Is the Bard played / need a new look?


Homebrew and House Rules

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I play with a large group of gamers that have played D&D for a long time. We all played 3.5e but absolutely detested what 4e became. We discovered pathfinder and love pretty much everything that changed. One constant that remained was how little the bard was played. Counting up all the characters from all our games, over 150 different characters have been rolled, only 4 of which have been a bard. (3 of which were mine and only 1 still active)

We have never seen a high level bard in either 3.5e or pathfinder, nobody could stomach the lack of role, abilities etc I imagine.

The APG offered some different and cool niches for the bard to focus in on. I wonder if it is enough though. While almost every class got better, with new neat abilities etc, did the bard get it's fair share?

So firstly, I'm wondering if people find my story to ring true in their gaming worlds and secondly, would these abilities seem balanced and in line with the other classes.

Thanks for reading! Appreciate any feedback. =)

Bardic Knowledge: A bard adds half his class level to all knowledge skills that he has at least one rank in.

Bardic Inspiration: 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. Each bardic performance indicates the type of action required to use it 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.

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 8th level and 14th this bonus increases by +1, to a maximum of +3at 14th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components.

Heroic Charge: A bard of 1st level can use a bardic performance to inspire his allies during a charge. As a free action he gives himself and all allies +1 to attack and damage if they perform a charge. This effect last until the start of the bards next turn. It is a morale bonus. At 8th level and 14th level this bonus increases by +1 to a maximum of +3 at 14th level. Heroic charge is a mind-affecting ability.

Rally: A bard of 2nd level can persuade allies to continue to fight even against great odds. A bard can use a bardic performance as a swift action to allow any ally a single reroll against a fear effect. At 2nd level the reroll gains an additional +1 morale bonus against the check. This bonus increases to +2 at 9th level and +3 at 15th level. Rally is a mind-affecting ability.

Jack of all Trades: A of 2nd level is a very versatile helper.
as long as the bard has a single rank in a skill, he may automatically grant a +2 aid another bonus to an ally without a roll.

Quick Learner: A bard of 2nd level learns to quickly adapt and recover from mistakes. After any skill check that the bard fails, the bard may attempt a retry (provided that the skill check allows retries) with an additional +2 bonus.

Whispersong: Bards are often used as messengers and spies. While performing, they may choose to send a message in their song to a specific person. The person targeted to receive the message must make a DC 10 sense motive check to understand the message. Anyone else listening may attempt a sense motive check to understand the message by making a sense motive check equal to 10 + the bards perform check. A bard gains this ability at 3rd level.

Demoralize: A bard of 3rd level can demoralize his enemies and make them more prone to flight. Using a bardic performance as a standard action, a bard gives all enemies able to see or hear the bard a -1 to attack, skill checks, and fear saves. This negative increases to -2 at 10th level, and to a maximum of -3 at 16th level. This is a mind-affecting ability.

Hold the Line: By bolster the confidence and awareness of his allies against enemy attacks, a bard may use a bardic performance as a standard action to grant his allies a +1 morale bonus to armor class. This bonus increases to +2 at 11th level and to a maximum of +3 at 17th level. This is a mind-affecting ability.

Spellsong: A bard of 5th level is a master of combining song and spell. Useable once per day at 5th level a bard may combine a spell cast with a bardic ability. At 10th level a bard can use this ability twice a day and at 15th level three times a day.

Glorious Weapons: When a bard see’s that his allies weapons are not affecting their enemies, he may bless the weapons by using a bardic performance as a standard action to allow all allies to bypass 1 damage reduction. Maintaining this ability requires a standard action. This ability increases to bypass 3 damage reduction at 12th level and to a maximum of bypassing 5 damage reduction at 18th level. This is a mind-affecting ability.

Bardic Focus: A bard’s courage is an example to his allies. A bard gains +1 to attack and weapon damage rolls on a single enemy per round. Changing targets is a free action. In addition any ally attacking the same target gains a +1 attack. This bonus increases to +2 at 12th level and to a maximum of +3 at 18th level. This is a mind affecting insight bonus.

Tales of Battle: A bard’s knowledge of enemies and ability to inspire his allies with tales of great battles and deeds help to protect himself and those listening. A bard must have knowledge of the enemy (perform necessary knowledge checks). By telling stories for at least one minute will grant himself and allies a +1 morale bonus on all saves against the particular enemy for 24 hours. This bonus increases to +2 at 13th level and to a maximum of +3 at 19th level. This is a mind-affecting ability.

Persuasive Performer: A bard is often judged by the quality of their performances. If a bard performs for at least one minute, he may use his perform check result for any charisma based skill when interacting with those that listened to the bard for at least one minute. This ability lasts for 24 hours.

