Woes of a former Bard - CALLING ALL OPTIMIZERS


Advice

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Greetings adventurers.
I'll say this as simply as I can.
I play a lot of bards. I mean...A LOT of bards. I can go back probably 7 or 8 characters before I would find one that wasn't a bard, or at least multiclassed with a bard. Of course, this trend elicits much (possibly deserved) mocking from my fellow gamers. Typically, my characters get bullied in one manner or another because they are invariably weaker compared to their adventuring counterparts in combat. I personally believe optimization and roleplaying go hand-in-hand - although I know others may not agree with me in that regard. However, I am much more of a roleplayer than an optimizer - and most of my characters show this by being based around personality rather than stats. And this is why I need your help, friends. I need help finding or creating a build of such immense power and strength, that it will quail the biting remarks of my compadres. I want a broken class. I want a build broken in the sense that it defies everything good and holy with the furious strength and dark power of hell itself (metaphorically speaking, of course. I'd like the option of being good-aligned, although that's not a requirement). I don't particularly care what class, all I care about is that the build is so destructive and mind-blowingly awesome that my DM will straight up pee himself a little.
I want to roleplay something different this time.
I want to roleplay a badass.
Thanks in advance,
OriginalTorchic

EDIT: Apparently there was some confusion. I don't want to play a bard this time around.


I will dot this in anticipation. I'm no stranger to bards myself and I know a few powerful builds, but nothing hyper optimized.


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wait, like a bard build that does this or just any build?


Barbarian or bloodrager and their rage mechanics.
Slayer for stealthy combat.
Investigator would kinda be similar to bard.
Warpriest, paladin, Cleric or Inquisitor for divine fighter.
Magus for the novas.
Play a class with a pet.
Bard that's speced for combat, but seriously, bards can be great combatants and will still be boosting the parties damage too.

I suggest picking one of these options, or one of your own, and we'll start from there.

P.S. or just get sacred geometry on a full arcane caster.

Sovereign Court

Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate.


Starting at level 1?


Charon's Little Helper wrote:
Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate.

Indeed. The issue isn't with the class, but with the fact that I don't branch out. I WANT to play a damage dealer, but because of my lack of expertise in that area, I'm asking for advice.

To put it simply...I want to wreck shit up.


What type of combat do you want to do? There are many ways to do tons of damage. Along with this, are you wanting melee or ranged?

Sovereign Court

OriginalTorchic wrote:
Charon's Little Helper wrote:
Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate.

Indeed. The issue isn't with the class, but with the fact that I don't branch out. I WANT to play a damage dealer, but because of my lack of expertise in that area, I'm asking for advice.

To put it simply...I want to wreck s@*+ up.

If you want raw damage - just check out a barbarian guide. Barbarian pretty much epitomizes raw power sans finesse.


OriginalTorchic wrote:
Charon's Little Helper wrote:
Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate.

Indeed. The issue isn't with the class, but with the fact that I don't branch out. I WANT to play a damage dealer, but because of my lack of expertise in that area, I'm asking for advice.

To put it simply...I want to wreck s#@@ up.

You can totally do this with a Bard, you know. Especially the "selfish" archetypes that trade out performance for the ability to buff themselves, like the Dawnflower Dervish and the Archaeologist.

Verdant Wheel

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prioritize ST, pick up a two-handed weapon, and the Power Attack and Arcane Strike feats, and recite your own epic poems while you fight?

Grand Lodge

OriginalTorchic wrote:
Charon's Little Helper wrote:
Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate.

Indeed. The issue isn't with the class, but with the fact that I don't branch out. I WANT to play a damage dealer, but because of my lack of expertise in that area, I'm asking for advice.

To put it simply...I want to wreck s#%+ up.

Barbarian. After that you could go for a School Savant Arcanist with the Admixture school, a cavalier with spirited charge, a summoner with an eidolon loaded up on natural attacks, or a slayer.

With the bard, the archetypes arachnofiend brings up are quite good at turning the bard into a hammer class.


For RAGE BITE/CLAW/CLAW at level 1, the toothy half-orc abyssal bloodrager is an absolute beast. At level 4, you get free-action enlarge person when raging. At 12 your Str bonus from raging is up to +8. Go Primalist if you want rage powers on top of everything.

Sovereign Court

You want to be a barbarian. Hypnotize DC 20


Beastmorph/Vivisectionist Alchemist
Master Summoner
Synthesist Summoner
Synth. Summoner / Paladin
Bloodrager / Paladin
Pistolero/Mysterious Stranger Gunslinger (lol)


If you want to wreck things while being a bard, go Bard X/Paladin 3, get yourself a Silver Smite Bracelet so you can smite as a level 7, take Power Attack and grab a two-handed reach weapon.
Otherwise, yeah, barbarian.


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Bards are not a force, they are a force multiplier. Yes, a fighter will probably stomp a bard in a strait up fight. But a fighter backed up by a bard is even more dangerous than a fighter alone. If your fellow players cannot accept that giving them bonuses to hit and damage is being effective in combat then they really do not understand the game.

