Ieasha Foxglove

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35 posts. Alias of TomJohn.


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Galilleo Figaro, Castor, Alisor, james maissen, please.
This is a "Standardised Playtest Feedback for Magus in Actual Play". This is one of the few playtest threads containing actual feedback from actual play. Please don't dilute this thread.
/Kind regards.


sieylianna wrote:

[...]

4. They will probably have light armor proficiency and not have arcane spell failure in light armor.
5. There will be a Magus spell list which will be more combat oriented than the bard spell list, but which won't have the most powerful sorcerer/wizard spells. The spell list will includes 1st through 6th level spells.
6. They will probably have simple weapons and a subset of martial weapons.

The Bard would be a good starting point for speculation. Replace the bard spell list with the magus spell list and the bardic class abilities with magus abilities. (Better armor or weapon selections, channeling spells through weapons, expending spells for bonuses, etc).

I hope yopu are wrong.

The arcane duelist get heavy armor proficiency so I hope the Magus get that too.
If the spell list only includes 1st through 6th level spells the Magus will face the same problem the bard has. To few spells at too low levels.
No way to cast metamagic spells like quicken spell.


Bumpity-bump
Official Ruling / answer please.


kyrt-ryder wrote:
Pernilla wrote:
Nero24200 wrote:

Well...it seems to work like this

You can temporary hit points (as described)

You then gain another 2D10 temporary hit points

You only get one set of temporary hit points You get 2d10 + con.

Or did I missread you?
What are the first set of temporary hit points you are refering to?
They are talking, about restarting inspire greatness every round, so the old 2 HD worth of hp (if any is left) are replaced by a new 2 HD worth of HP.

No, Dissinger is taking about that.

Nero is taking about something else. Notice Nero says: "I'm not sure where the "You get new temp hit points every round" idea from"


Nero24200 wrote:

Well...it seems to work like this

You can temporary hit points (as described)

You then gain another 2D10 temporary hit points

You only get one set of temporary hit points You get 2d10 + con.

Or did I missread you?
What are the first set of temporary hit points you are refering to?


Sebastrd wrote:
I'm guessing the most powerful use of Inspire Courage will involve the hit-die dependent spells like polymorph and shapechange or the druid's wildshape ability.

Are they hit-die dependent? Explain how.


Answers please?


Purple Dragon Knight wrote:
[...] And for fighters... +2 BAB can mean extra attacks, and perhaps also allow for guilt-free use of the Power Attack feat.

Do they get +2 BAB? I'm not sure. That's one of the questions I would like Paizo to answer.

Calling it inspire "Greatness" just because you get some temp hit points is a bit strange.


angelroble wrote:

stuff

As I said in the other thread, playing out hypothetical situations does not convince me of the usefulness of Inspire Greatness. No sarcasm intended.

But thanx for the feedback :-)
At what level would a character have 20 Con?


1 person marked this as FAQ candidate.

English is not my native language. So my intention in this opening post is not to be Ironic, Sarcastic, Rude, etc.

This is not a bard thread. It’s a thread about Inspire greatness. And I’m not saying, “Inspire greatness is too weak and this is really a big problem and I’m disappointed”. It's not a problem the bard can use inspire competence.

I‘m saying, perhaps there is more to Inspire greatness than meets the eye and if not what was the designer’s thought?

- First Inspire greatness seems to be pointless. Inspire Courage is much better so why use Inspire greatness?
- Second when I asked James Jacobs to share us his thoughts on Inspire Courage (IC) vs. Inspire Greatness (IG) he seems to indicate that IG is more powerful than IC.

James Jacobs wrote:

[...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

Thread and following debate can be found here

James’ answer: ”It’s very much a tougher version of inspire competence”, seems to indicate it’s more than just +2 to attack and some temporary hit points.

I have already got some answers from Dissinger in the thread above but they are not satisfactory. I’m hopping James, Jason or anyone from the Paizo staff will explain this to all of us who have an interest in Inspire greatness. I know we can house rule but this is not the issue here.

So here are all my questions. Inspire greatness:

  • how does it work? What does Boost the HD mean? Does a spell caster with +2 HD get +2 cater level, does a fighter get +2 BAB?
  • what was the designer’s thought?
  • when is it supposed to be used?
  • how is it supposed to be used?

