Min/Max Challenge Bard (Eberron/Greyhawk)

This is more an excercise in the rules than a real character, but I want to see what you guys come up with.

The idea is to have a Bard that must be a real aid to a group of adventurers (most likely a group from 3 to 5 players).
Any Material from the 3.5 Core Rulebooks (or SRD 3.5) and the Eberron rulebook is allowed. Material from other rulebooks should be avoided, if possible. (Avoid obvious unbalanced feats, spells, Prestige Classes). The character is meant to be a Bard, so concentrate on Bard levels and shy away from Prestige Classes or Multiclassing.

Base parameters: 25 point buy, 75 % to 100% of standard wealth by level, Effective Character Level 4. If you like, add possible advancement/"snapshots" over the levels (probably 8th, 12, 16th and 20th level)

Here are one of the possible scenarios where a Bard might enter the game:
A group of 3 players running through a large dungeon, currently consisting of Dwarven Wizard13, Dragon Disciple (level 13, don´t know exact classes) and Cleric/Rogue (level, slight focus on cleric). Let´s assume the Wizard is lost (as in permanently killed or something like that). Replacement character is a Bard (12th level, 30 point buy, 75% standard wealth)

Another scenario (a more likely one):
A group of 3 to 5 players running an Eberron game. Group consists of Warforged Cleric4, Gnome Wizard4, Artifiier4, Rogue4, Barbarian4. Assume Barbarian is lost and replaced by Bard (25 point buy, standard wealth)
 

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I'd say it is incredibly simple. One party I play in has a bard character and his bardic music is a fantastic strength multiplier for the entire party. Even better now in 3.5e.

Then his spells like Good Hope and Heroism really help too (Good Hope is particularly brilliant).

Concentrate on Cha and Int and his great "Bardic Knowledge" and information gathering skills will help him come up with all kinds of answers to obscure problems.

Best party buffer evar, the bard.
 

Well, here's my take on a Bard:

Bart the Bard, Human Bard 4th
HP: 24
Abilities: Str 14, Dex 16 (raised on 4th), Con 14, Int 8, Wis 8, Cha 13
Saves: Fort +4, Ref +8, Will +4 (modified for abilities and cloak of resistance)
Feats: Point Blank Shot, Precise Shot, Rapid Shot
Skills: Diplomacy +5, Gather Information +10, Jump +8, Knowledge Local +4, Knowledge Nobility/Royalty +4, Perform Sing +7, Sense Motive +4, Tumble +11 (All skills modified for synergies, abilities and armor)

Equipment: 5,400 gp
Armor: +1 Chain Chirt (1,250 gp), masterwork buckler (165 gp)
Weapons: +1 shortbow, composite (+2 Str bonus) (2,525 gp)
Wondrous Items: +1 Cloak of Resistance (1,000 gp)
Mundane: Longsword (15 gp), the usual stuff like arrows, rope, lantern, food

AC: 18 (+1 chainshirt, Dex), 19 with shield, touch 13, flat-footed 16 (we use a shield after all)

Attack 10'-30': Shortbow +8 ranged (1d6+4/20x3); or shortbow +6/+6 ranged (1d6+4/20x3)
Attack 30'-70': Shortbow +7 ranged (1d6+3/20x3); or shortbow +5/+5 ranged (1d6+3/20x3)
Melee: We use Tumble to get away as far as possible and fire a shot, no 5' step since we will get pounded by a full attack.

Spells: Known: 6/3; Cast: 3/3
0th--Detect Magic, Mage Hand, Resistance, Open/Close, Message, Dancing Lights
1st--Cure Light Wounds, Identify, Detect Secret Doors


Since our Bard needs to be useful to the party I believe he should do the only thing that even a Wizard could be good at in combat - archery.
Intelligence is not required as is Wisdom for a Bard, thus we remove them from the point buy list and concentrate on Strength to add some damage to our ranged attack and help us fight in melee when all else fails. Dexterity is needed for a high attack bonus, good Tumble skill and to compensate for weak armor. Constitution is needed for as many HPs as possible to compensate for a small HD. Our Charisma score doesn't need to be very high, it will only detract from putting points into more needed abilities. Along the way we will acquire a Charisma boosting item or two and if all fails we can still put some points into it at a later level. Having a 14 in Cha will give us a small bonus at 4th level but at 5th it's just another bonus spell and eventually you'll have to put up with not getting a new spell level immideately. We won't cast spells at enemies anyway and even if we did, our spells are always of a lower level than those of clerics and wizards, so 13 suffices right now.