Bardic Aura: A bard of 10th level is able to choose an aura that affects any allies within 10ft of him.
Arcane Persistance: +1 to Caster level checks to overcome spell resistance
Enduring: Like feat endurance, but +2 bonus.
Negotiator: +2 on diplomacy and sense motive checks.
Quick Strike : +2 on initiative checks, +10ft movement in first round only.
Resolute: +1 Will Save
Strength: +2 Intimidate and +2 on strength checks.
Toughness: 5/magic DR on non lethal only.
Vigilant: +2 on perception and sense motive checks.

Spellbreaker: A bard of 13th level knows how to use his bardic performance to disrupt spell casting. If an enemy spell caster is adjacent to a bard who is using a bardic performance, the spell caster must make a concentration attempt against the bard’s perform check. If the concentration check is higher, the spell is cast. If the perform check is higher the spell is lost.

Duel Song: A bard has mastered his bardic performances to the point he can maintain two bardic performance abilities as free actions at the same time.
Starting a bardic performance still requires the appropriate

Last Stand: A master of his bardic performances and a beacon of inspiration to his allies, a 20th level bard refuses to let his allies die, and if they must, after they have gotten their chance to die in glory! A bard using his bardic performances gives all his allies the effects of the Diehard feat. In addition, even if an ally loses hitpoints that would kill him, he may ignore death for one round. At which point all the damage taken is accounted for and the ally may die. If the bardic performance is stopped for any reason before the round ends the damage is also accounted for then.

Liberty's Edge

To the OP, you missed the threads complaining about the lack of bard abilities stacking and being underpowered in pathfinder. The APG is definitely a step in the right direction for bards. Still, bards are not common through there was a post about them being being listed more than barbarians as characters on paizo.

A lot of the abilities you suggested seem extremely powerful. I would focus more around a role plus the ability for the bard to contribute directly as well. Hopefully, tomorrow I can give a more in depth review. This most likely belongs under house rules.

I plan to play a arcane duelist or archivist as my next society character. I plan to post my thoughts on the boards about the power level.


Quote:

The APG offered some different and cool niches for the bard to focus in on. I wonder if it is enough though. While almost every class got better, with new neat abilities etc, did the bard get it's fair share?

So firstly, I'm wondering if people find my story to ring true in their gaming worlds and secondly, would these abilities seem balanced and in line with the other classes.

Yes. We've seen bards played, even the most rolE playing intensive player got tired of being useless in combat.

I think the problem is that

1) There is no consideration of opportunity cost

2) The bard doesn't help everyone equally

Opportunity cost.

The person playing the bard could be bringing an entire other character that's effective on their own. The bard should, theoretically, add an entire other characters worth of combat in the form of buffs and bonuses onto the existing other characters. Given that action economy is the name of the game, this is unlikely especially given

2: Unequal help.

In a 4 person party, the bard can only help the martial characters. If you have a bard in a 4 person party, they are most likely replacing the rogue.. meaning that the bard buffs himself, the fighter, and mayby the cleric. The wizard is getting little to no benefit, and if the cleric is casting, only he and the fighter get the bonus. this means instead of needing to make up for 1 character over 4, he needs to make up for one character spread over 1 to 3.. a more difficult proposition.


The wizard does not get help.. true for every wizard? What about one strong in Summonings and Callings?


My experience with bards is that they are frequently played by ineffective players. (I'm sure there are outstanding players with bard characters, but I've only seen it happen once or twice.) Bard is written such that it traps players who don't have a thorough knowledge of the game. "I can wear armor & wield weapons only one step down from what a fighter does, and cast arcane spells just one step down from a wizard, and can heal, and I get tons of skills? Also, I get to be the party's front/face/talker? Sign me up!".

These players don't realize that, unless you build and play just right, "one step down" can be the difference between being effective at a given task and being ineffective. They end up able to do everything, but do all of it quite badly.


Alceste008 wrote:

To the OP, you missed the threads complaining about the lack of bard abilities stacking and being underpowered in pathfinder. The APG is definitely a step in the right direction for bards. Still, bards are not common through there was a post about them being being listed more than barbarians as characters on paizo.

A lot of the abilities you suggested seem extremely powerful. I would focus more around a role plus the ability for the bard to contribute directly as well. Hopefully, tomorrow I can give a more in depth review. This most likely belongs under house rules.

I plan to play a arcane duelist or archivist as my next society character. I plan to post my thoughts on the boards about the power level.

Thanks for the insight! When we first looked at pathfinder we loved the buffs the barbarian got (invulnerable rager especially) and the other classes. So keeping in mind the buffs the other classes got, especially considering I feel the bard was very underpowered to begin with, I wanted people playing the bard to be excited and a class that equals the others. So I agree the abilities are powerful, but would they put the bard out of wack with the other classes?