    In order for you to understand why I’m asking all this here are some quotes from Dissinger and some reflections from me.

    Dissinger already gave me this answer on how IG works:
    “This means for spells that rely on how many hit dice you have (like sleep, daze, blasphemy ect.) you count as having two more hit dice. Its pretty straight forward.”
    Dissinger aslo said: "it can prevent certain hit dice dependent effects like sleep or daze. However it must be done ahead of time".

    I know all this. This is not new to me but my point is:
    - At level 9 most spells with hit dice dependent effects are not a problem.

  • Sleep, etc. - no longer a problem
  • Hypnotic Pattern and Rainbow Pattern - The bard has Distraction.
  • At level 11 Deep Slumber is no longer a problem.

    - That leaves Blasphemy.

    IG can't be activated as an Immediate Action. This mean that if the bard wants to mitigate the effect of Blasphemy "it must be done ahead of time." This mean the bard must win the initiative (or know the party will meet a foe that might use Blasphemy and the bard must also know when and where the party will meet that foe). Even if the bard wins the initiative he must know that there is a risk the foe is going to cast Blasphemy. Otherwise the bard mus use IG in every encounter, "just in case".
    The bonus HD doesn't linger so the bard has to keep on using IG during the entire encounter in case the foe will use it later. That is, the bard must use IG all the time "just in case". Even if the bard is using IG it only affect 1 ally.
    Also, unless the bard knows the exact caster level of the foe he cant be sure the bonus HD will matter. If the Inspired ally HD is caster level -5 or caster level -3 doesn't matter.

    The usefulness of IG seems to be just theoretical.

    Let's take a look at party I'm playing in.
    Tank, Rogue, Cleric, Bard, Ranger.
    At level 11 the bard can use IC, giving the whole part +3 to attack, +3 weapon damage and +3 moral bonus to bonus charm and fear effects.
    Or he can use IG, giving one ally +2 to attack and +2HD and +1 to fort.

    Why would the bard use IG? The hit points is no big deal and IC is far better.
    Is it the hit point? If someone needs healing the cleric can heal or the bard can use IC and heal. At 13th level the bard can even cast Mass Cure Light Wounds or the bard can start IC as a swift action walk to a ally in need of healing and cast CMW or CSW.

    So I just want to know is there more to Inspire greatness than meets the eye? That is:

  • how does it work? What does Boost the HD mean? Does a spell caster with +2HD get +2 cater level, does a fighter get +2 BAB?
    And:
  • what was the designer’s thought?
  • when is it supposed to be used?
  • how is it supposed to be used?

    I’m not saying IG is too weak and it’s a problem. It’s not a problem, The bard can use IC.
    I’m just curious.


  • Dissinger wrote:
    Pernilla wrote:
    Inspire Greatness isn't a spell.
    But the effects you are asking if they end usually are.

    Usually, but perhaps not always. I don't know. That's why I asked.


    Inspire Greatness isn't a spell.


    Dissinger wrote:


    SO you're saying when you fight Balors, you won't inspire greatness to mitigate their at will spell like ability Blasphemy?

    Interesting...

    1) No I did not say that. Read again.

    2) How many Balors willyou meet at level 9 or 11? If you do meet them, you are dead anyway.

    Dissinger wrote:


    Also it can prevent certain hit dice dependent effects like sleep or daze.
    At level 9 daze and most of the spells you have mentioned does not effect you. At level 11 Inspire Courage is +3 and Inspire Greatness is still +2 and still only affects 1 person. And at level 11 you are either immune to all the spells you have mentioned or Distraction is a bettrer option (Hypnotic Pattern and Rainbow Pattern).
    Dissinger wrote:


    However it must be done ahead of time.

    Yes, That was one of my big points and you won't always know what you are up agains or what spells the caster has preperaed or which spell is is going to cast. Even if you did you must still win the initiativ.

    Playing out hypothetical situations does not convince me of the usefulness of Inspire Greatness. Especially if the situation is unlikely.
    Arguments like "if a + b + c + d + e +f then it can be useful", does not convince me.
    So if inspire greatness could be activated as an Immediate Action it would be a good, but it doesn't and the DH don't linger.

    Dissinger wrote:


    If you're facing a lot of small creatures the temporary hit points might just come more in handy than anything else, because they're going to get attacked, a lot.

