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[Help] Bard 10 + battle tactics
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<blockquote data-quote="doghead" data-source="post: 1204529" data-attributes="member: 8243"><p>I am trying to make a hobgoblin bard 10 Song Speaker (my own term)</p><p></p><p><em>Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells. </em></p><p><em></em></p><p><em>Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.</em></p><p></p><p>At the moment, the character (anyone know any good hobgoblin names?) is still mostly riding with the troops. I am wondering what combination of spells would be best, along with the bards Bardic Music to do this. At the moment I have the following.</p><p></p><p><em>Spells Known (+ Cha Bonus)</em></p><p><em>3 x 0th: Detect magic, Lullaby, Read magic</em></p><p><em>3 x 1st +1: Cause Fear, Cure Light Wounds, Remove Fear, Indentify.</em></p><p><em>3 x 2nd +1: Calm Emotions, Cure Moderate wounds, Heroism, Scare</em></p><p><em>2 x 3rd +1: Cure Serious Wounds, Good Hope, Haste.</em></p><p><em>0 x 4th:</em></p><p></p><p>I was thinking along these lines. </p><p>1: Blur on self (1 min/level) before engagement for missile protection.</p><p>2: Heroism (10min/level) on self or leader (+2 Attk/Save/Skill rolls)</p><p>3: Good Hope on unit (1min/level) before engagement (morale: +2 attk/dam/save/skill rolls).</p><p>4: Haste on unit/leaders (1 round/level) before charge (additional attack, + 1 attk/dodge rolls).</p><p>5: Inspire courage (while chanting +5 rounds) (morale: +2 vs charm/fear, +2 attk/dam rolls).</p><p></p><p>Do all of these stack? I suspect that the morale bonuses do not, in which case it would one or the other of Good hope or Inspire Courage. Perhaps one then the other. Start with Inspire. Then cast Good Hope and charge in.</p><p></p><p>Scare and cause fear were for the enemy. I was wondering if there was something better for knocking down something more powerful like a high level leader or high HD monster.</p></blockquote><p></p>
[QUOTE="doghead, post: 1204529, member: 8243"] I am trying to make a hobgoblin bard 10 Song Speaker (my own term) [i]Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells. Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.[/i] At the moment, the character (anyone know any good hobgoblin names?) is still mostly riding with the troops. I am wondering what combination of spells would be best, along with the bards Bardic Music to do this. At the moment I have the following. [i]Spells Known (+ Cha Bonus) 3 x 0th: Detect magic, Lullaby, Read magic 3 x 1st +1: Cause Fear, Cure Light Wounds, Remove Fear, Indentify. 3 x 2nd +1: Calm Emotions, Cure Moderate wounds, Heroism, Scare 2 x 3rd +1: Cure Serious Wounds, Good Hope, Haste. 0 x 4th:[/i] I was thinking along these lines. 1: Blur on self (1 min/level) before engagement for missile protection. 2: Heroism (10min/level) on self or leader (+2 Attk/Save/Skill rolls) 3: Good Hope on unit (1min/level) before engagement (morale: +2 attk/dam/save/skill rolls). 4: Haste on unit/leaders (1 round/level) before charge (additional attack, + 1 attk/dodge rolls). 5: Inspire courage (while chanting +5 rounds) (morale: +2 vs charm/fear, +2 attk/dam rolls). Do all of these stack? I suspect that the morale bonuses do not, in which case it would one or the other of Good hope or Inspire Courage. Perhaps one then the other. Start with Inspire. Then cast Good Hope and charge in. Scare and cause fear were for the enemy. I was wondering if there was something better for knocking down something more powerful like a high level leader or high HD monster. [/QUOTE]
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[Help] Bard 10 + battle tactics
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