Second Blueluck, bard needs a loving touch and smart play. All of the 3.5 splat books certainly help as well. I have taken a bard through rise of the runelords and felt effective in a min maxed party.

The Exchange

You say that your group is quite large? If s then the bard is a great idea. I play a bard in a group of 7 players and buffing 7 players is a lot more useful than buffing 4.

Bards can be great if you have an understanding of action economy. Knowing when to sing and when to fight instead is important.

One thing I learnt when I was playing PFS at a con recently was sometimes how unwilling a bard player is to actively make knowledge checks instead of waiting for the GM to ask. You're a fountain of knowledge for gods sake. If you're not keeping you GM on his/her toes with knowledge checks then you're not doing your job.

If you want some good ideas on builds then check out Treankmonk's guide to bards.


I've played bards and enjoyed them.

Sure they where not movers and shakers in the combat but then combat isn't every thing.


I found bards to have a huge impact in battle, effectively turning misses into hits, failed saves into succesful ones and generally just inflicting more damage. She is a support healer, flanking buddy, skill monkey, buffer and counterspeller, she is a character that has a hard time focusing in any particular path, but it does wonders for a well-rounded party even though she rarely takes the spotlight in combat.

It is a great character to play for people that do not want to play specialized characters and still pull their weight remarkably well, played well they have options in every situation. The archetypes in APG allow for a better fit with a party, but their role doesn't usually change.

In my experience they are often the 5th or 6th party member, that is fine really, many people dislike to have another rogue, arcane or divine caster besides beside themselves, stealing a bit of their shine, but a bard is always well received.

Dark Archive

Bards are awesome. The 3.0 bard was badly designed but 3.5 fixed that. The Pathfinder bard is different from the 3.5 one but not weak either.

He's just not very good at shining outside of social situations. But that not because he's weak, it's because the bard lets anyone else shine, too. And I don't see that as a bad thing.

Dark Archive

Jadeite wrote:

Bards are awesome. The 3.0 bard was badly designed but 3.5 fixed that. The Pathfinder bard is different from the 3.5 one but not weak either.

He's just not very good at shining outside of social situations. But that not because he's weak, it's because the bard helps anyone else shine, too. And I don't see that as a bad thing.

Sovereign Court

I've played a Bard several times, experimenting a couple views (Arcane Archer was grand). And each time I am the mastermind of the party. Everyone comes to me for advice and knowledge. If I couldnt figure it out, I knew someone or something that did. In combat, I realized Im not the front line death machine, or the arcane/divine wrath laying waste to my foes. I'm the shadow of death on the field, the dirge of doom that strikes down the archmage that thinks he can port away or swallow a potion to get back into the fight. I pick my targets with care and style. In MMO's I'd be the Kill Stealer. When I play a bard, the figter doesnt control the flow of battle, I do. I make sure the Cleric doesnt burn his spell levels for a Cure Light. I make sure the Wizard doesnt take a slot because the group wants to use Identify. When I play a bard, I speak to the enemy and scare them to flee not because of how awesome I am; I tell them of how awesome the fighter is, or how deadly an assasin my rogue is. When in town, before the party even reaches town, thier legend has already spread and diplomacy checks are easier, because I've been in town for the last two hours laying down rumor after rumor. When I play a bard, Im the center of attention only when I want to be. When I play a bard. I'm the power behind the throne. Its where I want to be.


Aazen wrote:
I've played a Bard several times, experimenting a couple views (Arcane Archer was grand). And each time I am the mastermind of the party. Everyone comes to me for advice and knowledge. If I couldnt figure it out, I knew someone or something that did. In combat, I realized Im not the front line death machine, or the arcane/divine wrath laying waste to my foes. I'm the shadow of death on the field, the dirge of doom that strikes down the archmage that thinks he can port away or swallow a potion to get back into the fight. I pick my targets with care and style. In MMO's I'd be the Kill Stealer. When I play a bard, the figter doesnt control the flow of battle, I do. I make sure the Cleric doesnt burn his spell levels for a Cure Light. I make sure the Wizard doesnt take a slot because the group wants to use Identify. When I play a bard, I speak to the enemy and scare them to flee not because of how awesome I am; I tell them of how awesome the fighter is, or how deadly an assasin my rogue is. When in town, before the party even reaches town, thier legend has already spread and diplomacy checks are easier, because I've been in town for the last two hours laying down rumor after rumor. When I play a bard, Im the center of attention only when I want to be. When I play a bard. I'm the power behind the throne. Its where I want to be.

nice flavoring ;)

RPG Superstar 2015 Top 8

I have not seen the bard yet in Pathfinder, save a 1st level one I ran in a brief demo (it performed fine, no pun intended).