    ? If facing a lot of small creatures giving +2HD to one person is not a good option. James pointed out that the great thing about the bonus HD is not the hit points. So my question was. What's the point with the 2HD?

    Dissinger wrote:


    As for effects in the PFCRB let me list them all [...]

    As I said before. Most of these spells are not a problem at level 9. At level 11 the only spell that matter is Blasphemy.

    Dissinger wrote:


    Now obviously not all of these are applicable to a bard.

    Yes, that is one of my poits.

    Dissinger wrote:


    imagine if you add all the WotC splatbooks on top of this

    No I won't. I'm talking about the PF Final.

  • official answer please: If an ally is ALREADY affected by an HD dependent effect, would the effect end if the ally got 2 more HD if the allys new total HD would make the ally immune to the effect in the first place?


  • Dissinger wrote:
    Pernilla wrote:
    Pernilla wrote:
    James Jacobs wrote:


    [...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    "Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points."

    What does this mean? Does it mean +2 to BAB and saves and +2 to caster level, etc?
    Answer please :-)

    Again.

    May we have an official answer? Please.

    It says right in the book pernilla, while the song is in effect you have +2 hit dice.

    This means for spells that rely on how many hit dice you have (like sleep, daze, blasphemy ect.) you count as having two more hit dice.

    Its pretty straight forward.

    I don't think it is pretty straight forward.

    If an ally is affected by HD dependent effect, would the effect end if he/she got 2 more HD?
    I'll will start a new thread about it (when I'm up to it). But just a reflection.
    A) So if the bard wins the initiative AND
    B) If the bard, for some reason, think Inspire greatness would be good this time and starts are performing it AND
    C) you meet a foe that CAN Blasphemy AND and has prepared it AND
    D) Inspire greatness would make a difference. That is: you are not high enough level just not to care or you level is not so low that Inspire greatness would have no effect. AND
    E) The foe cast blasphemy

    Then it would be usefull to the one who get the bonus HD, probably not the bard himself so he would be Paralyzed unless he has a ring of freedom of movment (or the spell cast on him before the battle).

    If Inspire greatness could be activated as an Immediate Action I could see the point in it.


    Dissinger wrote:


    As for your other question on sculpt sound, it changes the sounds you make into any other sound. This means you can effectively sculpt the sounds of the paladin in full plate, to sound like a rustling wind, something no guard is going to check up on.

    Sorry to say you are wrong. You are thinking 3.x. In Pathfinder it is:

    "Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty."

    Stealth is not vs. listen. It's vs. perception. So unless he is invisible it doesn't matter if you cast sculpt sound.

    Even if he is invisible there are som problems.
    Invisibility page 302
    "Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks.
    This bonus is reduced to +20 if the creature is moving."

    So the +20 reduction from moving is a combination of many factors. You might stepp in a puddle or break a twig or upset some birds or kick some gravel or whatecer. Sure the Paladin would sound like a rustling wind, but the gravel and twing on the gound won't. That is, the surroundings is still affected by the Paladin even if he has an Armor Check Penalty of 0, and sounds like a rustling wind AND is invisible.


    Pernilla wrote:
    Purple Dragon Knight wrote:


    Sculpt Sound is the ultimate "party stealth" spell
    Would you explain this to me please.

    Again how is that? You don't turn invisible.


    Pernilla wrote:
    James Jacobs wrote:


    [...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    "Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points."

    What does this mean? Does it mean +2 to BAB and saves and +2 to caster level, etc?
    Answer please :-)

    Again.

    May we have an official answer? Please.


    TriOmegaZero wrote:
    Hmm, I may have misunderstood your arguement. So I can't say for certain if we're on the same side or not. XD

    I must have failed my Linguistics check :-)


    TriOmegaZero wrote:
    Pernilla wrote:

    Honestly you can't play a funny character if you are not funny.

    Hilarious charceters are usually played by hilarious people (or by people who at least put their soul into the game and are some what funny or try their best to be).
    This is absolutely true, but like Zombieneighbors said, is a problem if the mechanics don't back it up. If said hilarious person is playing a fighter with CHA 8, he is not roleplaying his character. He is playing himself. The bard class has the mechanics to back up a witty charmer, with CHA-based casting, high skill points, and social skill selection. The effects of a characters CHA score on roleplaying is something a lot of people forget, including myself.