One of my favorite WTF characters is a druid/monk

Start with an Oni-spawn tiefling. Take the claw version of Maw or Claw alternate racial trait. Make strength you primary score with wisdom your second.

1 Druid: -any feat. Plant Domain for Nature Bond
2 Monk: (MoMS) -Dragon style
3 Druid: retrain 1st level feat to Weap Focus (claw), -Feral Combat Training (claw)
4 Druid:
5 Druid: -Shaping Focus
6 Monk: -Dragon Ferocity
7 Druid: -Snake Style
8 Druid:
9 Barbarian: -Extra Rage
10 Barbarian: -Lesser Fiend Totem for gore attack
11 Hunter (Verm Hunter) -Totem Focus (worm) for fast heal 1
12+ Druid

For wild shape choose big cats or other pouncers. With Dragon Style you can charge through friendlies and difficult terrain, so you should always be able to pounce. You get big damage with your claws (including rake) from your Dragon style feats. You have a decent defenses and saves, and with snake style you can spike your AC or touch AC against one attack per round.
Your spells should be long term buffs like Longstrider and Greater Magic Fang.


Pathfinder Adventure Path Subscriber

Well there's the Thundercaller Bard

Race: Aasimar.
Archetype: Thundercaller.
Favored Class Bonus: Starting at 3rd...all to Thundercall till maxed out.

Cheeze factors:
Thundercall is (Su). This means:
Bypasses SR. Which means works on golems!
Cannot be interrupted.
Doesn't provoke.
Doesn't require a concentration check.

Start performance and resume the same performance (at 7th and 13th).
Area damage (sonic which has very very few resistances/immune) plus stun.

Other nits:
Don't get bogged down in the 'Sound Burst' spell text, it's already been refuted by posts by devs on how it's supposed to work, the save DC is based on the usual (Su) requirements (10+L/2+cha bonus).
You are so shutdown by Silence

At 5th level you've got 3d8 sonic plus stun. (5th +FCB 4/2=7th)
At 7th you have 5d8 plus stun and 5d8 plus stun per round (move action to restart).
At 11th (7th +FCB 8/2=11th) it's 7d8 twice per round.
At 13th it's 7d8 three times per round (restart as swift, restart as move)
At 14th it's 9d8 three times per round. (14th + FCB 11/2=19th)

Not top-tier but very serviceable.


Pathfinder Adventure Path Subscriber

Another option. Play as Samsaran http://www.archivesofnethys.com/RacesDisplay.aspx?ItemName=Samsaran

With the Mystic Past Life alternate Racial Trait.

Add Summon Monster VIII (via the arcane class Summoner's spell list) to your 6th level spell slot. Add Haste to your 2nd level spells known (again via Summoner.) Other spells (up to 1+cha bonus).

Spell Perfect SM8 and cast it quickened.

Works with any bard class. If you don't mind the scaling deficit, you could go Thundercaller with this as well. Even if the damage is lower, 3 AoE stuns per round is really going to make some folks throw dice at you. Plus you are casting Haste when your Bard is 4th.

These are just off of the top of my head. I'm sure there are better options but I thought I'd throw these in.


Archaeologist bard, at least for a dip at the start.

The archaeologist bard trades out performance for 'archaeologist's luck' which gives a luck bonus that scales like inspire courage, and applies attack, damage, saves, and skills. It activates as a swift action at level 1.

There is a trait, fate's favored, that increases luck bonuses by 1. That means +2 at level 1 (or on par with a barbarian's rage).

Now, unlike performance, you do not get extra rounds of luck as you level. This is not a problem though, since it counts as performance for feats and such. Lingering performance lets the effects of a performance last for 2 rounds after it ends. That means you can spend 1 round of luck, and then have it last for 3 rounds before you have to use another. That tripples your effective rounds/day. A modest 14 cha means 18 effective rounds from the get go, and grab that one 'of the society trait' (which gives +3 rounds) and you can grab 27.

Now, as you might notice, you get a lot from level 1. And sure, things scale, but not to a frightening amount. So why not keep the bard as a dip, and go into another class? Such as barbarian. Yes, you can grab both the luck for +2 attack and damage, and rage for +2 attack and maybe 3 damage. +4/+5 at level 2 is not bad, and your saves are going to be good. Add in a few extra skill points and the ability to use wands for common spells... not a bad move overall.

Grand Lodge

This Build is Highly debatable if Fast healing counts as magical. The reason my group and I have sided that this build works is the Fast healing is From the Supernatural ability Blood of Life (Su). Thus it is magical healing and procs Fast Healer Typically fast healing is just a natural ability that is not magical...but coming from a Su ability it makes it magical. Atleast that what some people lean towards...its debatable but it makes a freaking power house Front-liner. Might want to ask your GM if he allows it cause they are the final judge on it.