I played a bard in 3.5 (albeit briefly, in a two-shot game), and saw several bards played, both in my and other campaigns. They all did well--got off heroic moments, got in some kills, got in some good intrigue, their knowledge helped in a lot of situations etc. I imagine these characters were only better in PFRPG as they had better hit dice and a few more options.

I've not seen a character type be better at teamwork. If your idea of "effective" is your individual character's DPS, you do not want to play a bard. If being versatile but not the best is something you handle well, then you can play a bard well. For example, Bards are adept enough at fighting that with fellow party members they can help turn a melee in the party's favor--they flank, they maneuver with Acrobatics, they can maintain a song while they fight, etc. They will contribute to damage and other effects done. They will probably not deal the most damage, but they will probably have helped the party Fighter or Barbarian get into the position to deal the most damage. This is rewarding for some kinds of players and not others, so much of "is the bard fun to play" depends on YOU. When the "is the bard good?" question is asked, generally people who play them well say yes, and those who don't play them well or see them played poorly or just don't like the idea of them say no. I would say overall therefore it's a good class, just not an easy class to play.

Bards particularly shine in urban campaigns and well-rounded campaigns where their skills and versatility outside combat also comes in handy. A hardcore combat heavy monty haul dungeon crawl will be less satisfying for a bard, probably, but it also depends on the build and how you play it.

The APG adds to what works well for the bard. I particularly like the look of the Arcane Duelist and would love to play one sometime.

I think some of what affects the bard's image isn't so much the class itself, but the negative portrayal of the bard as a character who prances and strums a lute while Hrothgar the Barbarian is slicing enemies in two with his axe. Depending on the group you are in, no one wants to play the prancey dancey character. Of course, generally people who play bards well do not play prancey lute playing goofballs--but even if you're playing your brilliantly concepted explorer who regales friends and family at home of tales of his exploits, if the guy who sits next to you is making fun of you for prancing and dancing, it gets old. (This has not happened to me, but I've seen it come up in conversation.) So there's more of a weird social stigma that I think is the bigger problem than the class build itself.

As for the proposed build, I'd copy and repaste that into a thread in the homebrew forum, the OP will get better replies on that there.


DeathQuaker wrote:
lots of great stuff just above this post

+1

.

Remco Sommeling wrote:
In my experience they are often the 5th or 6th party member . . .

Yes, exactly! One of my players said just a few weeks ago, "Being called a good 5th party member is the worst rating you can give a class. It's like saying, 'I would never ask you out, but if I were at a movie and you were at the same movie, I wouldn't mind if you sat near me and my friends.'"

I like bards. I think it's a class that should be in Pathfinder, and I enjoy playing characters who support the team. But I also prefer small-ish gaming groups of 3-5 players, so there's rarely room for a bard. (3-5 players depending on the game. D&D and PF work best with either 4 or 5, but I never add a 6th or join a game that already has 5 players.)


The bard is fine (and pretty damn good with the APG stuff for flavor). It all boils down to the play style - if it's all about DPS and players competing against each other, then a bard probably isn't what you want. If the play is more co-op and/or story involved, a bard will fit nicely in a group of four.

Just get into that support role - you're perfectly capable of buffing the party and taking a mob or two out of combat while the party wipes the floor with the rest of the encounter, but you do need to plan it. And when it comes to the out-of combat play, you can really outshine the damage focused guys.

When planning a bard, you really should plan to fit the party - if it's a "melee" group, you're better off buffing the group and maybe shooting an odd arrow every now and then; if it's "mostly ranged", you'll find your flanking and hindering foes a more important aspect.
You'll want to be _really good_ in one thing, capable of doing most off-combat stuff quite well, and let others shine in what they do best.

Bards still win fights, they just aren't the glory hounds.
A decent bard can be the conjurer's or summoner's best friend (or if you have an evoker, she'll just love you for being the buffs guy), a spokesman for the druids, rangers and fighters, a fairly decent diviner, a skill monkey when needed, you name it. Just don't try to do _everything_ at once.


numbersix wrote:

The bard is fine (and pretty damn good with the APG stuff for flavor). It all boils down to the play style - if it's all about DPS and players competing against each other, then a bard probably isn't what you want. If the play is more co-op and/or story involved, a bard will fit nicely in a group of four.

I disagree, if your game is all about dps then chances are the bard is a good choice. Its ability to buff can pay some serious dividends in the right group. In my group which is rather large, it would be a very large dps bump if we had a monk. But for the most part no one plays them. For me its about the story side and not the combat side. I dont like the image of the bard, and I really cant get over the whole 'guy who is performing in the middle of combat'. Whether its singing, or chanting, or playing a lute, it just seems silly to me.