    This just isn't true. When I mean funny, I'm not talking jokes. I'm talking about roleplaying. A fighter with a drinking problem, a rogue with agoraphobia, a cleric that doesn't like to heal a stupid Brbarian that get fooled by the rogue all the time, all these characters can be hilarious.

    Some people do roleplaying just by rollplaying some do both.
    The concept that just charisma characters with social skills can roleplay is just not true. However, I you need to use diplomacy, bluff, etc. you need charisma and some skills in diplomacy. Agree.
    So if by roleplaying you mean a campaign that focus on social interaction with non playing characters and the need to use diplomacy, bluff etc. the bard, cleric and other charsima based classes have it easier.


    Dissinger wrote:
    [...] This means, that if you face a Balor or similar creature with Blasphemy, you can somewhat mitigate the problem of being a lower HD than them by bumping yours up 2HD along with the key players who HAVE to stay up.[...]

    Ok. Thank you :-)


    Dissinger wrote:
    Pernilla wrote:
    James Jacobs wrote:


    [...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    "Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points."

    What does this mean? Does it mean +2 to BAB and saves and +2 to caster level, etc?
    Answer please :-)
    It means that you have more hit dice for hit dice dependent effects like Blasphemy.

    Since the HD don't linger you have to ready an action all the time. Am I wrong? I just want to know.


    Boggle wrote:

    To be honest in my group that has been running for other twenty five years

    no one ever plays the bard.

    even thou the new rules give it a bit more it just has never worked as the jack of all trades.

    I think it still is way off in terms of effectiveness and what it can do.

    Can anyone please tell me if you would play one why?

    You’ve been given a lot of good (and bad) suggestions.

    In terms of effectiveness, as Zombieneighbours said: "Bards are very good at interacting with the social conflict rules(for what they are worth). They are in fact, very likely the best at doing so." Or as I would put it, one of the best classes at doing so. So a campaign with a lot of roleplaying would work fine with a Bard.
    Another example has not been mentioned as far as I can tell.
    Here the Bard would not only be a good choice but a great choice, in fact the best choice
    This is when you got a sorcerer in a group of five or more. Especially when the rest of the group focus on weapon damage, Fighter, combat Rogue, (combat) cleric, Sorcerer and Bard.
    Now, the rogue and cleric won’t boost their Int. The rogue will have max 13 int and the cleric 10. The cleric will have Char 13 or 14 and the rogue will have char 7 – 12.
    The fighter will have max 13 in and probably dump its char.
    If you play a sorcerer you don’t want to prepare spells, you pick fireball at level 6 and you probably just go for dex, con and charisma.
    The problem with Sorcerer: not many skill points, not many class skills, not many spells known.
    The Bard on the other hand has many skill points, many class skill, more spells known than the Sorcerer.
    Problem with Bard. Bad DC not any good damage dealing spells and not many attack spells.
    So a Bard should not pick slow but should pick haste, good hope etc.
    Lets look at this rocking combo. Since you have a bard in the group he can pick all the utility spells and the sorcerer can go for all spells with a DC. Bards can still pick stuff like Grease and Glitterdust since these two also serves as utility spells and he will also pick CLW and CMW. Bard has many skills so the sorcerer can settle for 10 int and just boost that charisma.
    At level 7 bard picks haste. At level 5 and 6 he use scrolls with haste. Sorcerer doesn’t have to pick haste at level 7 but should pick slow (or whatever). Until now the bard have boosted the group and helped out with some healing when the cleric chooses to go melee. At level 8 things change however.
    Bard built. There have been a lot of talk about the melee bard. I think that’s just stupid . The bard have light armor and need it’s dex. If the bard dumps it’s dex the cleric just will need to heal one more party member. Every time the bard heals himself another party member isn’t getting healed by the bard. Go archer.
    Str 12 – 14 (You may have to go melee sometimes and you want a mighty bow)
    Dex – high
    Con 12 or 14
    Int 13 or 14
    Wis 7 or 8 (don’t dump it too much)
    Char 15. (You want 16 at level 7 when you get your level 3 spells.)
    Point blank shot, precise shot, Deadly aim. Improved Initiative. If you multiclass, play Elf or spend a feat you can use a longbow, a might longbow.
    I would try to stay away from Extra Performance. At higher level you won’t need it.
    So you have a general idea. But at level 8 the fun begins. All this talk about buff but no talk of debuff. Dirge of Doom, No save! In our party we have just starting to use it and it is MEAN.
    So you want a high dex and Improved Initiative. You want to ha a high Initiative.

