It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
Characteristics
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.
In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.
Bards have some of the skills that rogues have, although bards they are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.
Alignment
Bards are wanderers, guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment. A bard’s magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give.
Religion
Bards revere Fharlanghn (god of roads). They sometimes camp near his wayside shrines, hoping to earn some coin from the travelers who stop to leave offerings for the god. Many bards, even those who are not elves, worship Corellon Larethian, god of elves and patron of poetry and music. Many good bards are partial to Pelor (god of the sun), believing that he watches over them in their travels. Bards given to chaos and occasional larceny favor Olidammara (god of thieves). Those who have turned to evil ways are known to worship Erythnul (the god of slaughter), though few will admit to it. In any event, bards spend so much time on the road that, while they may be devoted to a deity, they are rarely devoted to any particular temple.
Background
An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal “colleges,” the apprentice bard may meet many of the more prominent bards in the area. Still, the bard has no strong allegiance to bards as a whole. In fact, some bards are highly competitive with other bards, jealous of their reputations and defensive about their territories.
Races
Bards are commonly human, gnome, elf, or half-elf. Humans take well to the wandering life and adapt easily to new lands and customs. Gnomes have a sense of humor and trickery that lends itself to a bardic career. Elves are talented in music and magic, so the career of the bard comes naturally to them. A bard’s wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard’s career. There are no bardic traditions among dwarves, or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard.
Bards are exceedingly rare among the savage humanoids, except among centaurs. Centaur bards sometimes train the children of humans or other humanoids.
Hit Die
d8
Class Skills
The bard's class skills (and the key ability for each skill) are:
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points Per Level
6 + Int Modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Inspire Courage | 1 | |||||
2nd | +1 | +0 | +3 | +3 | Versatile Performance, Well Versed | 3 | |||||
3rd | +2 | +1 | +3 | +3 | Inspire competence+2 | 2 | |||||
4th | +3 | +1 | +4 | +4 | 3 | ||||||
5th | +3 | +1 | +4 | +4 | Inspire Courage +2, Lore Master 1/day | 4 | 2 | ||||
6th | +4 | +2 | +5 | +5 | Suggestion, Versatile Performance | 4 | 3 | ||||
7th | +5 | +2 | +5 | +5 | Inspire Competence +3 | 4 | 3 | 1 | |||
8th | +6/+1 | +2 | +6 | +6 | Inspire courage | 3 | 3 | 2 | 0 | ||
9th | +6/+1 | +3 | +6 | +6 | Inspire Greatness | 5 | 4 | 3 | |||
10th | +7/+2 | +3 | +7 | +7 | Jack of all Trades, Versatile Performance | 5 | 4 | 3 | 1 | ||
11th | +8/+3 | +3 | +7 | +7 | Inspire Competence +4, Inspire Courage +3, Lore Master 2/day | 5 | 4 | 4 | 2 | ||
12th | +9/+4 | +4 | +8 | +8 | Soothing Performance | 5 | 5 | 4 | 3 | ||
13th | +9/+4 | +4 | +8 | +8 | 5 | 5 | 4 | 3 | 1 | ||
14th | +10/+5 | +4 | +9 | +9 | Frightening Tune, Versatile Performance | 5 | 5 | 4 | 4 | 2 | |
15th | +11/+6/+1 | +5 | +9 | +9 | Inspire Competence +5, Inspire Heroics | 5 | 5 | 5 | 4 | 3 | |
16th | +12/+7/+2 | +5 | +10 | +10 | 5 | 5 | 5 | 4 | 3 | 1 | |
17th | +12/+7/+2 | +5 | +10 | +10 | Inspire Courage +4, Lore Master 3/day | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +11 | +11 | Mass suggestion, Versatile Performance | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +11 | +11 | Inspire Competence +6 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +12 | +12 | Deadly Performance | 5 | 5 | 5 | 5 | 5 | 5 |
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bard Spells Known | |||||||
---|---|---|---|---|---|---|---|
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1st | 4 | 2 | — | — | — | — | — |
2nd | 5 | 3 | — | — | — | — | — |
3rd | 6 | 4 | — | — | — | — | — |
4th | 6 | 4 | 2 | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 4 | — | — | — | — |
7th | 6 | 5 | 4 | 2 | — | — | — |
8th | 6 | 5 | 4 | 3 | — | — | — |
9th | 6 | 5 | 4 | 4 | — | — | — |
10th | 6 | 5 | 5 | 4 | 2 | — | — |
11th | 6 | 6 | 5 | 4 | 3 | — | — |
12th | 6 | 6 | 5 | 4 | 4 | — | — |
13th | 6 | 6 | 5 | 5 | 4 | 2 | — |
14th | 6 | 6 | 6 | 5 | 4 | 3 | — |
15th | 6 | 6 | 6 | 5 | 4 | 4 | — |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
**Bardic Performance **
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Sp)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Versatile Performance(Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su)
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su)
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Jack of all Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Soothing Performance (Su)
A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Performance (Sp)
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su)
A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp)
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Deadly Performance (Su)
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Ex-Bards
A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten tomb, to discover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exotic creatures, and to learn new songs and stories. Bards love to accompany heroes (and villains), joining their entourage to witness their deeds firsthand—a bard who can tell a marvelous story from personal experience earns renown among his fellows. Indeed, after telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
SilwenElf Bard 5
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a bard
A bard most often exercises his true strength through others. He also has abilities and spells that provide information, or that serve some other utilitarian function.