I was actually looking at it recently, and really the only way I would play a bard is if I removed the bardic perfromance. Which ofcourse then begs the question...why play a bard in the first place?


Bards are great '5th' PCs. And being a '5th PC' is not a bad thing.

Think about a football offense: you need linemen and running backs. That's all you need. However, will you win many games? Probably not. Your basics are covered, now time to add '5th PC' players. Receivers, Quarterbacks, Tight Ends. Suddendly your options have opened up. Now you don't have to play "Three yards and a pile of dust". Your more robust offense can now dictate to the defense how they will play.

Or, you could just be one-dimensional. After all High Schools and many College teams do that: get one play and milk it.

Another way I look at is "how do I like art?" Monochrome and stark? Sometimes. But I prefer color and variation.

I am currently playing a Bard and I think she will do just fine. +0 to hit, d8 damage with a longspear. And songs to buff the party. Healing to save the Cleric's mojo. Crowd Control too.

Bards are fine. If your play style supports it. No, I am not suggesting it requires DM Favoritism, just a less combat driven campaign.

GNOME

RPG Superstar 2012 Top 8

My first Pathfinder character was a bard. I've been playing class/race combinations I've never tried before for the last few games and gnome bard ended up being next in my queue when we made the transition from 3.5.

I went into the class knowing the basic premise of the bard was this: it's a support class. As a bard you will never fight as well as a melee class, cast as well as an arcane class, heal as well as a divine class. So I did everything I could to make an amazing support character that could do anything, and act as backup whenever the other characters needed it. I plundered the Spell Compendium and Complete Mage from 3.5 thinking I had to work to make the class playable, but the strides Pathfinder has made in making bards a functional class is incredible.

At the moment, my bard is party leader in the Curse of the Crimson Throne AP. She's nullified encounters with a single Charm spell and some clever roleplaying. She consistently boosts the damage and accuracy of every party member, even the wizard (Harmonic Chorus + Sonorous Hum from SC). I'm primary healer over the cleric of Gorum. The only thing I'm not actively doing is blasting; we have an Alchemist and a Cerebremancer (Wizard/Kineticist) for that. First round of most combat I drop Inspire Courage with a move action, Haste with a standard, and Inspirational Boost with a swift, granting extra accuracy, damage, attacks, AC, and movement. When I'm done buffing the party (only takes me 2 rounds at the moment!), if anything is still standing, I'm likely debuffing it with illusion or enchantment spells.

I may not be the one dealing 90 damage a round, but I am always doing something. I heal, I buff, I debuff, I even had to save the party by meleeing!

Spoiler:
My little gnome bard had to melee the Danse Macabre to death with her rapier while everyone else was enthralled by its dance aura thing. I basically had a dance off with it. It was an awesome moment.

You have to wrap your head around efficacy outside the standard combat paradigm (woo, that's a mouthful). Other players excel because of what a bard does for them, as a class dedicated to support. If you must have the number crunching goodness, try and add up all the damage from Inspire Courage, from extra attacks, from AoOs because of Illusion or Enchantment spells befuddling your enemies. Add all that damage to your tally and see how you stack up.

Now, to be fair, I'm in complete agreement that the bard is very much the "5th slot". The schizophrenic nature of the class makes it difficult to do any one thing especially well, and forcing it to do so begs the question of 'Why aren't you playing a pure class?'. In the 4 person party, focus is quite crucial, so a thinly spread character may not be advisable. As a bard, you want to be doing a little bit of everything, always doing something, just not doing that something as impressively as a pure class could.

End of the day though, bard works. It does what it's supposed to. Clever players, as with any class, can take advantage of what's there to make something excellent. With the right party composition, the bard can fit into the 4 person party. If bard doesn't suit your playstyle, don't bludgen it with feats and alternative rules until its bruised remains more closely resemble the other class you wanted to play; just play something else.


Kolokotroni wrote:

I disagree, if your game is all about dps then chances are the bard is a good choice. Its ability to buff can pay some serious dividends in the right group. In my group which is rather large, it would be a very large dps bump if we had a monk. But for the most part no one plays them. For me its about the story side and not the combat side. I dont like the image of the bard, and I really cant get over the whole 'guy who is performing in the middle of combat'. Whether its singing, or chanting, or playing a lute, it just seems silly to me.

I was actually looking at it recently, and really the only way I would play a bard is if I removed the bardic perfromance. Which ofcourse then begs the question...why play a bard in the first place?

Bard IS a damage boost and not a small one at that. My point was that if the players compete by measuring the individual damage dealt (like in some games I know), then a bard won't be shining.