    Round 1.
    Bard - Dirge of Doom + good hope.
    Sorcerer - cast fire ball (or slow)
    Round 2
    Bard - Dirge of Doom or Inspire Courage + haste
    Sorcerer - cast slow (or fire ball or whatever)
    Round 3
    Bard start using Inspire Courage, attack with bow

    Our bard has 18 Charisma. Using Dirge of Doom spells like Glitterdust even Grease works well. The ogre is blind and/ or has dropped his weapon.
    Our cleric usually cast holy smite first round in a big fight but waits until the bard starts using Dirge of Doom.
    Most foes goes blind and holy smite doesn’t hurt the party since we are all good, so it can be used in an are with both foes and party members.
    Bard is not for all. But in a larger group when the arcane caster is a sorcerer his is the best fifth member you can get. If you have a ranger as well in the group it’s even better. With Inspire Courage the other party members will be able to use Power attack and deadly aim all the time.
    If you think this is just not for you, well sorry. I agree the bard is not always a good pick and the bard (and the Barbarian) could use some more love. But teaming a bard with a sorcerer is excellent.


    houstonderek wrote:

    If bards didn't exist, neither would Elan.

    Seriously, doesn't this just crystallize what bards are all about?

    QED.

    LOL


    James Jacobs wrote:


    [...]Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    "Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points."

    What does this mean? Does it mean +2 to BAB and saves and +2 to caster level, etc?
    Answer please :-)


    Dissinger wrote:


    Bards Get

    Level 1
    Featherfall
    Remove Fear

    Just as Remove Paralysis and Restoration are not buff spells nore are Featherfall and Remove Fear.

    I could have added the whole lits of cleric spells and all domainspells. The list would have been longer.
    I was just showing a cleric is a good buffer. Having a buff competition is just silly. Who is the best buffer. I say the cleric. She can cast more buffs per day. But You may not agree and that's fine. I just pointing out it's not obvious the bard is the best buffer.

    Dissinger wrote:


    Beastland Ferocity
    Crabwalk
    Level 2
    Battle Hymn
    Harmonic Chorus
    Iron Silence
    Lively Step
    Sonic Weapon
    Tactical Precision
    Reflective Disguise
    Allegro
    Dolorous Blow
    Hymn of Praise
    Protege
    Greater Resistance
    Mass Reflective Disguise
    Revenance
    Superior Resistance

    These spell are not in my book.

    Dissinger wrote:


    Bards aren't the one that goes out and wins one for the team.
    They're the guy that goes out and helps the team win one for the team.

    Agree.


    Dissinger wrote:


    Actually what I'm saying, is that they are the jack of all trades. Also as a skill monkey you don't need to have a rogue in the party if something occurs where a skill might be useful. Bards can do the rogues skill jobs as skills are less taxing on their skill points than other classes. (Their skill points per level is only second to the rogue)

    Yes you are right. They are jack of all trades. But having a Bard in the Party does not always equal no need to have a rogue. Rogues are more dex based and have sneak attack and disable device. I would say a ranger or monk would do the rogues job better than the bard. They usually have a higher dex than the bard and they are more focused on combat.

    But yes, both classes, Rogue and Bard, have a lot of skills. So the opposite is equal true: 'Also as a skill monkey you don't need to have a Bard in the party if something occurs where a skill might be useful.' Especially since a Party without a bard usually have a cleric, wizard and tank. All these classes have knowledge skills and other skills.

    I think their is a general misconception that you must max a skill and have a high attribute to go with it to be able to use a skill. That might be true when using disable device, but not true when using sense motive, diplomacy, climb, knowledge skills, etc.

    Dissinger wrote:


    I think you're missing my point. The point you made was anyone can buff. My point was yes, anyone can buff, but to have the same selection of buffs, only the bard wins that game. Since they get a lot of divine AND arcane buffs, it helps make them uniquely placed to apply buffs that unless you had two other players playing both arcane and divine, would not be in combination.

    The bard spell list is designed more for utility, less for damage. While its not completely free of damage dealing spells, bards do get a wider selection of buffing abilities.