Class Assets
When you chose a bard, you gain access to a substantial array of magical abilities, most of which influence other creatures. Below are several assets you have going for you when you play a bard.
- Good Skill Points: With 6 skill points per level, a bard with a decent Intelligence score can buy plenty of skill ranks.
- Good Skill Selection: The bard has a substantial list of class skills. Most of them (such as Bluff, Diplomacy, and Sense Motive) involve character interaction, but bards also have access to stealth skills (such as Hide and Move Silently), informational skills (such as Decipher Script and Gather Information), and movement skills (such as Balance, Climb, and Jump).
- Good Reflex and Will Saves: A bard uses the best save progression in the game for Reflex and Will saves. His natural grace helps him avoid most effects that could deal damage or entrap him, such as area spells, entanglement, and many traps. The fact that the bard also uses the best progression for Will saves allows him to withstand assaults on his mind or spirit.
- Bardic Music: A bard's music (or poetry) literally makes magic. With it, he can counter most sound-based effects, inspire his allies, and even bend others to his will. To get the most out of his bardic music abilities, however, he has to keep buying ranks of Perform throughout his career.
- Bardic Knowledge: A bard has at least a slight chance to know something about almost anything.
- Spells: A bard has access to spells that heal allies, stymie enemies, or provide other useful effects. Bard spells generally aren't flashy, but they can be quite effective when used with forethought and skill. And a bard doesn't have to carry spellbooks; he can choose a personal repertoire of spells that he can cast anytime. He does have a daily limit on the number of spells of each level he can cast, but he can freely cast any spell he knows until he reaches that limit. So he doesn't have to guess ahead of time which spells to prepare — if he needs to cast a particular spell several times in the same day, he can do so.
Class Weaknesses
As with characters of other classes, the bard's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a bard character.
- Poor Fortitude Saving Throws: Bards have the worst progression for Fortitude saves in the game. Thus, they aren't so great at shrugging off effects that attack their bodies.
- Fairly Low Hit Points: The bard's 6-sided Hit Dice give him only a moderate number of hit points. But even though he can't take much physical punishment, he does need to enter combat occasionally because his spells don't pack much offensive punch.
- Fairly Low Armor Class: The fact that a bard has proficiency with only light armor and shields other than tower shields leaves him with only a mediocre Armor Class. The combination of modest hit points and middling Armor Class usually means that a bard can afford to fight a little, but he doesn't have much staying power in a pitched battle. To make matters worse, donning medium or heavy armor may cause his arcane spells to fail. A bard can improve his defenses in various ways, but all of them deplete his resources.
- Limited Spell Choices: Once a bard chooses spells, his repertoire remains more or less fixed, except for new additions as he attains higher levels. He has a limited ability to change his repertoire, but for the most part, he is stuck with whatever spells he has chosen.
Playing a bard
Great bards usually use the following techniques, so if you're playing one, try to build your strategy around these concepts.
Staying on Top of Things
Your ability to win friends and influence people isn't worth much if your party tends to slay first and ask questions later. Thus, you should always be ready to talk about options with intelligent foes. Furthermore, you need to move quickly when an encounter begins, so that you have a chance to exchange a few words with opponents before swords and spells fly.