If you think that performing is the only thing a bard does in combat, think again - keeping up the performance is still a free action and you do have the whole round to do stuff. Just think about everything else you can use as a performance - dancing in the melee or shouting (commands/insults/whatever) at people while twanging away with his bow or in between castings. It kinda changes the whole picture.

Still, bards aren't for everyone.


numbersix wrote:


Bard IS a damage boost and not a small one at that. My point was that if the players compete by measuring the individual damage dealt (like in some games I know), then a bard won't be shining.

If you think that performing is the only thing a bard does in combat, think again - keeping up the performance is still a free action and you do have the whole round to do stuff. Just think about everything else you can use as a performance - dancing in the melee or shouting (commands/insults/whatever) at people while twanging away with his bow or in between castings. It kinda changes the whole picture.

Still, bards aren't for everyone.

Oh I am fully aware that a bard won only be performing in combat, its just the concept. It has to be an application of the perform skill, whether its dance, or oratory or whatever, it just doesnt sit with me, and seems rather silly. I know that the bard can and should do other things in combat (use his spells, or provide secondary combat with blade or bow), but the idea that he's doing this WHILE performing in some way isn't a character type I am interested in playing.

Sovereign Court

Remco Sommeling wrote:


nice flavoring ;)

Flavoring? Hell, thats my manifesto. Anyone with talent can play a class well, given the right imeptus. Bards have a whole tool box to play with. You just have to use it as the Bard would use anything in game: with style.


PF bards are great in my experience.

It’s true their awesomeness is in some ways proportional to the size of the party and it’s not the most optimal class choice for just any generic 3-4 man party. As has already been discussed, the specific builds and tactics of the other party members, the GM’s style, and the setting’s support of the social skill-set can affect the bard’s ‘success’. I also concur that if your players don’t like playing ‘support’ or ‘feminine’ that’s a legitimate preference, but doesn’t say anything about the class’s viability.

But I feel that low appreciation of the bard is more due to the bard’s contribution being hard to perceive than any of the specific complaints people give. The bard’s MO is:

A) Improving the average and variation which can only be seen over time and with a properly controlled verification ‘data set’ for comparison.

B) Filling in the cracks which can be even harder to quantify because in theory most anything the bard can do some other class can do that thing better (outside of perform, knowledge and social skills, that is) and usually a whole lot better and without even trying hard.

C) Highly situational abilities which don’t come up every encounter or even every adventure and so are unfairly dismissed or even forgotten about altogether.

D) Working with others which involves too many uncontrollable variables to depend on, so is also ignored.

All of these are basically fallacies that are quite common and easy to fall into if you never see the class played by someone who enjoys the face/support role and doesn’t mind having to maybe pay a little closer attention to what’s going on and be a little extra creative. And truly, if the party has no use for a face-man the bard can easily put those resources to another use and lose nothing in the trade.


Another problem for the bard is the bane of melee characters: the full attack. At a certain point, meleers are almost guaranteed to hit on the first shot, making the + to hit worthless. The +s only matter for iterative attacks... which don't seem to happen all that often.

RPG Superstar 2015 Top 8

BigNorseWolf wrote:
Another problem for the bard is the bane of melee characters: the full attack. At a certain point, meleers are almost guaranteed to hit on the first shot, making the + to hit worthless. The +s only matter for iterative attacks... which don't seem to happen all that often.

Inspire courage also boosts damage, perhaps all the more important for a single attack, and of course a number of the other bard songs boost saves, HP, and so on---plus debuff the enemy--and that's before we get into the buff spells a bard can cast. By the time iterative attacks possibly become important, the bard should have more tricks up his sleeve than boosting attack bonuses (but still of course can do that too). If the bardic buffs keep someone from dying, that's as important as their ability to dish out attacks.

Also, IIRC, as CM checks are "attack rolls" (usually) the boost to "attack rolls" from bardic performances like courage and greatness would also boost combat maneuvers, which could come in handy.

Dark Archive

Pathfinder Lost Omens Subscriber

I certainly have seen few bards played or perhaps more accurately fewer bards than other class. (I was surprised by the comment early on that barbarians are rare because I see them all of the time in PFS) In 3.5 I had a bard forced upon me as a cohort. He was a liability for many levels but the Divine Chord prestige class helped out a lot and by the end of the campaign he was the most effective arcane caster in our group.