Busted Bloodrager. A.K.A Mr. Highly debate-able:

Half Orc Alternate Racials Sacred Tattoo

20 point buy: Str: 16, Dex: 14, Con: 15, Int: 10, Wis: 12, Cha: 11
(+1 Cha @ 4, +1 Con @ 8, +2 Str @ 12 & 16)

Unbreakable Fighter 1/Spelleater Arcane Bloodrager 16
(you can add Primal archetype they stack and don't overlap)

Traits Fate's Favored and Optimistic Gambler or Dangerously Curious

Progression:

Level 1 Unbreakable Fighter: Diehard & Endurance (archetype feats) and Fast Healer as your Level 1 feat.
Level 2: Arcane Bloodrager the rest of the levels.
Level 3: Raging Vitality At this level you get Blood of Life (Su) from Spelleater archetype. At this point When you enter a rage your con goes to a 21. (+5 modifier) Thanks Raging Vitality!

Because Blood of Life is a Su (supernatural) ability it is a magical source of healing...it then combos with Fast Healer feat. At level 3 you have Fast healing 3. =) it will only increase from this point forward.

Level 4:I put the +1 into Cha so you can cast level 2 spells by Level 7...BUT if you have the ability to get a +2 cha headband by level 7 then put this into con so your fast healing jumps to Fast healing 4.

Level 5: Feat- Power Attack (Damage feat)

Level 7: Iron Will* (bloodline) and Arcane Strike

Level 8: +1 more Fast Healing

Level 9: Improved Critical

Level 10: Disruptive* (bloodline)

Level 11: Greater Iron Will, +1 more Fast Healing

Level 12: +1 Str if you favor Damage or +1 Con if you like the Fast healing Abuse

Level 13: Spell Breaker* (bloodline) CAN Trade out Caster's Scourge (Ex) for 2 rage powers....Powers: Come and Get me and Superstition, Feat: Raging Brutality

Level 14: +1 more Fast Healing

Level 15: (Free Feat choice)

Level 16: Improved Initiative* (bloodline) +1 Str if you favor Damage or +1 Con if you like the Fast healing Abuse

Level 17: Free Feat Choice, +1 more Fast Healing, (Your choice) Take True Arcane Bloodrage (Sp)or trade it out for rage Powers Witch Hunter (Ex) and Mighty Swing

How big your Con get depends on how much fast healing you get. Having a 22 con while raging @ level 17 you will have Fast Healing 8. Get more con and you can easily obtain Fast Healing 10 by the end of this Adventure path...What is super cool is that Thanks to Raging Vitality you don't loose your rage when you fall unconscious....So your fast healing will stabilize you and bring you back up.

Build number 2 is a grapple Monstrosity I brewed up and posted once before on this site...just gonna re post real quick outline.

The Cheese Shredder:

1HD Slayer 1: Power attack and Improved Grapple
2HD Slayer 1/MoMS Monk 1: Snake style
3HD Slayer 1/ Monk 2: Snake Fang, Combat reflexes
4HD Slayer 1/ Monk 2/ Vivisectionist Alchemist 1: Sneak attack 1d6
5HD Slayer 1/ Monk 2/ Alchemist 2: Monastic Legacy, Discovery-Tentacle
6HD Slayer 1/ monk 2/ Alchemist 3: Sneak attack 2d6
7HD Slayer 2/ Monk 2/ Alchemist 3: Weapon focus Tentacle, Improved Natural attack Tentacle
8HD Slayer 2/ Monk 2/ Alchemist 3/ Strangler Brawler 1: Sneak attack 3d6
9HD Slayer 2/ Monk 2/ Alchemist 3/ Brawler 2: Feral combat training, Greater grapple, Sneak attack 4d6
10HD Slayer 2/ Monk 2/ Alchemist 4/ Brawler 2: Discovery Tumor Familiar King Crab (+2 Grapple)
11HD- Slayer 2/ Monk 2/ Alchemist 4/ Brawler 3: Potion glutton, +1 Grapple

I opted out of tie up with a rope and cavalier levels but You could go in for 2 cavalier levels to get tie up. Ropes are weak sauce IMO tho as big nasty creatures can break most ropes.

Add Armbands of the Brawler (500gp), the Brawling Enchantment, Gauntlets of the Skilled Maneuver, and a Dusty rose prism Ioun stone inside a Wayfinder. As some equipment...you really want to push that grapple up as much as possible.

Your looking at over +40 to grapple after a chugged true strike and being buffed up.


I'm going to second Vivisectionist/Beastmorph Alchemist.

Drink a potion. Turn into Hulk. Punch the mere mortals' faces in. Then turn into the Invisible Hulk and terrify b$@+@es.

Bonus points if you play him as a cross between Bruce Wayne and Bruce Banner.


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Bards aren't broken.

Bards make others broken.


@OriginalTorchic:

Personally, I like bards too. Haven't had the "Oh you're such a puny type" from other players, as we've got a bit more team spirit, but I guess that's not to be had among all players. Sounds to me like they're overlooking the amount of extra damage your bards allow the others to do with Inspire Courage. It's amazing just how often that extra +1 or +2 gives you extra hits and therefore extra damage.

But anyway…

Maybe a Skald? Partly a bard and partly a barbarian. Makes a good knowledge monkey and confers on his allies some really cool barbarian rage powers as he levels up.

I'm also partial to Half-Orcs as a player. You could build a cool skald with, say, the Bestial and Chain fighter alternate racial traits. Just a thought.