On the other hand, your ability to call up obscure information can be a real lifesaver when a baffling situation arises. So be ready to ask some questions that can get to the heart of the matter when you see the game grinding to a halt.
Your spell selection greatly influences the contributions that you can make during an encounter, so it pays to choose spells that keep your options open. A good mix includes a few offensive spells (though not many are available to you), some defensive spells, and some miscellaneous spells for healing damage, boosting ability scores, and expanding your personal capabilities.
With your skills, spells, class features, and combat ability, you can respond to an encounter in any number of ways. A quick analysis of the situation should help you choose the best option, so always think before you act.
Power Multiplier
As a bard, you can make a big impact on the game by working through others, so be prepared to lend your support whenever you can. Your inspire courage ability can boost your whole party simultaneously, and you can use inspire competence to assist a friend with just about any task. In addition, spells such as good hope, haste, heroism, and rage can give your whole group a boost.
Friends in Need
You can also work well with specific members of your party, as noted below.
- The Party's Main Fighter: Whoever has to stand in the front line and handle most of the fighting can benefit from cure light wounds or other medicinal spells you might have in your repertoire. You also have enough fighting ability to step in and give your party's fighter a hand when the situation gets tough. For example, you might help him by flanking a foe or dealing with an enemy flanker.
- The Party's Scout: Your divination spells (if you have them) and your knack for uncovering obscure information can keep stealthy characters such as rogues, rangers, and monks from getting in over their heads. Furthermore, if misfortune befalls the party's scout, your fighting ability makes you a candidate for the rescue party, and your spells could come in handy — both during the rescue and for healing the injured scout.
- Other Spellcasters: You probably have more hit points and a better Armor Class than the other spellcasters in your group — except perhaps for the party's druid or cleric. So try to stay close enough to your fellow spellcasters so that you can protect them if a foe breaks through the front line.
Important Abilities
- Charisma: Determines how powerful a spell a bard can cast, how many spells he can cast per day, and how hard those spells are to resist.
- Dexterity: Important for many of the bard’s class skills.
- Intelligence: Important for many of the bard’s class skills.
Useful Feats
- Weapon Finesse: Useful if the character has more dexterity then strength.
- Combat Expertise: Ok for avoiding damage. Prerequisite for Improved Trip, below.
- Improved Trip: Good for bards that use whips.
- Improved Initiative: The bard often needs to act quick to save others.
- Point Blank Shot: For bards that focus on ranged attacks.
- Precise Shot: Don't shoot your friends!
Key Equipment
The right gear can help you quite a bit with a bardic career. Below are some essential pieces to pack.
Armor
Even though you won't spend all your time in the front lines, some kind of protective gear is essential. As noted earlier, you can use light armor and most shields, and items such as these provide decent protection at a reasonable price. Unfortunately, both shields and medium or heavy armor saddle you with an arcane spell failure chance. If you want to spend more money for less protection, you can load up on defensive magic items such as a ring of protection, an amulet of natural armor, and bracers of armor. You'll probably have a lower Armor Class, but no arcane spell failure chance.
Melee Weapon
You're proficient with simple weapons and a small selection of other weaponry, and you're not by any means helpless in combat, so choose an efficient melee weapon. A longsword or rapier is fairly effective, and a rapier works with the Weapon Finesse feat, which allows you to use your Dexterity bonus for melee attacks — a handy benefit if you've chosen a high Dexterity score.
Backup Melee Weapon
Always have a light weapon or two handy. A light slashing weapon, such as a dagger or hand axe, can help get you out of a tight spot (for example, being swallowed whole by a big monster). It also pays to have a hefty weapon on hand in case you lose your primary one or find that it isn't effective. Make sure this weapon deals a different kind of damage than your primary weapon does. For example, if you normally use a rapier (a piercing weapon), consider a mace (which deals bludgeoning damage) as a backup. A sap can also prove handy for subduing foes you wish to question later.
Ranged Weapon
You can greatly increase your survival chances by keeping your foes at a distance during combat. A composite shortbow offers good range, and you can make multiple attacks with it if your base attack bonus allows it. Earlier in your career, though, the heavy crossbow may prove a better choice. It has a slow rate of fire, but it deals good damage. And to round out your weapon selection, consider carrying some of those handy daggers and hand axes, which can be thrown as well as used in melee.