You know, Kolokotroni, Perform is really what you flavour it. Oratory doesn't have to be recitation of an epic poem in the middle of a swordfight. Sure I can imagine dwarven skald recounting a glorious epic before the fight and the party then drawing inspiration from it when he shouts something like "Remember Grugni! He spilled the blood so that our fathers could fight and so can we now!" (actual bard music use) or it could realy be an enormous knowledge on how to deliver a speech used in combat, chosing the right time and tone to remind his friends not to falter. He can play a tune on his lute to set the rythm for his friends, so that they can coordinate their hits in rapid sucession (something like work songs) and then just humming the tune or shouting to keep the group fine-tuned while swinging his own sword. A dance may really be just a series of fencing figures, that would point out openings in enemmy defense or help to create them.

I's really a matter of flavour and description. Standing in the middle of everything while stroking youw lyre while fire and blood are raging around looks rather silly, unless your character is named Nero.


The one bard I played for a long time, I would describe as the point man. Everyone else in the group had very defined roles. The Fighter smashes things. The wizard does spells. The cleric heals. I did a little of everything. As such, there were many times where I ended up being the focal point in combat. The cleric is down and no one else can heal. The rogue needed a flank I could get in there. I was the floater filling whatever job needed to be filled.

To play a bard well, you have to understand that a bard is more in combat than just a +1 to hit/damage. A bard is also a potential flanker, spell interrupter, backup healer, etc.


Quote:
Oh I am fully aware that a bard won only be performing in combat, its just the concept. It has to be an application of the perform skill, whether its dance, or oratory or whatever, it just doesnt sit with me, and seems rather silly. I know that the bard can and should do other things in combat (use his spells, or provide secondary combat with blade or bow), but the idea that he's doing this WHILE performing in some way isn't a character type I am interested in playing.

Too bad.

I think of my current orator bard as the gal who keeps everyone up to speed with the current tacs, someone has to. =)
A natural leader, she is.


BigNorseWolf wrote:
Another problem for the bard is the bane of melee characters: the full attack. At a certain point, meleers are almost guaranteed to hit on the first shot, making the + to hit worthless. The +s only matter for iterative attacks... which don't seem to happen all that often.

The bonus helps maneuvers too. Charge (maybe) + Bard + Class feature (Weapon Training, Strenght Surge..) means that an impossible roll becomes possible, or a "maybe" roll becomes "2+"


Somebody said earlier that a Bard can be effective -if- the player knows what they're doing.
But, very often, the Bard ends up in the hands of a player who doesn't.

I think that's pretty accurate.

The Bard is Jack of All Trades. That means, he's not as good at any one thing as the class which specializes in that one thing. BUT, he strong enough in whatever that other class's weakness is to make that other class bend over and take a spanking.
For example, a Bard can't beat a Fighter in melee. But, he can target the Fighter's weak Will save. A Bard can't beat a Wizard in spell combat. But, he can silence and grapple the Wizard.
And he's got the knowledge skills to know what a monster's weakness is so that he knows what to target.
I think the biggest problem with Bards, though, isn't players who don't know how to play them, but a~**#~$ GMs. A Bard character may well have an insane knowledge skill to figure out what a monster's weakness is, he may make an insanely high skill roll, but some a+&*&#$ GMs will -still- tell the Bard "okay, you know that creature you've already identified as a Salamander is a Salamander and that's all your skill roll tells you". By doing so, the Bard player doesn't know how to target the monster's weaknesses. This is every bit as bad as insisting that a wizard character is always in an anti-magic zone.

Paizo Employee Director of Narrative

I’ve been playing a bard in our Sunday night Council of Thieves campaign and I’ve been having a blast. I’m sure by messageboard standards, he’s a “bad build”, but I’ve leveled him organically, responding to the story and anticipating what he’s gonna need in the future. We’ve got a group of five PCs, so he’s certainly the “5th party member”. Turns out he and one other PC are the only ones who haven’t died yet in the campaign.

I’ve found bards are great for players who enjoy the teamwork aspect of an adventuring party. The glue that holds things together, the insulation that fills in the cracks. It works best to go into a bard with the attitude of not being your best, but making sure your friends are their best. Go with a helpful role instead of a spotlighter.


FireberdGNOME wrote:
Bards are great '5th' PCs. And being a '5th PC' is not a bad thing.

When there are only 4 players, being the 5th PC is pretty bad:)

Something that's been said here a few times, is that playing a bard requires a lot of skill. Yes, that's true. A bard has a very large toolbox full of slightly undersized tools. A skilled player can carefully choose the right tool for the job, and apply it in the right way, making a bard very useful.

There's a second skill-set that's been alluded to. Social skills, and I don't mean the ones listed in the book. If you are a natural leader, or are a charismatic and outgoing roleplayer, then being the "party leader" or the "face" can have a lot of meaning. But watch a non-charismatic player try to take that role, and they're just a jerk who's always trying to take over the game.