If not that, a half-orc fighter, barbarian, or bloodrager would be pretty good at making things go SPLAT fairly often.


If you want to rule your friends; you could try a simple:

Thug Rogue 1st; with Sap, and Enforcer

On your turn, you melee them. You then make an intimidate check. The duration of the shaken condition that results, lasts a number of rounds = to damage dealt.

As a thug, you add 1 to all rounds. If the final verdict is 4+ rounds, you can make it Frightened instead.

THerefore, you can Fear lock anyone who challenges you, until you knock them out; since your Sap is nonlethal.


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I would lean towards an inquisitor.
They have the versatility, skills and spell progression of a bard, but are more the angry brooding loner compared to the bard.

Also if you want to have fun, take a musical instrument, some points in diplomacy, the trade sub-domain and you have what looks to be the stereotypical bard. That is until you declare a bane and unleash an inquisition on the poor fellow.

No one suspects the inquisition!


The Poshment wrote:

I would lean towards an inquisitor.

They have the versatility, skills and spell progression of a bard, but are more the angry brooding loner compared to the bard.

Also if you want to have fun, take a musical instrument, some points in diplomacy, the trade sub-domain and you have what looks to be the stereotypical bard. That is until you declare a bane and unleash an inquisition on the poor fellow.

No one suspects the inquisition!

NOBODY EXPECTS THE SPANISH INQUISITION

Scarab Sages

Play a charging character. Nothing says "Screw you, Optimizers!" Like charging for 50+ damage on a basic hit around 7-8th level. Rangers and Cavaliers make the best chargers.


OriginalTorchic wrote:
The Poshment wrote:

I would lean towards an inquisitor.

They have the versatility, skills and spell progression of a bard, but are more the angry brooding loner compared to the bard.

Also if you want to have fun, take a musical instrument, some points in diplomacy, the trade sub-domain and you have what looks to be the stereotypical bard. That is until you declare a bane and unleash an inquisition on the poor fellow.

No one suspects the inquisition!

NOBODY EXPECTS THE SPANISH INQUISITION

NOT THE COMFY CHAIR!


Davor wrote:
Play a charging character. Nothing says "Screw you, Optimizers!" Like charging for 50+ damage on a basic hit around 7-8th level. Rangers and Cavaliers make the best chargers.

@Davor:

I hadn't thought of rangers making skookum chargers. I guess that would be with their favoured enemy bonus sort of thing?

Grand Lodge

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Quote:
I hadn't thought of rangers making skookum chargers. I guess that would be with their favoured enemy bonus sort of thing?

I play a Charging Halfling Beastmaster Ranger who rides on a Giant Gecko. I love charging from the walls and ceilings. Being medium while mounted helps me fit into nice deep dungeons. Fort walls are easily scaled. If I need to fly I just feed Gecko a potion or have the cleric Air Walk him with a scroll.

I made him for PFS play but from levels 1-6 I 1 hit->Killed everything....Bosses where shat on. After 6 it usally takes me 2 hits to kill most things now. They started living by a few HP at 7.

I have up to level 8 in my character info/bio if you click my avatar.

But charging characters do tend to F- things up.


kestral287 wrote:
I'm going to second Vivisectionist/Beastmorph Alchemist.

Expanding on this one a bit:

Be a Ragebred Skinwalker. Take the Extra Feature feat, so you permanently have Gore/Hoof/Hoof as an attack sequence. At level 2, when you get your first discovery, take Feral Mutagen. With your Mutagen, then, you have Bite/Claw/Claw/Gore/Hoof/Hoof. At level 2. Also, +1D6 sneak attack if you can set it up, and your Sneak Attack scales like a Rogue's. If you really want to this can be pushed to more attacks as you level, but it requires a lot of queso.

Take every mutagen-buffing option you can off of Discoveries, and abuse the Beastmorph abilities to pick up whatever ability you need. And Pounce, of course. Gotta have Pounce.

Silver Crusade

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I approve lemeres' above suggestion, with minor changes. The goal is a combat monster PC with some Bardic flair. I'll add

Start as a Barbarian. STR > CON > DEX > WIS > CHA > INT

At 2nd level take a level as Archaeologist Bard. Carry a big two handed reach weapon, like a Bardiche or a Lucerne Hammer. Start with the Combat Reflexes feat and the Power Attack feat. As suggested, get the Lingering Performance feat at 3rd level.

At 2nd level you are a powerhouse. You get one regular attack and up to three AoOs. Learn reach tactics, so you maximize your number of attacks. Start your turn with Swift Action Archaeologist's Luck (+2 +2 with Fate's Favored) then free action Rage (+2 +3). That's an extra +4 to hit and +5 damage.

STR18 gives +4 to hit and +6 damage. Power Attack gives you -1 to hit for +3 damage. At 2nd level your BaB is +1. That's a total of +4 to hit and +9 damage, before your buffs. With your self-buffs, at 2nd level that's +8 to hit for 1D10+14 (19x2) damage, which is good. Whatever class you pursue henceforth, you will remain a combat monster through your career.

