some really good feats, utilities and attack powers here. Some of those are just as suitable for your natural Leader and Controller roles as the Paladin's natural Defender role. A lot of the Paladin's powers are Charisma-based; the ones that are Strength-based can still be taken care of with Combat Virtuoso. Just remember that some of the powers use WIS to determine the rider, so unless you're the rare Prescient who mixes it up in melee, be wary. You get holy symbol proficiency here as well. [COLOR=#ff9900][b]Tieflings[/b][/COLOR] who want to play with MBA-triggered powers should MC here for Wrath of the Crimson Legion. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Soldier of the Faith[/COLOR] (PHB): You get a per-encounter use of Divine Challenge, which is perfect for off-tanking, and you can train any of the Paladin's class skills, too. Prefered more by the Valorous, who are more likely to swing the STR 13 required since they probably want that for scale proficiency, anyway, and will have the healing surges and hit points more suitable for the off-tanking this feat is geared towards. [b][COLOR=#00ccff]Walker of the Dark Path[/COLOR] (D 400)[/b]: The Blackguard entry feat, which still counts as the Paladin class, this one gives you a skill training from the Blackguard's list (which differs a bit from the actual Paladin), as well as a per-encounter CHA-boost to damage on an enemy you have CA against and a daily use of the Blackguard's pretty decent Shrowd of Shadow power. Best part of this one, however, is that it has no stat requirements, whatsoever, so any Bard can easily pluck it. Bards who want some Paladin goods but have no intention of off-tanking will want to flock to this feat. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 2 Utility[/u] [COLOR=#00ccff]Bless Weapon[/COLOR] (DP): If you're traveling with a character who can force radiant vulnerability, this daily is perfect with its 18-20 crits. [COLOR=#00ccff]Virtue[/COLOR] (DP): A per-encounter utility that is pre-emptive healing at its finest for yourself, granting you your healing surge's worth of temp HPs for the upcoming encounter. Scales beautifully for a utility had this early. Lets you last longer and makes you more likely to use your Majestic Words on other party members. [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Divine Aegis[/COLOR] (DP): A daily stance that results in +2 untyped bonuses to all defenses for you and nearby allies. Which stacks with all the power bonuses you like to dish out. [u]Lv. 23 Encounter, Implement[/u] [COLOR=#00ccff]Demand Respect[/COLOR] (DP): Immediate interrupt that blinds and knocks down the enemy for attacking your ally if it hits. Perfect off-defender power. [u]Lv. 25 Daily, Weapon[/u] [COLOR=#00ccff]Discipline the Unruly[/COLOR] (DP): Another excellent off-defender power that punishes enemies within 5 squares with a lot of radiant damage and blinding. You can sustain your walking blinding battery mode with minor actions. [u]Lv. 27 Encounter, Weapon[/u] [COLOR=#00ccff]Stunning Smite[/COLOR] (PHB): It's a STR-based power, but that's what you have Combat Virtuoso for. You can potentially stun everybody next to you, all you need to do is land that first hit. This attacks Will, too, so it will hit often. Be a Life Singer for certain mayhem. [/sblock] [b]Key class feats[/b] [sblock] [u][b]Heroic Tier, Tiefling[/b][/u] [b][COLOR=#00ccff]Wrath of the Crimson Legion[/COLOR] (D 381)[/b]: Gets you the fully CHA-based MBA if you want to be a Fake Skald or just have a good MBA for triggering the Dimensional Step or Flash of Distraction lines. Also gives you a mass-Divine Sanction power in place of your Infernal Wrath for when you want to off-tank for a round. [u][b]Paragon Tier[/b][/u] [b][COLOR=#00ccff]Hero's Poise[/COLOR] (D 388)[/b]: With a Charisma as high as yours, granting a save bonus to all your allies for making a save yourself is absolutely splendid. [/sblock] [Size=4][b]Ranger[/b][/size] Can see some use, even if you're not likely to deal the big damage with the Ranger's best powers. Prescients will be able to take advantage of the many ranged powers and utilities with WIS-based riders. Ranger multiclassing is also an easy way to train Stealth. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Two-Blade Warrior[/COLOR] (MP): If you dual-wield, you might want this one for an off-hand heavy blade. Requires STR 13 and DEX 13. Also trains a Ranger skill. Also note that this has synergy with the Barbarian feat Hurl Weapon to allow you to use ranged weapon powers with a heavy blade. Just a thought. [COLOR=#0000ff]Warrior of the Wild[/COLOR] (PHB): Training in a Ranger skill, and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield. Requires only either one of STR 13 or DEX 13. [/sblock] [Size=4][b][COLOR=#0000ff]Rogue[/COLOR][/b][/size] Some good attack powers for those of you using light blades or crossbows, some of which have Charisma for riders. [b]Entry feats[/b] [sblock] [COLOR=#ff0000]Ruthless Efficiency[/COLOR] (MP): Completely obsoleted now. And it wasn't good to begin with. Sneak of Shadows (PHB): If you need to train Thievery, this is your best bet. DEX 13 needed, and also gives you a per-encounter Sneak Attack. [COLOR=#0000ff]Sly Dodge[/COLOR] (MP): Solid. Requires DEX 13 and CHA 13, trains you in Bluff or Intimidate, and once per encounter you essentially get to move wherever you want in little fear of OAs. [COLOR=#00ccff]Twilight Adept[/COLOR] (MP2): Hands down THE Rogue entry feat to take if you want to train Stealth. And you get to experience the benefits of the nice Rogue feature Cunning Sneak for a round every encounter as an added bonus. Requires either DEX 13 or INT 13, making it a perfect fit for Gnome Cunning Bards. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 2 Utility[/u] [COLOR=#0000ff]Switcheroo[/COLOR] (MP2): Swap places with an adjacent ally [i]at-will[/i]. Remember that when you swap places, you slide your ally. If said ally has [COLOR=#00ccff]Agile Opportunist[/COLOR], he gets an immediate-action attack. [u]Lv. 9 Daily, Melee[/u] [COLOR=#00ccff]Knockout[/COLOR] (PHB): Nothing sets things up better than knocking someone unconscious. Let a real Striker or someone with a high-damage daily follow up for a coup de grace. [u]Lv. 23 Encounter, Ranged[/u] [COLOR=#00ccff]Steel Entrapment[/COLOR] (PHB): Close blast 5 immobilization. Nothing quite like stopping a small army in its tracks. [/sblock] [Size=4][b][COLOR=#0000ff]Shaman[/COLOR][/b][/size] With the newer, better implement rules, multiclassing here is now an interesting and potentially effective option. Some nice utilities and attack powers, and having a Spirit Companion can be quite handy. [b]Entry feats[/b] [sblock] Spirit Talker (PHB2): Trains Nature, grants a standard-action Call Spirit Companion (note that this is NOT the same thing as granting the Companion Spirit feature), and limited uses of an at-will and Speak With Spirits. WIS 13 required. The Spirit Companion is there for certain utility powers you may want to cast, but it's generally not something you can rely on the way a real Shaman would. [/sblock] [b]Key powers[/b] [sblock] [u]Utility 2[/u] [COLOR=#00ccff]Protective Roots[/COLOR] (PP): Does require your Spirit Companion, but CON-mod damage resistance to everything for potentially the whole party for a whole encounter is too good to ignore for the Valorous. [/sblock] [Size=4][b][COLOR=#0000ff]Sorcerer[/COLOR][/b][/size] Some utilities and class feats you may want here. [b]Entry feats[/b] [sblock] [COLOR=#800080]Arcane Prodigy[/COLOR] (PHB2): The less stat-intensive of the two (you qualify for it automatically, for all intents and purposes), but the benefits are meager: Wasted Arcana training and a paltry per-encounter damage boost. [COLOR=#00ccff]Soul of Sorcery[/COLOR] (AP): Permanent resist 5 to a damage type of your choice. Easily the better of the two qualifying feats if you can afford the STR 13 and CHA 13 required. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Avatars of Chaos[/COLOR] (AP): This daily is a whole lot of fun. It gives you (well, your essence) a lot of freedom to be where you need to be on the battlefield, and potential +1 untyped bonus to attack rolls. In addition, it doubles as a "live longer" utility since you can't take damage yourself until all 4 images are gone. Great stuff. [COLOR=#00ccff]Draconic Majesty[/COLOR] (PHB2): Become a walking zone of difficult terrain and attack debuff for a round every encounter. Awesome, just as long as you have any sort of positive STR modifier. [/sblock] [b]Key class feats[/b] [sblock] [u]Paragon Tier[/u] [COLOR=#00ccff]Sorcerous Vision[/COLOR] (AP): Cunning Bards will want to snatch this one right up to make Perception and Insight checks with their Arcana. They can even go ahead and retrain Perception and Insight for other skills now. [/sblock] [Size=4][b][COLOR=#00ccff]Swordmage[/COLOR][/b][/size] The only reason this isn't mandatory in general now is because Skalds don't get to multiclass with everything in sight. For [COLOR=#ff9900][b]O-Bards looking to mix weapon and implement powers[/b][/COLOR], this IS mandatory. Take one of the entry feats for this class, and you get to use any sword of your choice for all your implement powers (as opposed to being limited just to Songblades). It doesn't get any better than that. [COLOR=#ff9900][b]Cunning Fake Skalds[/b][/COLOR] also need this MC for Intelligent Blademaster. Aside from that obvious perk, you get access to some nice power swaps and feats here. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Blade Initiate[/COLOR] (FRPG): The most important part of this is, of course, the [COLOR=#ff9900][b]implement proficiency[/b][/COLOR] in heavy and light blades. Arcana training is wasted, but the free daily bonus to AC is pretty nice. it's the less stat-intensive of the two entry feats, with only an INT 13 required. [COLOR=#0000ff]Heart of the Blade[/COLOR] (AP): Also grants you the all-important [COLOR=#ff9900][b]implement proficiency[/b][/COLOR] in heavy/light blades. This feat actually gives you a skill training that won't go to waste, but Swordbond is a highly situational class feature, at best. So your decision is essentially between wasting a skill and getting a daily boost to AC, or getting an extra skill but a weak feature as a bonus. About even, if you ask me. This one is also more stat-intensive, requiring CON 13 and INT 13. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 2 Utility[/u] [COLOR=#00ccff]Channeling Shield[/COLOR] (AP): Almost like stealing a per-encounter instance of the Aegis of Shielding benefit. No, even better, because it works for attacks against yourself as well as allies, and doesn't require you to mark anybody. Perfecto. [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Borrowed Confidence[/COLOR] (AP): The apple of many a Resourceful Magician's eye, thanks to the rerolls of all attacks and saves for a full round, every single encounter. Goes wonderfully with AoEs, especially. The fact that it fills what is a rather tepid utility level in the Bard's own arsenal is an added bonus. [/sblock] [b]Key class feats[/b] [sblock] [u]Heroic Tier[/u] [COLOR=#00ccff]Eladrin Swordmage Advance[/COLOR] (AP): For Eladrin, a free melee basic attack with Fey Step is still really good, even if its infamously broken application is no more. If you took basic attack-triggered powers of the Dimensional Step or Flash of Distraction lines, this one can do some very special things. [b][COLOR=#00ccff]Intelligent