    No I'm not missing your point, but I think you are missing my point.

    I'm not sure the bard is the best buff class if we are talking about spells. Clerics got prot from evil, Shield of Faith, bless, prayer, resist energy, bull's str, Eagle’s Splendor, Bear’s Endurance, magic weapon, greater magic weapon, Shield Other, Protection from Energy, Magic Vestment, Magic Circle against Evil, Water Breathing, Freedom of Movement, Spell Resistance, True Seeing, Death Ward, Heroes’ Feast, Bull’s Strength, Mass, Holy Aura. I can go on.
    Then when things go wrong they got all healing spells and all damage dealing spells and spells like Remove Paralysis, Restoration, etc.
    If we talk about domain spells and domain powers we have Inspiring Word, holy sword and Dimensional Hop as powers. There are more.
    Spells: detect thoughts, fly, invisibility, dimension door, etc.
    You are right, the bard is the only class with the bard spell list.

    But a cleric and a Sorcerer/Wizard will do just fine. In fact a cleric and a Rogue with UMD will do fine too. I've seen it myself.
    But most parties have both a healer and a Sorcerer or Wizard, and we have UMD.

    No class have Bardic performance, true (a cleric with the Nobility domain comes close), but they got other stuff going for them.
    inspire courage +2 is great at level 5. At level seven is just as good because you can use it as a move action. The bard still has the problem of few spells cast per day. So he needs some scrolls, but he'll di all right.
    But at level 10 it's still inspire courage +2 and the bard has the same spells. Haste, good hope, etc. He now can cast two level 4 spells, sure, but at this point Sorcerer/Wizard has lot more spells and things just get worse higher up. But at level 5 - 8 the bard is great.

    Dissinger wrote:
    Countering my counter argument with "well everyone is a unique snowflake" hardly discredits the point I'm trying to prove. I hope by clarifying my viewpoint you understand what I'm trying to accomplish.

    Well I'm just a little tired of people saying the bard is unique. If I read you wrong, my apology.

    The Bard is uniqe and I like him. Not all do. In games upp to level 8 or 9 he is nice.
    Some of the arguments I've read hasn't impressed me much. If you look for a back up healer go for Druid or Paladin. There actually people who say the Paladin is a better healer than the cleric. And at lower levels the healing a bard can do, can just as easely be accomplished useing a wand.
    And the argument, "what if?", just doesn't do anything to me.
    What if the cleric is dead and we are locked in a room and the rogue has broken both is hands and the wizard is Feebleminded and we need to get out of a the locked room and the fighter has 7 negativ levels.
    Yes what if.


    Kaisoku wrote:

    Here's where I've seen a Bard excel

    Sandbox games

    Perhaps. But a balanced group with skilled players will do well too. It's more of a question if the players are stupid or not.

    Kaisoku wrote:


    Roleplaying vs Rollplaying

    I have heard this argument before. This arguments sounds as if it comes from a Rollplayer. You don't need a charisma character to roleplay. You only need it if you want to Rollplay the Roleplay. I've seen friends play charisma characters and never roleplay. They just want their Cleric to cast flame strike or their Paladin to hit as hard as he can. And I'v seen characters with a low char played in a hilarious manner. Rollplaying is not all about charisma and skills unless you have boring players and a conservative DM.

    Honestly you can't play a funny character if you are not funny.
    Hilarious charceters are usually played by hilarious people (or by people who at least put their soul into the game and are some what funny or try their best to be).


    Dissinger wrote:


    The bard is a class that excels at social situations. Being a wandering minstrel he has had to learn how to survive in situations where people might not trust what he says and does. Add atop this a smattering of spells (six levels worth) and the versatility to learn skills quickly (6 + int skill points) and you have someone who can replace the rogue as skill junky and has the ability to work through more situations.

    So what you are saying is the bard is an unique class. True. But all classes are unique.

    Dissinger wrote:


    Now, you argue that other classes can buff. This is not denied, what IS being said is that no one has all the spells the bard does on their spell list.

    No one has all the spells the bard does on their spell list?