OK, now that we've got him to 2nd level as a total beast, what is a good follow up plan to keep his allies in awe of his combat prowess? For example, if he found an efficient way to become Large, keeping in mind his limited Swift Actions, that could add another +6 damage and give him 20' reach & more AoOs. He could get good at UMD skill and mainline assorted combat buffs. Suggestions?

Another radically different approach he could take would be archery. If he played a Zen Archer none of his allies would ever give him grief about his damage output.

The above approaches both allow other players to take up the Bard role you have hogged! With no Inspire Courage on hand there's an obvious opening for an Evangelist Cleric.

Scarab Sages

Xunal wrote:
Davor wrote:
Play a charging character. Nothing says "Screw you, Optimizers!" Like charging for 50+ damage on a basic hit around 7-8th level. Rangers and Cavaliers make the best chargers.

@Davor:

I hadn't thought of rangers making skookum chargers. I guess that would be with their favoured enemy bonus sort of thing?

Favored Enemy (along with the Instant Enemy spell) is definitely part of it, but the BEST thing they get is early access to mounted combat feats and ignoring prerequisites via the Combat Style Feats. This gets you early access to things like Mounted Skirmisher, and lets you skip that silly Ride-By-Attack requirement for Spirited Charge, giving you more feats to spend on cool stuff (like Evolved Companion, or Furious Focus, etc.).


Davor wrote:
Xunal wrote:
Davor wrote:
Play a charging character. Nothing says "Screw you, Optimizers!" Like charging for 50+ damage on a basic hit around 7-8th level. Rangers and Cavaliers make the best chargers.

@Davor:

I hadn't thought of rangers making skookum chargers. I guess that would be with their favoured enemy bonus sort of thing?

Favored Enemy (along with the Instant Enemy spell) is definitely part of it, but the BEST thing they get is early access to mounted combat feats and ignoring prerequisites via the Combat Style Feats. This gets you early access to things like Mounted Skirmisher, and lets you skip that silly Ride-By-Attack requirement for Spirited Charge, giving you more feats to spend on cool stuff (like Evolved Companion, or Furious Focus, etc.).

@Davor:

I'll have to keep that in mind! I've not played a ranger. Yet!

Liberty's Edge

Don't give into the Darkside; be a Bard that will change the way those fools see Bards. The best Bard spells don't attack your enemies, they help your friends, so 14 cha is fine to start. On your enemies, a long spear backed with 18 str, a 14 dex, and combat reflexes is gonna be doing damage that no one will laugh at. Later, grab intimidating prowess and dazzling display to watch amusing little puddles form under all your enemies at the start of each fight. Also, don't be afraid to dump wisdom; you're a melee bard after all, how wise can you be?


@Thaddeus Mead:

That sounds like it would work nicely with a Skald hybrid class!

And I agree with you! Don't underrate bards! I played a bard in a 3rd level party and in one prolonged combat, our party got an extra 60 odd points of damage because that +1 from Inspire Courage allowed everyone to get a lot of extra hits in just barely. But that was way more than my bard could've possibly done on his own!

@OriginalTorchic:

Maybe the Skald hybrid class would be a good compromise for you? Sturdier than a normal bard, and they do add some interesting buffs to your allies.

And don't be shy about letting your (ungrateful) allies how much extra damage your bard allowed them to do!


Magda Luckbender wrote:

I approve lemeres' above suggestion, with minor changes. The goal is a combat monster PC with some Bardic flair. I'll add

Start as a Barbarian. STR > CON > DEX > WIS > CHA > INT

At 2nd level take a level as Archaeologist Bard. Carry a big two handed reach weapon, like a Bardiche or a Lucerne Hammer. Start with the Combat Reflexes feat and the Power Attack feat. As suggested, get the Lingering Performance feat at 3rd level.

At 2nd level you are a powerhouse. You get one regular attack and up to three AoOs. Learn reach tactics, so you maximize your number of attacks. Start your turn with Swift Action Archaeologist's Luck (+2 +2 with Fate's Favored) then free action Rage (+2 +3). That's an extra +4 to hit and +5 damage.

STR18 gives +4 to hit and +6 damage. Power Attack gives you -1 to hit for +3 damage. At 2nd level your BaB is +1. That's a total of +4 to hit and +9 damage, before your buffs. With your self-buffs, at 2nd level that's +8 to hit for 1D10+14 (19x2) damage, which is good. Whatever class you pursue henceforth, you will remain a combat monster through your career.

OK, now that we've got him to 2nd level as a total beast, what is a good follow up plan to keep his allies in awe of his combat prowess? For example, if he found an efficient way to become Large, keeping in mind his limited Swift Actions, that could add another +6 damage and give him 20' reach & more AoOs. He could get good at UMD skill and mainline assorted combat buffs. Suggestions?

Another radically different approach he could take would be archery. If he played a Zen Archer none of his allies would ever give him grief about his damage output.

The above approaches both allow other players to take up the Bard role you have hogged! With no Inspire Courage on hand there's an obvious opening for an Evangelist Cleric.