Blademaster[/COLOR] (FRPG)[/b]: A foundation feat for Cunning Fake Skalds, or just any Cunning Bard who wants a good MBA and wants to use powers in the Dimensional Step or Flash of Distraction family. Your basic attacks with heavy and light blades become fully INT-based, attack and damage. And not only does this work for MBAs, it also works for RBAs with a Farbond Spellblade, making for a viable ranged Fake Skald. [/sblock] [Size=4][b][COLOR=#00ccff]Warlock[/COLOR][/b][/size] Prospective Bard Taxis will take this multiclass to enter the cornerstone PP of that build concept. Charmers will also find some serious goods multiclassing here. [b]Entry feats[/b] [sblock] [b][COLOR=Blue]Pact Initiate[/COLOR] (PHB)[/b]: Still the general entry feat of choice. Training in any Warlock skill, and you choose a pact and get a per-encounter use of a pact-related at-will. Pick Fey if you want Eyebite. [b]Student of Malediction (AP)[/b]: Only take this in addition to, never in lieu of, Pact Initiate. The Curse can last all the way until the enemy is dead if you choose never to apply the damage. [/sblock] [b]Key powers[/b] [sblock] [b][u]Lv. 7 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Mire the Mind (Fey)[/COLOR] (PHB)[/b]: Like Eyebite, except it makes all of your allies invisible to the target as well. This one is grand. [b][u]Lv. 10 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Ethereal Sidestep[/COLOR] (PHH1)[/b]: At-will teleporting as a move action. With the usual enhancers that 1-square teleport becomes a whole lot more. Bard Taxis will fall in love with this one. [/sblock] [b]Key paragon paths[/b] [sblock] [b][COLOR=DeepSkyBlue]Entrancing Mystic[/COLOR] (AP)[/b]: The Life Singer's main competition for a Charmer's attention. The 11th level feature Mystic Rapture is the main sell, slapping down an automatic -5 debuff to saves against Charm spells (and still a -2 against everything else) just for being within 3 squares of you. That's deadly. At 16th level you also get a +1 to attack with Charm spells. Decent powers, too. [b][COLOR=#00ccff]Evermeet Warlock[/COLOR] (FRPG)[/b]: The final and arguably the most defining piece to the Bard Taxi puzzle. The Lv. 16 feature means that you can take any teleportation power you have and take an ally with you. If you're building the Taxi, that means you'll have a ton of teleports thanks to the feats Bardic Wayfarer (don't forget your own self-teleportation effect), Walk among the Fey and the bevy of sliding powers in your class' arsenal. And then there's the additive effect that feature has with Queen's Clemency. [/sblock] [Size=4][b][COLOR=#00ccff]Warlord[/COLOR][/b][/size] A very good fit, considering a lot of the powers here accomplish similar objectives to yours. If you just need that extra beatdown power, or that extra mass-movement power, or what have you in your arsenal, this is a great place to look. A lot of the powers here work well even without any Presence benefit. All Bards will make great use of the Charisma-rider powers, and melee-inclined Cunning Bards will make good use of the Intelligence-rider powers as well. [b]Entry feats[/b] [sblock] Bravura Leader (MP2): Typically, you should take Resourceful Leader, instead. The damage bonus from that one is almost as good as this, and your ally doesn't have to give up combat advantage. However, one thing you might want to keep in mind, if you have the room later on, is that this feat's benefits [COLOR=#0000ff][b]do stack[/b][/COLOR] with Resourceful Leader. [COLOR=#00ccff]Resourceful Leader[/COLOR] (MP2): The Warlord multiclass feat to rule them all, and a CHA 13 qualifies for it, so you have no excuse to take anything else in place of this one. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of THPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 1 Daily[/u] [COLOR=#00ccff]Lamb to the Slaughter[/COLOR] (D 381): A beatdown power at Lv. 1. Awesome if your party is melee-heavy and the best choice for non-Cunning Bards.[COLOR=#00ccff] [/COLOR] [COLOR=#00ccff]Lead the Attack[/COLOR] (PHB): Perfect Solo-assault power for the Cunning, who can grant huge attack bonuses to the whole party with this. [u]Lv. 3 Encounter[/u] [COLOR=#00ccff]Devastating Offensive[/COLOR] (D 381): Even without the Presence benefit, the slide of an enemy and an ally, followed by a free action attack, is marvelous. In Paragon Tier, if the ally you slide is an Agile Opportunist, he gets two attacks. Very nice. [u]Lv. 6 Utility[/u] [COLOR=#00ccff]Reorient the Axis[/COLOR] (MP2): Per-encounter mass-shifting based on your Intelligence. Cunning Bards will want this map-rearrangement power, at least for a few levels. [u]Lv. 10 Utility[/u] [COLOR=#00ccff]Instant Planning[/COLOR] (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. All Bards can still grant that lovely CHA-mod power bonus to the whole party's attack rolls to set up certain mayhem that round. [u]Lv. 13 Encounter[/u] [COLOR=#00ccff]Invitational Assault [/COLOR](D 381): Devastating Offensive, Mark II. Same potential for a triple flurry if your ally is an Agile Opportunist. This'll tide you over until Lv. 17. [COLOR=#0000ff]Pincer Maneuver[/COLOR] (MP): Send a couple melee allies to flank a foe and beat him up. Good even without Prescence. [u]Lv. 15 Daily[/u] [COLOR=#00ccff]War Master's Assault[/COLOR] (MP): If you're loading up on beatdown powers, you definitely want this one. CHA-mod to all attack rolls from this, too. [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Help or Hinder[/COLOR] (MP2): A Controller-aid that just made you jealous. Both Cunning and Prescient Bards will look at this per-encounter utility to prolong an enemy's misery from a save-ends condition for free. Oh, yeah, it can also boost an ally's save, instead, if that ever matters to you. [u]Lv. 17 Encounter[/u] [COLOR=#00ccff]Hail of Steel[/COLOR] (PHB/D 397): The most infamous beatdown power in 4e, and for good reason. And it's 100% multiclass-friendly. (The attacks this triggers are free actions now, though. They weren't originally.) [u]Lv. 25 Daily[/u] [COLOR=#00ccff]Relentless Assault[/COLOR] (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit. [u]Lv. 27 Encounter[/u] [b][COLOR=#00ccff]A Plan Comes Together[/COLOR] (D 384)[/b]: Two guaranteed free-action attacks as long as you have two capable melee allies. And the possibility of dazing and knocking prone, to boot. Amazing. [COLOR=#00ccff]Insightful Assault[/COLOR] (MP2): Awesome. Enact a four-man beatdown of an enemy with either melee or ranged basic attacks for free. You don't even have to hit the enemy to trigger it. Sort of an encounter version of War Master's Assault. Great even without the Presence benefit. [/sblock] [b]Key epic destinies[/b] [sblock][u][u] [/u][/u] [COLOR=#00ccff]Warmaster[/COLOR] (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility. [/sblock] [Size=4][b][COLOR=#00ccff]Wizard[/COLOR][/b][/size] Sometimes the best way to lead is to control. You know that as well as anyone, and Wizard multiclassing helps here a ton, both with powers and with class feats. Dual-stat CHA/INT Cunning Bards can even take Resourceful Magician and have their pick of higher-level Wizard dailies. [b]Entry feats[/b] [sblock] [COLOR=#0000ff]Arcane Initiate[/COLOR] (PHB): Requires only an INT 13. The Arcana training is redundant, but a per-encounter use of a Wizard at-will is pretty nifty. I'm pretty partial to Hypnotism, a Charm/Enchantment power that lets you either slide an enemy or make him attack one of his buddies in melee with a forced bonus on its attack roll (with post-MM3 figures in play this is pretty good damage). Beguiling Strands (another Charm/Enchantment), Thunderwave