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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3122410" data-attributes="member: 710"><p>After putting some thought to it, I'd suggest Human Bard.</p><p></p><p>Statistics: </p><p>Str9, Dex10, Con10, Int12, Wis9, Cha13.</p><p>First Feats: Lingering Song, Extra Bardic Music. </p><p>If you had access to the Eberron setting book, there was a nice feat that increased the bonus to Inspire Courage, I believe Song of the Heart.</p><p></p><p>A Bard doesn't really need good physical statistics, because in the end, he won't do much good in physical combat. His spell saving throws are bad anyway (since he goes only up to 6 level spells), so he shouldn't concentrate on saving-throw dependend spells. (Unless their secondary effects - like with Glitterdust are useful even on a succesful save)</p><p></p><p>For spells, do never pick spells that duplicate bardic music abilities. (Like Suggestion or Heroismn). Concentrate on all types of buff spells (Cat's Grace, Haste) and pick one higher level cure-spell (for "tactical healing", when Wands won't help enough).</p><p></p><p>Consider picking up the Bardic Knack PHB II) ability instead of Bardic Knowledge - this will allow you to fill in needs in weaker areas of the group.</p><p></p><p>Concentrate on the charisma based skills, especially Use Magic Device, and pick up Concentration and Tumble. If you are accidently caught between enemies, you can get out easily. Consider taking Spellcraft to get an impression of what the enemy casts.</p><p></p><p>Tactics in combat.</p><p>Buff the group with your Inspire Courage. Believe me, the PC warriors will love you for it. </p><p></p><p>Stay away from the enemy, but keep close enough to heal downed party members. (That's where you need Tumble and possibly Concentration)</p><p>Now, your task is to use magic items, skills or spells to negate all "nasty" effects that affect the group, or to limit the opponent's tactical options. <em>Grease/Web</em> a Minotaur before he charges and similar actions. Use Tanglefoot Bags against flying enemies (especially Dragons)</p><p></p><p>Most the time, enemies will probably ignore you, since you aren't a direct threat (and they don't see the +5 % or more you grant your group each round -and they can't stop it anyway, once you started singing).</p><p>If you die during a combat, it has to be a TPK. Otherwise, the group made some grave error. </p><p></p><p>Later, if you ever get bored with buffing, take the Leadership feat and add a character you wanted to play in the first place (be warned, Monks and Paladins are probably out due to the alignment restrictions)</p><p></p><p>The only alternative to Bard I see is a Druid, but you have to wait for wildshape to really benefit from it. I wouldn't recommend it.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3122410, member: 710"] After putting some thought to it, I'd suggest Human Bard. Statistics: Str9, Dex10, Con10, Int12, Wis9, Cha13. First Feats: Lingering Song, Extra Bardic Music. If you had access to the Eberron setting book, there was a nice feat that increased the bonus to Inspire Courage, I believe Song of the Heart. A Bard doesn't really need good physical statistics, because in the end, he won't do much good in physical combat. His spell saving throws are bad anyway (since he goes only up to 6 level spells), so he shouldn't concentrate on saving-throw dependend spells. (Unless their secondary effects - like with Glitterdust are useful even on a succesful save) For spells, do never pick spells that duplicate bardic music abilities. (Like Suggestion or Heroismn). Concentrate on all types of buff spells (Cat's Grace, Haste) and pick one higher level cure-spell (for "tactical healing", when Wands won't help enough). Consider picking up the Bardic Knack PHB II) ability instead of Bardic Knowledge - this will allow you to fill in needs in weaker areas of the group. Concentrate on the charisma based skills, especially Use Magic Device, and pick up Concentration and Tumble. If you are accidently caught between enemies, you can get out easily. Consider taking Spellcraft to get an impression of what the enemy casts. Tactics in combat. Buff the group with your Inspire Courage. Believe me, the PC warriors will love you for it. Stay away from the enemy, but keep close enough to heal downed party members. (That's where you need Tumble and possibly Concentration) Now, your task is to use magic items, skills or spells to negate all "nasty" effects that affect the group, or to limit the opponent's tactical options. [i]Grease/Web[/i] a Minotaur before he charges and similar actions. Use Tanglefoot Bags against flying enemies (especially Dragons) Most the time, enemies will probably ignore you, since you aren't a direct threat (and they don't see the +5 % or more you grant your group each round -and they can't stop it anyway, once you started singing). If you die during a combat, it has to be a TPK. Otherwise, the group made some grave error. Later, if you ever get bored with buffing, take the Leadership feat and add a character you wanted to play in the first place (be warned, Monks and Paladins are probably out due to the alignment restrictions) The only alternative to Bard I see is a Druid, but you have to wait for wildshape to really benefit from it. I wouldn't recommend it. [/QUOTE]
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