    The same can be said of the Cleric and druid, and no class has all the spells the Wizard/Sorcerer have on their spell list. The Bard hasn't, the cleric hasn't, the druid hasn't, the Paladin hasn't.
    All classes are unique and all spell casting clases are unique in their way. As for spells, a Mystic Theurge would have more spells, more powerful spells and a more versatile spell list than the Bard. Sure a Mystic Theurge is not a bard, but then again a Bard is not a Mystic Theurge.
    But do not doubt, I like the Bard. I guess most people on this thread does. That's why we have a bard class.


    James Jacobs wrote:
    Pernilla wrote:
  • why the Song of Freedom was removed?
  • I actually can't address this exactly, but I suspect it was removed because of a desire to boost the bard's actual healing powers to help take some of that pressure off of clerics at higher level. Also, by giving the bard soothing performance we gave the bard a performance ability that doesn't just duplicate a spell he could already cast back at 9th level; it's more exciting to get a new power rather than one that could well just duplicate one of your spells.

    Thank you for all the answers. I agree soothing performance is more exciting than Song of Freedom. I'm just a little curious why both songs weren't kept.

    James Jacobs wrote:


    There's a very strong possibility of some bard options in the upcoming Advanced Player's Guide that could well add lingering type effects.

    Exiting. I can hardly wait.

    There are of course more feats that we bard lovers want. Here are some proposals.
  • Improved Inspire competence. Prerequisites: Bard level 7, or 9.
    +1 to Inspire competence.
  • Swift performance, Prerequisites: Bard level 9. The bard can start a bardic performance as a swift action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Extra spell slot. The bard get to choose one, or perhaps two more spell slots.
  • Extra spells known. Bard get to know extra spells. The total spell levels may not exceed the higest spell a bard can cast.

    I think the bard need a boost after level 9.

    James Jacobs wrote:
    Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies.

    Agree it's not about healing. That's why I have a problem with it. Boosting HD is someting you do preventiv. Otherwise your stuck waiting to use it, a bit like couterspell, which is no good. IMHO.

    That's why I'm a little surprised the HD didn't linger.

    James Jacobs wrote:


    A creature affected by this ability only needs to be in the 30 foot range to be initially affected, and if he IS affected, he doesn't stop running at 35 feet. It basically shuts down the foe for a full round, and he has to move his full speed away from the bard, so at the MINIMUM, it'll keep even archers and spellcasters from doing anything for a round. It's a pretty handy power, especially considering that in combat, losing a round of actions is pretty harrowing.

    That is good. I have read the rules wrong. Thank you for the clarification.

    So far the our Bard has done well. The rounds per day is brilliant and she has not run out of rounds at later levls. Activating is as a move action is a blessing.


  • Krigare wrote:
    Then what is your complaint with the bard? He can, if played well, do any of the jobs another character can.

    My point was, other classes can buff to.


    Again and again people say. what if we have no cleric, what if the rogue broke his finger, what if the fighter is down.
    I think this argument is odd. If a rogue is down, a wizard can use knock or the ranger, the dex fighter or the monk can use open locks.
    This hole argument is based on that the praty is dependet on just the Bard.
    I never seen this in a party. As for the buff. Only the bard can buff?
    No, paldins, rangers, clerics, wizards, etc. can also buff. Just as good as a bard?
    perhaps, perhaps not.
    But that was a your point wasn't it. You don't need to be best at what you do to be good.


    Krigare wrote:

    I think the part your not looking at is that while they may not be as good in a particular area as a specialist (the other classes), their abilities as a generalist means that no matter what situation the party finds themselves in, a well built bard has something to contribute.

    Even among the 3/4 BaB classes you mentioned, none are on equal footing in melee. Among spell casters, the disparity is pretty rampant...don't call a cleric when you need a target nuked, don't call a mage when you need a bandaid, but you know wat, you could call up a bard for either. Need that lock picked and the rogue got his fingers broken? Call a bard. Need someone to liven up your day and make ya feel better, call a bard.

    So yes, in the bards case, versatility is the strength, the ability to fill in multiple gaps in a party all in one character, with some rather nice buffs as you go deeper into the class.

    I don't agree with some of the things you say.

    A cleric can't nuke and a bard can?
    Clerics got holy smite, flame strike, harm, slay living, Holy word, Fire storm, etc. And the bard?
    Wizard can't heal. Right. But you don't play bard to be the group healer.
    Also wizards have both wish and limited wish. Sure they can heal.