I mostly suggested focusing on the bard stuff first because it gives a bonus similar to power attack, but it raises your attack bonus by +2 instead of lowering it by -1 (so that is 3 more to attack). Not dissing power attack, just saying that once you get 18-27 rounds of luck, you have enough to throw around each and every fight.

But yeah, the general idea of having all that stuff by level 3 is fantastic. I just quibble a bit about the order.

And yeah, archaeologist is great for archery or TWF, since it gets a static bonus to each and every hit.


Ok I had a very similar problem and I found the answer. Sound striker bard. It's so vague that you can exsploit the crap out if it via feats and abilities . But that's only if you like doing 10d8 plus 10 times your charisma mod every round at tenth level. Never mind the fact that this could have point blank shot applied for ten more damage.


zomblisham wrote:
Ok I had a very similar problem and I found the answer. Sound striker bard. It's so vague that you can exsploit the crap out if it via feats and abilities . But that's only if you like doing 10d8 plus 10 times your charisma mod every round at tenth level. Never mind the fact that this could have point blank shot applied for ten more damage.

I've already considered this - there is one problem. The damage doesn't scale. Say your character has a charisma of 20. 10d8 + 50 damage per round is all you will ever do, even at 20th lvl. This is easily outclassed by even the standard fighter, who can do two or three times that amount per round.

Although, perhaps I'm missing something in regards to the "feats and abilities" you mentioned that can exploit the archetype's abilities. Care to elaborate?


do note that the dawnflower dervish is a rather spectacular example of a melee bard--what's that? i can get DOUBLED effectiveness on my performances when i use some of them on only myself, and keep several regular performances as well? and free dex-to-damage as a bonus feat at level 1? while keeping versatile performance for great skill coverage with pageant of the peacock (though the loss of bardic knowledge hurts a little)? yes please.

and you can accelerate the growth rate of inspire courage if you're an aasimar (maxing at ~12th level for a +8 to attack/damage/misc., which can be increased by the courageous enchant and such), on a chassis that runs almost entirely off of dex/cha.

a single level dip in nature/lunar/lore oracle for more cha-SADness lets you grab the heavenly radiance (wake of light) feat for the 2nd-level divine SLA and then divine protection feat for cha-to-saves without the pesky alignment constraints of paladin, on top of the usual sidestep secret/natures whispers/moon-whatever if your cha is higher than your dex (and feat access for more revelations if it strikes your fancy).

example:

Spoiler:
aasimar (base*) (lore/legalistic) oracle 1 / dawnflower dervish bard 19
(bard 1/ oracle 1/ bard +18)
* - scion of humanity and deathless spirit alt. racial features taken.

stats: cha(+2r) > dex > con(min. 14) > wis(+2r) > int > str(min. 10)

traits: community-minded / intense artist (+1 act and dance) or savant (+2 act)

curse: legalistic
2 - sickened if you break your word--even if unintentionally (24hrs or until you meet your obligation); 1/day, +4 morale to a check made towards/to uphold a promise
9 - +3 competence to diplomacy/intimidate/sense motive when speaking to someone alone
19 - make an additional save against mind-affecting effects (1/minute after effect)

mysteries:
2 - sidestep secret

versatile performances:
3 - dance (acrobatics, fly) or act (bluff, disguise)
7 - dance (acrobatics, fly) or act (bluff, disguise)
11 - oratory (diplomacy, sense motive)
15 - percussion (handle animal, intimidate)
19 - [anything you want, all available bases covered]

feats:
1 - weapon finesse, *dervish dance*
3 - heavenly radiance (wake of light)
5 - divine protection, *pageant of the peacock (trade 2nd-level spell)*
7 - spellsong
9 - ??? (lunge?)
11 - dimensional agility (stop investing in FCB now)
13 - dimensional assault (this is when you hit +8 IC)
15 - dimensional dervish
17 - ???
19 - ???

.
BAB: 0|0|1/1/1 / 0/1/1/1/0 / 1/1/1/0/1 /1/1/0/1/1
inspire courage growth: 1.5(+2)/1.5 (oracle level)/3/4.5/6(+4) / 7.5/9/10.5/12(+6)/13.5 / 15/16*/17*(+8)
* - remember: dont use FCBs for these levels, you'll pass the limit in the same amount and 'waste' the points. put them towards HP or another performance if you want.

with a +4 (or higher) courageous weapon, increase all morale bonuses by +2

(yes I realize you aren't looking for another bard build, but worth mentioning)

edit: also Fruian Thistlefoot: you forgot the grappler's mask.


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thorin001 wrote:
Yes, a fighter will probably stomp a bard in a strait up fight.

Hahahahahahahahahahahahahahahaha, oh god, please, *falls over*, please stop, I can't take it, it's too much! *rolls around with sides aching and tears flowing freely*

Ahhh-hoooooo...wow, geeze, man that never gets old. The fun bit is, Bards are amazing. A very strong and versatile class that can paddle badguys with the best of the martials and as others have noted only get stronger in team-oriented scenarios.


For instance you could go paladin after level 10 to get smite evil for more damage and bypass damage reduction. Point blank shot is another 10 alone. Plus this is all at a standard action. So all the while you can move around. There is probably more than just that but it's definitely a start.

