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Help on Bard Build - It's a matter of pride, folks.
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<blockquote data-quote="Magesmiley" data-source="post: 2533981" data-attributes="member: 26292"><p>As far as stats, I'd opt for block B and dump the low score into Wisdom.</p><p></p><p>One notion I haven't seen mentioned here is using a reach weapon of some variety. My personal favorite is, of course, the spiked chain. The nice thing about a reach weapon is you get to whack the enemy before they whack you usually. It makes a good equalizer against opponents when you are wearing lighter armor. I'd consider:</p><p></p><p>Human</p><p>S15, D17, C15, I14, W4, Ch16</p><p>Exotic WP (Spiked Chain)</p><p>Combat Reflexes (or Combat Expertise to be followed by Improved Trip at 3rd, in which case switch STR and DEX)</p><p></p><p>Get a masterwork chain. You end up with +4 (+5 with the option) to hit and 2d4+3 (2d4+4 with the option) damage, plus the option to trip or disarm. This allows you to be ok in fighting, particularly at breaking up a charge at your group. Hang around the archer and the cleric/wizard and break up any attacks header towards those individuals. The cleric is probably going to be a better tank than you are, but if he's in the thick of things you can lend a solid hand of support using a reach weapon without endangering yourself too much. The spiked chain is good for getting into flanking spots too.</p><p></p><p>With two divine casters in the party you might be ok with healing (although with the true necromancer type it might be a bit skimpy). Consider trying to get ahold of any cure wands you can (or possibly get a low-charge one from your starting gold). Clerics always like to know who is going to heal them when they get into trouble. </p><p></p><p>Make sure you use your music when appropriate too. Extra bonuses here and there help immensely.</p><p></p><p>Obviously your Will save is going to suck for a bit. I'd suck it up and live with it. Bards have good Will saves (if I recall), so it'll get better over time. You won't be any worse than most characters with just a single good save.</p><p></p><p>Skills: With the stats above you end up with 45 skill points at 2nd level. This is probably more than anyone else, possibly excepting the rogue.</p><p></p><p>I kind of get the impression that you are in a combat-heavy game. If that is the case, the bard's best forte is kind of useless. Others have mentioned Diplomacy, Bluff, and the other social skills already, so I'll take a shot at some of the others.</p><p></p><p>I definitely recommend maxing the Use Magic Device skill out. Get a good variety of skills too while you're at it. You might consider Hide and Move Silently - if the rogue doesn't have them, you get the ability to scout ahead and if he does you can go with him. Tumble is another good skill to pump up - you'll be in lighter armor and it can be a lifesaver to be able to move around without provoking.</p><p></p><p>One last skill item, if you do get to talk once in awhile, make sure you sink more than a few points into languages.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Magesmiley, post: 2533981, member: 26292"] As far as stats, I'd opt for block B and dump the low score into Wisdom. One notion I haven't seen mentioned here is using a reach weapon of some variety. My personal favorite is, of course, the spiked chain. The nice thing about a reach weapon is you get to whack the enemy before they whack you usually. It makes a good equalizer against opponents when you are wearing lighter armor. I'd consider: Human S15, D17, C15, I14, W4, Ch16 Exotic WP (Spiked Chain) Combat Reflexes (or Combat Expertise to be followed by Improved Trip at 3rd, in which case switch STR and DEX) Get a masterwork chain. You end up with +4 (+5 with the option) to hit and 2d4+3 (2d4+4 with the option) damage, plus the option to trip or disarm. This allows you to be ok in fighting, particularly at breaking up a charge at your group. Hang around the archer and the cleric/wizard and break up any attacks header towards those individuals. The cleric is probably going to be a better tank than you are, but if he's in the thick of things you can lend a solid hand of support using a reach weapon without endangering yourself too much. The spiked chain is good for getting into flanking spots too. With two divine casters in the party you might be ok with healing (although with the true necromancer type it might be a bit skimpy). Consider trying to get ahold of any cure wands you can (or possibly get a low-charge one from your starting gold). Clerics always like to know who is going to heal them when they get into trouble. Make sure you use your music when appropriate too. Extra bonuses here and there help immensely. Obviously your Will save is going to suck for a bit. I'd suck it up and live with it. Bards have good Will saves (if I recall), so it'll get better over time. You won't be any worse than most characters with just a single good save. Skills: With the stats above you end up with 45 skill points at 2nd level. This is probably more than anyone else, possibly excepting the rogue. I kind of get the impression that you are in a combat-heavy game. If that is the case, the bard's best forte is kind of useless. Others have mentioned Diplomacy, Bluff, and the other social skills already, so I'll take a shot at some of the others. I definitely recommend maxing the Use Magic Device skill out. Get a good variety of skills too while you're at it. You might consider Hide and Move Silently - if the rogue doesn't have them, you get the ability to scout ahead and if he does you can go with him. Tumble is another good skill to pump up - you'll be in lighter armor and it can be a lifesaver to be able to move around without provoking. One last skill item, if you do get to talk once in awhile, make sure you sink more than a few points into languages. Hope this helps. [/QUOTE]
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