and Winged Horde are also worthy picks. Learned Spellcaster (AP): This one requires an INT 13 and WIS 13. You might want to consider this one if you don't want a skill training to go to waste, since you can also train either Nature or Religion. Remember that you can take Alchemist with the Ritual Casting feature you get from this feat. [/sblock] [b]Key powers[/b] [sblock] [u]Lv. 6 Utility[/u] [COLOR=#0000ff]Emerald Eye[/COLOR] (AP): This per-encounter utility is useful for anyone with an abundance of anti-Will attacks. That's probably going to be you. [u][b]Lv. 9 Daily[/b][/u] [b][COLOR=#00ccff]Symphony of the Dark Court[/COLOR] (E:HFL)[/b]: An insane Charm/Enchantment spell with a hell of a dual Leader/Controller application. It's party-friendly on its attack, it dazes guaranteed and immobilizes as well on hit, and allies in the burst get a free 4-square shift and +4 power bonus to damage rolls. Delightful. [u]Lv. 13 Encounter[/u] [COLOR=#00ccff]Dark Gathering[/COLOR] (HoS): The new darling of the Wizard's arsenal at this level, and for good reason. It's an ally-friendly AoE (which is a necessity for your MO), the heavily obscured zone it creates is ally-friendly, and, last but not least, it dazes everything on hit and can blind one unlucky foe. [u][b]Lv. 17 Encounter[/b][/u] [b][COLOR=#00ccff]Mass Charm[/COLOR] (E:HFL)[/b]: Slide all enemies in an area burst 1 up to 5 squares and make them all kill each other. Without even using an attack roll. This one's grand. [u]Lv. 25 Daily[/u] [COLOR=#00ccff]Prismatic Spray[/COLOR] (PHB): A party-friendly close burst 5 that can do a lot of damage and can also stun. About as good as it gets. [u]Lv. 27 Encounter[/u] [COLOR=#00ccff]Charm of the Puppet Strings[/COLOR] (D 381): The best yet in a long line of domination powers at this level. [COLOR=#00ccff]Steal Time[/COLOR] (AP): Stun the target and gain a standard action. You'll love using this to set up a nova round practically for free. And Tieflings with Royal Command of Asmodeus get to dominate with it, in which case the net action gain for your side goes through the roof. Fun times. [u]Lv. 29 Daily[/u] [b][COLOR=#00ccff]False Reality[/COLOR] (E:HFL)[/b]: Woo, save-ends helpless and stunned when you hit an enemy with this. A perfect spell against a Solo, especially if you back it up with one of your save debuffs. Enjoy setting up coup-de-grace mayhem. [COLOR=#00ccff]Visions of Wrath[/COLOR] (AP): If you can catch enemies within reach of each other in a melee cluster with this, you'll have a lot of fun making them stand there and beat each other to death. They even auto-fail the save if they miss an attack. Follow this up with one of your save-debuffing powers for even more laughs. If you've got a lone survivor still dominated, send him past your melee allies for a lovely OA gauntlet. This one isn't for Solos, though. [/sblock] [b]Key class feats[/b] [sblock] [u]Epic Tier[/u] [COLOR=#00ccff]Arcane Mastery[/COLOR] (PHB): Do you really love that daily attack or utility spell you nabbed from the Wizard's arsenal? Good, because you get to use it again. Have fun. Focused Wizardry[COLOR=#0000ff] [/COLOR](AP): This one affects all arcane spells. The +2 to attack for targeting a lone enemy with an AoE is worth a look, particularly against Solos. Spell Accuracy (PHB): [COLOR=#0000ff]Resourceful Magicians[/COLOR] are more likely to pick this one up, which lets you exclude allies from your party-unfriendly Wizard spells. If you have a significant WIS modifier, go for it. [/sblock] [b]Key epic destinies[/b] [sblock] [COLOR=#00ccff]Archmage[/COLOR] (PHB): Allows you to use a whole lot of daily arcane powers over the course of a day. The capstone even turns one of them into an encounter power. This ED alone makes Wizard MC worth it. [/sblock] [/QUOTE]
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