Liberty's Edge

OriginalTorchic wrote:
zomblisham wrote:
Ok I had a very similar problem and I found the answer. Sound striker bard. It's so vague that you can exsploit the crap out if it via feats and abilities . But that's only if you like doing 10d8 plus 10 times your charisma mod every round at tenth level. Never mind the fact that this could have point blank shot applied for ten more damage.

I've already considered this - there is one problem. The damage doesn't scale. Say your character has a charisma of 20. 10d8 + 50 damage per round is all you will ever do, even at 20th lvl. This is easily outclassed by even the standard fighter, who can do two or three times that amount per round.

Although, perhaps I'm missing something in regards to the "feats and abilities" you mentioned that can exploit the archetype's abilities. Care to elaborate?

Virtuoso performance; maintain 2 performances simultaneously. Now 20 d8, and you can double THAT with Shadow Bard.


The problem with most OP builds is they take no defense into account. Why not be invincible? The Deathless Barbarian build has been all over the boards for some time, I'm playing it in my current AP and it's really great. The ability to wade into the enemy completely surrounded and come out of it with no injury is really astounding. Not caring about AC is tremendous.

1 Barbarian1 Power Attack, Endurance
2 Barbarian2 Superstitious
3 Barbarian3 Die Hard
4 Barbarian4 Guarded Life
5 Unarmed Fighter1 IUS/Crane Style Stalwart
6 Barbarian5
7 Barbarian6 Deathless Initiate, Greater Guarded Life
8 Barbarian7
9 Barbarian8 ERP: Internal Fortitude, Reckless Assault
10 Barbarian9
11 Barbarian10 Improved Stalwart, Unexpected Strike
12 Barbarian11
13 Barbarian12 Combat Reflexes, CAGM
14 Barbarian13
15 Barbarian14 Witch Hunter, Spell Sunder

Sovereign Court

Here's the bard I played in a recent campaign. The DM told me it's arguably one of the most powerful / versatile character he's ever seen. I was literally all over the place with that guy.

THEODRIC (Taldan)
(Taldan) Male Bard 7/ Evangelist 7
CG Medium Human / Humanoid (Human)
Init +10; Senses Perception +22
==DEFENSE==
AC 33, touch 18, flat-footed 27 (+9 armor, +4 shield, +3 dex, +2 natural armor, +2 deflection, +3 dodge)
hp 130 (14d8+42)
Fort +10, Ref +16, Will +11
Armor Celestial Armor +3, Light, 1/day Overland Flight
Shield Celestial Shield +2, 1/day, feather fall (self)
Defensive Abilities Well-Versed (PFCR 38)
==OFFENSE==
Spd 40 ft/x4
Melee Unarmed Strike +13/+8 (1d3) 20/x2
Melee Whip +13/+8 (1d3) 20/x2 disarm, nonlethal, reach, trip
Melee Sap +13/+8 (1d6) 20/x2
Melee Rapier +13/+8 (1d6) 18-20/x2
Ranged Shortbow +13/+8 (1d6) 20/x3
==STATISTICS==
Str 10, Dex 16, Con 16, Int 16, Wis 12, Cha 26
BAB +10, CMB +10, CMD +28
Feats Armor Proficiency (LIGHT), Combat Expertise, Deific Obedience, Dimensional Agility, Dodge, Improved Initiative, Mobility, Shield Proficiency, Spring Attack, Weapon Finesse
Skills Disable Device +21, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +17, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +15, Knowledge (religion) +15, Knowledge (planes) +16, Linguistics +9, Perception +22, Perform (act) +28 [bluff/disguise], Perform (dance) +28 [acrobatics/fly], Perform (oratory) +28 [diplomacy/sense motive], Spellcraft +20, Stealth +28, Use Magic Device +28
SQ Bardic Performance [36 rnds/day], Bard Spells (caster level 13, concentration +29, overcome SR +21)
SU Countersong, Dirge of Doom, Distraction, Inspire Competence, Inspire Courage, Inspire Greatness, Protective Grace, Soothing Performance
MC&nbsp;Bardic Knowledge, Versatile Performance (act, dance, oratory), Skilled (+4 to all skills with no ranks), Divine Boon 1 (Traveler’s Tricks (Sp): longstrider 3/day, darkvision 2/day, or phantom steed 1/day; caster level 14), Gift of Tongues 1 (Vudrani), Divine Boon 2 (Starlit Caster (Su): add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starlight around the spell’s original effect), Protective Grace (+2 dodge bonus to AC)
Traits Accelerated Drinker, Chance Savior, Vagabond Child
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal, Orc, Vudrani
==Magic==
Eq'd Magic Belt of Physical Perfection +2, Boots of Striding and Springing, Circlet of Persuasion, Headband of Alluring Charisma +6, Amulet of Natural Armor +2, Ring of Protection +2 (R), Ring of Chameleon Power (L), Cloak of Resistance +3
Ioun Stones Clear Spindle, Typical (slotted in Wayfinder)
Misc Treasure Hunter's Goggles, Figurines of Wondrous Power (Serpentine Owl), Lesser Rod of Quicken Metamagic (3 spells per day, 3rd level or lower), Glove of Storing
Gear wayfinder, cologne, potions:, air bubble, ant haul, sun metal, remove sickness x2, protection from evil x2, protection from law, magic weapon, enhance water x4, oil of hold portal, potion of countless eyes, silence x2, lesser restoration x2, ghostbane dirge x2, gentle repose x2, darkness x2, detect chaos, law, good x2x2x2, deathwatch x2, aspect of nightinggale x2, scrolls: fluid form (CL 11; UMD 31), animate plants (CL 13; UMD 33), neutralize poison x2, detect secret doors x2, detect charm x2, deadeye's lore, cultural adaptation x2, alarm x3, know direction, open/close x2, read magic x2, scrivener's chant x2, spark x2, sift x3, adjuring step x3, anticipate peril x3, clarion call, remove fear x3, restful sleep x2, read weather, obscure object, see alignment x3, silent image x2, undetectable alignment x3, solid note x2