    Purple Dragon Knight wrote:


    Sculpt Sound is the ultimate "party stealth" spell

    Would you explain this to me please. I don't understand this spell.

    I also don't get this. It says "Saving Throw Will negates (object)". does this mean it can't be used on a enemy spell caster, or does it mean the caster won't get a save?

    Some repeat that the Bard is the only class that can do a bit of everything and that makes it a good class.
    I would say this is false logic. A 18 level Aristocrat with two level bard doesn't make a great character just because he can fight and cast cure spells, and can perform and can cast arcane spells and can use stealth, etc. You have do be good enough at what you do to be great. I think the Bard is a great class in certain campaigns and with the right DM, but just because he got some cure spells doesn't make him a cleric, Paladin or druid.
    Just because he got 3/4 BAB doesn't mean he is as good as a cleric, rogue or druid as a melee character. I'm not saying he should be. I just find some of the arguments a bit far-fetched.
    And the argument he got lots of skills is also a bit weak. A rogue that picks one level bard will have the same class skills, but will have 8 skills per level. A wizard with int 18 that picks one level bard vs. a bard with int 10. The wizard is just as good or better.
    As for the bard being a good spell caster. I say that is just not true. His spells will never have a great DC and building a bard as a spell caster is just not what the bard is all about.


    Boggle wrote:
    lot of stuff

    I basically agree with most of the stuff you say. The Bard just isn't good enough. But up to mid levels it's OK if you use a lot of scrolls/wands and if you don't boost your char to high.

    Yes, you need high char if you want a good DC. That shows that attack spells is not the road to go. I say it's a designer flaw. Frightening Tune, Charm monster, Gliterdust, Shadow Evocation, etc. all need a good DC and to get a good a DC you need a high charisma.
    As for the whole buff class concept. It is boring to most people. Why did they make the cleric so powerful in 3.0? The 1:st ed cleric was just too boring. Good for the group but boring to play.
    I think the bard as a buffer lacks some buff spells and utility spells and it would benefit from more spells know and some more spells per day. IMHO. That said, the Paizo Bard is far better than the 3.x Bard.

    But why have a bard class? Well some people like it and the class been around for a long time.


    James Jacobs wrote:
    Best reason I can think of: Because the Editor-in-Chief's favorite class is the bard. :-)

    May the Editor-in-Chief grant us some feedback on

  • why the Song of Freedom was removed?
  • his thoughts on Inspire Courage (IC) vs. Inspire Greatness (IG). We have a NPC Bard in our party. We are all level 8 and the rounds per day mechanics is just great. Though it's pretty obvious we won't use IG since it still is weak and since it no longer linger. Even at 9:th level IC will be better than IG. IC boosts the whole party and if someone needs healing the bard can use cure wands, cast CLW or CMW and perform at the same time. Or the cleric, druid, Paladin can heal. At level 13 the bard can start IC as a swift action, move and cast cure spell the same round,and at level 13 IC is +3. At level 14 the bard can cast mass CLW and use IC+3 the same round. IC will out trump IG any day.
  • his thoughts on the Spell-Like Ability the bard get at level 14 level, Frightening Tune. round one: Enemy fail save, move away from the bard so itno longer is within range (35 feet from the bard), cast spell or shot arrow, or drink potion, etc. In plain words. If foe fails save it only has to move away so it is 35 feet from the bard and then the foe is no longer affected and is free to act. Thus a spell caster can move, cast spell and cast quicken spell. Archer can move and shot one arrow, etc.

    We have no arcane caster in our group. Our PC Bard is fine, but she is dependent on scrolls and wands since she only has three 3:d level spells. This drains the group economically. In a big fight Haste and good hope is usually cast. Leaving the bard with one 3:d level spell for the rest of the day. During our last session she started with Good hope + perform, then haste + perform. Minutes later we meet the boss. Good hope was still in effect. First spell used in new fight was dispel magic since she had to help an ally. Then she was out of 3:d level spells. First and second level spells are not that great. Grease is usfull and so is Glitterdust, but the last is less powerful after the nerf. A good nerf IMHO.
    Overall I say the bard is OK at lower levels if she has scrolls with haste and/or Good hope, etc. The combination of few spells known and few spells per day (and a limited spell list) makes the Bard dependent on scolls and/or wands. At higher levels I fear she will fall behind.

    Again, the rounds per day mechanics is just great.