Our Will save will suffer for the Wis penalty but don't bother, your DM will think that as a Bard, this is your 'good' save and target someone else with Hold Person or other nasty Will save spells. Reflex is excellent helping to get some HPs through the fireballs to come next level and our Fortitude save is as good as it gets with 25 points to spend.

As for Feats, we pick human to have an extra Feat to play with, allowing for good archery at 4th level. An elven Bard might be interesting as well but at 4th level he will miss a Feat so human is better.

Skill selection is a mix of some social skills other characters are likely not to have and some survival stuff so that our bard isn't a liability and in constant need of saving. With some synergy use we can boost other skills we didn't even put a single rank into. Perform Sing at 6 ranks allows for all current songs to be played.

Spell selection is no based on how can I be the most powerful guy in the party but chosen as to support the group by:
- detecting magic and secret doors
- identifying stuff
- opening/handling chests and doors or other likely trapped things
- lightening up the end of dark corridors or deep shafts
- healing

Not the munchkin guy but hopefully a member that the other party members think of as pulling his own weight.

~Marimmar
 
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I'm not a bard expert, but I thought I'd put my two cents in. Since this is Eberron, consider taking the Song of the Heart feat at 3rd level (Eberron setting book, page 60). It gives you a boost to all of your bardic music abilities. For instance, it increases the bonus from inspire courage to +2 attack/damage instead of +1 (an increase you wouldn't normally get until bard level 8). Check out the rest of the Eberron bard feats as you level up (and take note that a bard in Eberron may choose to take one of those feats instead of learning a new bardic music type at certain levels). Consider the makeup of the party you'll be helping, and choose the feats accordingly. Druid in the party? Take Music of Growth so that all his summoned animals gain a +4 to their strength and constitution (as will the druid himself, while wild shaped).
 

Human Bard 4th
Abilities: Str 10, Dex 14, Con 11, Int 14, Wis 8, Cha 16 (18 w/cloak)
Saves: Fort +1, Ref +6, Will +3
Feats: Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Song of the Heart.
Skills: Bluff +11, Concentration +5, Diplomacy +9, Hide +7, Knowledge: Local +7, Listen +6, Move Silently +7, Perform +11, Search +9, Spot +6, Tumble +7.

Equipment: 5,400 gp
+1 chain shirt, cloak of charisma +2, 300 gp of mundane equipment (shortbow, rapier, etc)
AC 17 (12 touch, 15 flat-footed)
HP: 18

Spells (4/3/1, DC 14+spell level, DC 16+spell level for enchantment spells):
0th--Detect Magic, Ghost Sound, Lullaby, Mage Hand, Prestidigitation, Read Magic.
1st--Charm Person, Cure Light Wounds, Tasha's Hideous Laughter.
2nd--Glitterdust, Hold Person.

This is a support character with several ways to disable foes. Tasha's Hideous Laughter has a DC 17 save, and will take a tough foe completely out of the combat for 4 rounds. Hold Person has a similar role, a DC 18 save, and can let a party member coup de grace if the target fails the save two rounds in a row. Glitterdust has a DC 16 save, and blinds multiple targets. Charm Person has a DC 17 save, and can prevent a fight from starting.

The bard may not be able to disarm traps, but a Search +9 gives him a decent shot at detecting them. In addition to having a decent selection of skills, the bard is a fountain of knowledge with a +8 on Bardic Knowledge checks (+4 level, +2 Intelligence, +2 synergy bonus). Finally, Song of the Heart increases the effectiveness of Inspire Courage, making it a significant boon to the party.
 

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