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I'd go gnome, and it would be great if your DM would allow eberron bardic feats since some of those are neat without being drastically overpowering.

One campaign I play in has a bard at about 10th level and he is an extraordinary force multiplier, although he often gets frustrated at the plinky little damage his rapier does.
 

Things that have worked for my bard:

Obscure Lore - If you aggressively make suggestions about using your Bardic Knowledge, and the GM is flexible, then this feat can really pay off. Bt if the GM isn't going to cooperate, then Bardic Knowledge is useless.

Bluff - You can feint sure, but more importantly you can LIE! This one will come in handy if you have a Paladin in the group. With Skill Focus: Bluff and the right CHA boosting items you can tell people the sky is green and get away with it. Don't be afraid to use it on your fellow PC's either, especially if they are mocking you for playing a bard! I took this, and have had frst pick of treasure ever since. :D

Improved Counterspell - Maybe you can't cast spells as powerful as a wizard or sorcerer, but your caster level is just as high as theirs. Plus, since bard spells cover such a wide range of schools, you make an excellent counterspeller. Especially if you're not acting as a front line fighter. You can stand back and sing, bosting your allies, and ready an action to counterspell. Add in Dispel Magic and Greater Dispel down the raod, and nobody casts spells unless you say they do.

Lingering Song - This is a big help if you want to actually do some fighting too. Spend one round singing, and then let lingering song keep the effect rolling while you get stuck in.

Synergy Bonuses - Bards have access to a lot of skills. Take advantage of that to max out your synergy bonuses. They really add up.

Lyric Spell - At higher levels, there's no way you'll ever use all your Bardic Music each day. This feat lets you convert songs into spells. Very handy.

Use Magic Device - Don't skimp on the levels here. With a maxed UMD, you can use fun toys like a Wand of Fireballs and last away like a sorcerer.

Magic Items - If the GM will let you get them, look for items like a Choker of Eloquence, Cloak of Charisma, or Rod of Splendor. Songblades are great if you can get one.
 


Tinner said:
Lingering Song - This is a big help if you want to actually do some fighting too. Spend one round singing, and then let lingering song keep the effect rolling while you get stuck in.

Mind you, the standard bardic song lasts for, what, 4 or 5 rounds after you start singing? plenty of time at most levels, as you can fight and continue singing.

Moving away from my earlier suggestion of gnome bard, I think if I wanted to lay down smack in melee I'd become a human archer bard.

1st level feats: point blank shot and rapid shot
3rd level feat: precise shot.

(if the feat that improves "inspire" results by +1 is available, I'd take that at the first possible opportunity).

An interesting variation would be the elven archer-bard who becomes an arcane archer ASAP. Not that the arcane archer is considered to be a great prestige class nowadays, but it is an interesting way to increase the range of your close range spells.

Cheers
 

irdeggman said:
A bard suffers the ASF when using a shield though.

True, but if he wants to be fighting he probably won't be casting spells in combat. Prepping for combat, or out of combat, the shield is easy to put down and pick up.

Ben
 

Plane Sailing said:
An interesting variation would be the elven archer-bard who becomes an arcane archer ASAP. Not that the arcane archer is considered to be a great prestige class nowadays, but it is an interesting way to increase the range of your close range spells.

Cheers

you can read about one in the story hour in my sig. female elven bard/arcane archer

killed twice and reincarnated. first into a male kobold. and then into a male deep halfling.
 

Plane Sailing said:
Mind you, the standard bardic song lasts for, what, 4 or 5 rounds after you start singing? plenty of time at most levels, as you can fight and continue singing.


Actuallyy:

The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter

So they usually last for 5 rounds after the bard stops singing.
 

Synthetik Fish said:
Use throwing daggers. When you move, you can draw weapons as free actions. This means 5 foot step, throw throw (at low levels.)

No, it doesn't.

You can draw a weapon as a free action as part of a normal move - not as part of a 5-foot step.

Anyone who wants to use throwing daggers needs to pick up the quickdraw feat.
 

Synthetik Fish said:
-snip-NOTE: Since you're using throwing daggers, and using a lot of them, I'd try to invent some sort of magic item at higher levels that's basicly a pair of gloves that gives magical bonuses to your daggers, basicly the same effect that a magical bow has on arrows.

Like this idea, but as long as you're at it, I'd recommend adding a Flaming, or Shocking effect to the gloves, in addition to the normal plus to hit and damage. The extra damage from the energy effect helps (in many cases) to mitigate the fact that daggers don't pack a lot of punch.
 

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