Retreater said:
1. Can cast in light armor. Wow. Whoopidity doo. That's a worthless ability. A sorcerer's Mage Armor provides the same amount of AC as a chain shirt (the best kind of light armor you can buy). It lasts an hour per level, has no check penalty or weight, and provides its bonus against incorporeal creatures. So that means that every arcane caster who has Mage Armor can already cast in light armor.
Hi. This is Mithral Breastplate. You can cast spells in it unimpeded. Coupled with a decent Dex, your AC is upwards of 17, even before magic enhancement. And you don't have to burn a 1st-level slot on Mage Armor.
If Complete Arcane is available, Battle Caster is a feat that lets a bard cast in Mithril Full Plate Armor unimpeded. Its +8 bonus to AC makes Mage Armor pale in comparison.
2. Bardic knowledge. The game mechanics behind this are vague. It's completely DM's fiat and provides no quantifiable benefit to the bard character or his party.
Well, everything in the game depends on the DM, right?
At any rate, the more secret the information is, the harder it is for you to get. A bard should have pretty easy access to the powers of Artifacts, since they are the stuff of legends.
3. Charisma. It's a dump stat, yet it's the focus of the bard's powers. Charisma is a dump stat because it doesn' give you extra hit points, armor class, skill points, improve saves, or increase your chances to hit and damage. [On the other hand, a rogue can pump a lot of points into his Dexterity score, which improves his AC, Reflex Saves, many rogue skills, attack bonus (if using a ranged weapon or weapon finesse), and also improves his initiative, making it more likely to catch an opponent flat-footed to deal sneak attack damage.)
Ask the Sorcerer or the Paladin if Charisma is a dump stat. Boost your Diplomacy and make even those raging orc barbarians your friends. Boost your Intimidate score and you can demoralize opponents in combat. Boost your Bluff score and you can feint in combat and attack flat-footed opponents.
4. Low hit points. What's this talk about having good hit points earlier in the thread? You are aware that it's a d6 hit die, right? That's the second worse in the game. Only the sorcerer and wizard have worse hp.
d6 is the second worst, but it's the third best! Plus, a bard gets good Will and Reflex saves, whereas Fighters, Barbarians and Paladins get only one good save (Fortitude), just like Rogues (Reflex), Sorcerers and Wizards (Will).
5. Can use some martial weapons. But why do you want to be up there in the thick of it with low hit points, crummy AC, mediocre attack bonus, etc. Yeah, elven wizards can use longswords too, but it doesn't mean they should.
Longswords? A bard should be using bows or rapiers, to make use of their Dex score (rapiers with Weapon Finesse). But coupled with good armor (see "1" above for Mithril Full Plate), the bard can dish out as much damage in melee as a cleric.
6. Bardic music. Oh, this stinks. You give buffs not unlike the bless spell. But while the music is active, a bard can't use a scroll, cast another spell, use a wand or other magic item with a command word. And most DMs probably won't let you even talk while you do it. So a cleric can cast bless (or prayer) at the beginning of a combat, and the bard can get the same effect as long as they do nothing else for the rest of the combat and can maintain concentration. Meanwhile, the cleric is attacking, turning undead, healing comrades, etc.
Inspire Courage doesn't require concentration, so it's a free action each round to keep it up. And, unlike Bless, it adds to damage rolls as well! Plus, how many Blesses the cleric can cast per day? The Bard can Inspire Courage once per level per day, so in a 10-round fight (already a stretch, since most fights last about five rounds), the bard can take a standard action to activate the Music, then go do other stuff while the effect lasts and then take another standard action five rounds later to re-activate the effect.
The weapon and armor proficiencies,
Better weapons than the rogue and cleric.
Second-best in the game. At 20th level you're only 5 points behind a Fighter.
and the 1d6 hit points seem like a waste if the bard's major abilities is magic and bardic music - in which case he should be avoiding melee combat.
Not all combat is melee. If your bard plans to be in the thick of things, give him a decent Constitution and Chain Shirt or a Mithril version of medium armor.
The bard's abilities are all so lukewarm that he's woefully inadequete in magic, skills, and combat.
Magic: Sonic spells, Illusion spells, Mind-Affecting spells, several buffs/de-buffs, built-in buffing ability.
Skills: 6 points per level and a very good list, on par with the Ranger and only the Rogue gets it better. Plus a built-in Knowledge ability.
Combat: Light armor, decent weapons and second-best BAB.
Inadequate?