When I talk with people about OP builds a few things come up:

Zen Archer Monk
Saurian Druid
Master Summoner


Pathfinder Adventure Path Subscriber

Oh well dang...if you don't want to be a bard but want to be OP?

Wizard.
Tons of damage?
Admixture wizard. All the battlefield control of a standard wizard plus the amazing death from above area saturation bombardment of evocation specialization. Yes it's not single target damage...why lay waste to 1 when you can annihilate armies?

Here's a sample admixture wizard build:

Sample Admix Wiz:

Human
High Int(17+), Dex(15+). Medium Con(14+preferred,12 if elf.) Dump other stuff.
Traits: Wayang Spellhunter (Fireball). Magical Lineage (Fireball)

Feats
01-(if PFS substitute Spell Focus Evocation for Scribe Scroll). Otherwise Spell Focus (Evocation). Spell Specialization (Burning Hands)
Burning Hands: 3d4+1.
03-Empower Spell
05-retrain Spell Spec into Fireball (or switch at 4th level).
Wizard bonus feat: Heighten Spell
Preferred Spell.
Spontaneously Cast 7d6+2 Empowered fireballs.
07-Quicken Spell
09-Intensified Spell
Spontaneously Quicken cast 10d6+5 Fireball, Standard Action Intensified 11d6+5 Fireball.

Combat gear: Wand of Selective Spell (optional if you don't want to melt your allies in the Fireballs) otherwise let them eat fire.

Other option. 1 level dip into either Orc bloodline sorcerer OR cross-blooded Orc and Draconic bloodline.
If dip at 6th (Wiz5/Src1) with cross-blooded: 7d6+2+14->7d6+14 Empowered Fireballs.
10th level (Wiz9/Src1): Quickened 10d6+24 Fireball. Standard action 11d6+26 Empowered Intensified Fireball. Average 59+83->142, max 176.
Elf if you want +2 Spell Penetration and better Dex.

The reason why I like single bloodline (Orc) as opposed to cross-blooded is that way the +1/die works when you change the energy type. Draconic only works with fire. But if you want to specialize with fire, go cross-blooded.


You can do a similar build with Tattooed(Evocation) Sorcerer w/ Orc bloodline. Here though a pyro gnome (alternate racial +1 CL with fire) is a good choice. And you don't need Preferred/Heighten spell feats since you already get spontaneous casting. Spontaneous Metafocus is a good feat if you don't want to spend full-round actions for your meta-mega fireballs. Orc bloodline also gives you darkvision at start which is nice.

Gnome Pyro:

Gnome
alternate racial trait: Pyro, different SLA, +1 CL with Fire.
High Cha, Dex, Medium Con. Int 13 required.
Sorcerer
Archetype: Tattooed

Traits: Wayang Spellhunter(fireball), Magical Lineage(fireball)
01-Spell Specialization(Burning Hands)
Free Spell Focus Evocation from Tattooed Sorcerer
Free familiar (greensting scorpion for +4 init) from archetype
Burning Hands: 4d4+4 Reflex half.
Acid Splash: RTA, 1d3+2
03-Intensified Spell
Burning Hands: 5d4+5
04-
Intensified Burning Hands: 7d6+7
05-Empowered Spell
06-Switch Spell Specialization to Fireball.
Empowered Fireball 9d6+9 Reflex Half. Average 56, max 63.
07-Spontaneous Metafocus
09-Quicken Spell

At 1st level, spam cantrip (acid splash) for a ranged touch attack. Use alchemical reagents (acid flask, not consumed) for +1 damage. Same average damage a light crossbow, bypasses DR and touch attack instead of standard ranged attack.

Option: drop Tattooed Sorcerer for cross-blooded Orc/Draconic. Change feats to add Spell Focus Evocation. Slight delay on getting online but superior damage in mid levels.

To either build add Dazing Spell to really annoy your GM. But really Vaporized > Dazed because vapors don't usually shoot back.

EDIT: some of my maths/options may be off. Doing all of this off the top of my head. But it's enough for the gist.


Dot.


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What level?

<10, Barbarian
>11, Wizard.

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