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Optimizing A Bard
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<blockquote data-quote="aboyd" data-source="post: 4429007" data-attributes="member: 44797"><p>??? You posted this <em>after</em> he said -- and repeated -- that he wouldn't accept anything from Eberron, Spell Compendium, or anything other than core + Complete. That doesn't make sense.</p><p></p><p></p><p>From this comment I suspect that taliesin15 has genuinely played bards before, not just looked over the writeup in the PHB. I would second his comments, but from a different angle -- if you're <em>playing</em> a bard, then you might as well actually <em>use</em> bard-specific skills and spells. Many of the spells that taliesin15 listed are bard-specific.</p><p></p><p>You have to be into using the songs (or taking abilities that allow you to swap your song abilities for extra spells) and willing to use diplomacy and disguise and such. Your character is a talker, a singer, a social skill marvel. If you are not down with that, don't try to change the bard into another class -- just play the other class.</p><p></p><p>Also, don't forget that in the Complete books, the bard gets a lot of swift & immediate spells. You should give them <em>slightly</em> more consideration than other bard spells, because swift & immediate spells are only swift & immediate if you <em>know</em> them. Buying swift & immediate spells on scrolls or in wands automatically makes them standard actions, thus negating a lot of their usefulness.</p><p></p><ol> <li data-xf-list-type="ol">Lingering Song (Complete Adventurer) makes effects last longer</li> <li data-xf-list-type="ol">Lyric Spell (Complete Adventurer) swaps bardic music for extra spells</li> <li data-xf-list-type="ol">Extra Music (Complete Adventurer) with Lyric Spell = more spells.</li> <li data-xf-list-type="ol">Inspriational Boost (Complete Adventurer) give +1 to your song bonuses</li> <li data-xf-list-type="ol">Fly, Swift (Complete Adventurer) gets you flying for 1 round, to escape</li> <li data-xf-list-type="ol">Invisibility, Swift (Complete Adventurer) hides you for one round, to escape</li> <li data-xf-list-type="ol">Sonic Weapon (Complete Adventurer) +1d6 to any weapon, even causes arrows & bolts to gain the bonus, and it cannot be saved against, and it works for each attack, even if the character gets many per round.</li> <li data-xf-list-type="ol">Immediate Assistance (Complete Mage) allows bard to <em>interrupt</em> another player's turn when that player is failing badly, and grant them a re-roll</li> <li data-xf-list-type="ol">Deafening Blast (Complete Mage) <em>permanently</em> deafens everyone in a burst radius. Even if they save, they're still deafened for a round. This is useful against spellcasters, as it gives them a failure chance when casting. The only problem? <strong>The list of bard spells on page 90 says it's 2nd level, while the spell description on page 101 says it's 3rd level.</strong> There is no errata for this book, so no real indication of what was intended. Usually with errata they go with the spell description, but not always. I can see advantages to going either way (higher level, harder DC, lower level, easier access).</li> <li data-xf-list-type="ol">Painful Echoes (Complete Mage) causes 1d4 damage/round plus applies the "sickened" state to the target(s) -- while it has a saving throw, they have to re-save <em>every round</em> so the odds are in your favor that this eventually gets enemies in every fight. Also, like a skill synergy, this spell has a synergy with Deafening Blast, causing the "stunned" state to be applied to the target(s) if they are already under Deafening Blast, which is lovely.</li> <li data-xf-list-type="ol">Melodic Casting (Complete Mage) lets you cast spells while concentrating on bardic music effects</li> <li data-xf-list-type="ol">Captivating Melody (Complete Mage) increases the save DC of your spells</li> </ol></blockquote><p></p>
[QUOTE="aboyd, post: 4429007, member: 44797"] ??? You posted this [i]after[/i] he said -- and repeated -- that he wouldn't accept anything from Eberron, Spell Compendium, or anything other than core + Complete. That doesn't make sense. From this comment I suspect that taliesin15 has genuinely played bards before, not just looked over the writeup in the PHB. I would second his comments, but from a different angle -- if you're [i]playing[/i] a bard, then you might as well actually [i]use[/i] bard-specific skills and spells. Many of the spells that taliesin15 listed are bard-specific. You have to be into using the songs (or taking abilities that allow you to swap your song abilities for extra spells) and willing to use diplomacy and disguise and such. Your character is a talker, a singer, a social skill marvel. If you are not down with that, don't try to change the bard into another class -- just play the other class. Also, don't forget that in the Complete books, the bard gets a lot of swift & immediate spells. You should give them [i]slightly[/i] more consideration than other bard spells, because swift & immediate spells are only swift & immediate if you [i]know[/i] them. Buying swift & immediate spells on scrolls or in wands automatically makes them standard actions, thus negating a lot of their usefulness. [list=1] [*]Lingering Song (Complete Adventurer) makes effects last longer [*]Lyric Spell (Complete Adventurer) swaps bardic music for extra spells [*]Extra Music (Complete Adventurer) with Lyric Spell = more spells. [*]Inspriational Boost (Complete Adventurer) give +1 to your song bonuses [*]Fly, Swift (Complete Adventurer) gets you flying for 1 round, to escape [*]Invisibility, Swift (Complete Adventurer) hides you for one round, to escape [*]Sonic Weapon (Complete Adventurer) +1d6 to any weapon, even causes arrows & bolts to gain the bonus, and it cannot be saved against, and it works for each attack, even if the character gets many per round. [*]Immediate Assistance (Complete Mage) allows bard to [i]interrupt[/i] another player's turn when that player is failing badly, and grant them a re-roll [*]Deafening Blast (Complete Mage) [i]permanently[/i] deafens everyone in a burst radius. Even if they save, they're still deafened for a round. This is useful against spellcasters, as it gives them a failure chance when casting. The only problem? [b]The list of bard spells on page 90 says it's 2nd level, while the spell description on page 101 says it's 3rd level.[/b] There is no errata for this book, so no real indication of what was intended. Usually with errata they go with the spell description, but not always. I can see advantages to going either way (higher level, harder DC, lower level, easier access). [*]Painful Echoes (Complete Mage) causes 1d4 damage/round plus applies the "sickened" state to the target(s) -- while it has a saving throw, they have to re-save [i]every round[/i] so the odds are in your favor that this eventually gets enemies in every fight. Also, like a skill synergy, this spell has a synergy with Deafening Blast, causing the "stunned" state to be applied to the target(s) if they are already under Deafening Blast, which is lovely. [*]Melodic Casting (Complete Mage) lets you cast spells while concentrating on bardic music effects [*]Captivating Melody (Complete Mage) increases the save DC of your spells [/list] [/QUOTE]
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