Quote:
Inspire courage also boosts damage, perhaps all the more important for a single attack

No, because then its additive. If you spend a round adding +2 to 2 peoples damages you've added 4 damage. Thats Meh at first level and inconsequential at 10th.

Quote:
and of course a number of the other bard songs boost saves, HP, and so on---plus debuff the enemy--and that's before we get into the buff spells a bard can cast. By the time iterative attacks possibly become important, the bard should have more tricks up his sleeve than boosting attack bonuses (but still of course can do that too). If the bardic buffs keep someone from dying, that's as important as their ability to dish out attacks.

That depends. Is it equal to or more preventative than another character would be?

Quote:
Also, IIRC, as CM checks are "attack rolls" (usually) the boost to "attack rolls" from bardic performances like courage and greatness would also boost combat maneuvers, which could come in handy.

It might, but unless you add almost an entire other characters worth of effectiveness you would have been better off doing the combat maneuver yourself.

Dark Archive

Inspire Courage doesn't exist in a vacuum. It's supported by spells like Good Hope. That's +4 on to hit and damage by level 7.
There are quite a few ways to make a bard pretty useless, though, like taking Weapon Finesse or making charisma your highest stat.
Bards are automatically the best skill users and party buffers. They are also able to become viable combatants.
A lone bard is still viable, buffing anyone else is just a bonus.

The Exchange

LilithsThrall wrote:
I think the biggest problem with Bards, though, isn't players who don't know how to play them, but a@%@&&% GMs. A Bard character may well have an insane knowledge skill to figure out what a monster's weakness is, he may make an insanely high skill roll, but some a@%@&&% GMs will -still- tell the Bard "okay, you know that creature you've already identified as a Salamander is a Salamander and that's all your skill roll tells you". By doing so, the Bard player doesn't know how to target the monster's weaknesses. This is every bit as bad as insisting that a wizard character is always in an anti-magic zone.

Absolutely.

Even worse than what I mentioned earlier about bard players not actively making knowledge rolls is GM's who think protecting the secrets of their monsters is more important than rewarding a player for investing in a particular skill. I don't mind occasionally being told that the monster is unknowledgeable, but that must be an exception, perhaps once every 4 levels.


Thank you everyone for your posts. To clarify, we have about 9 people in our gaming group, but games have from 4-6 players and we play the game which fits with who is around that night.
I agree with what most people are saying, and will suck it out and play my bard to a higher level. The arcane duelist in APG fits quite nice with him (elven bard that has PBS, precise, rapid shot, and deadly aim).
He does ok damage, decent buffer, and can heal when the group needs it. Also going for the war weaver prestige class that will be reworked by the DM for pathfinder.
Anyways, we are playing the bard as is, just trying to get a feel for what to expect in latter levels.


I think Adam (and others) hit on a component of the bard play. Are you, as a player, going to be happy contributing but not being the major player in many scenes (until the blood soaked psychopaths are brought to court).


Dragonsong wrote:
I think Adam (and others) hit on a component of the bard play. Are you, as a player, going to be happy contributing but not being the major player in many scenes (until the blood soaked psychopaths are brought to court).

Definately! I enjoy players characters like this and do well. I play an arcane trickster in a group of 3 paladins and 1 cleric. I do very well buffing my guys with spells, getting flanks, off tanking, being the scout/spy. My worry is that the Bard just wasnt stacking up against other characters in this role. My wizard has a high int and going for loremaster so he is more knowledgeable then me at the moment. The healing in a pinch, getting flanks etc can be done with multiple characters classes. I can sing my heart out and give everyone +1/+1 hit/dmg but this iconic class ability only lasts 12 rds or something for me a day. (ie about 2 battles)

To the many posters that commented on knowledge skills, our DM is very fair and we do knowledge checks all the time, getting insights on monsters, places, etc and are generally always rewarded for exceptional rolls with v good info. Of course, everyone once and awhile when we would have no ability to obtain inside information do we not garner any results from the checks

Liberty's Edge

In case it hasn't been mentioned, here's Treantmonk's Build guide. It's just the core book (no APG), but is still very impressive.

There are lots of people on these forums who think the Bard class is absolutely amazing. It's got all sorts of tricks and can be built in a number of different ways. It was the level-one Gish class even before the APG.

I hated bards in 3.0/3.5 as well, but in Pathfinder they are one of my favorite classes.


MorningLord wrote:
My wizard has a high int and going for loremaster so he is more knowledgeable then me at the moment.

He may. For now. Assuming you stick with a core bard (or any archetype that doesn't drop or hamper Bardic Knowledge), the fact that you get +1/2 Level to *all* Knowledge Skills is pretty amazing. At sixth level with a 12 INT you are looking at +4 to Knowledge (Anything Without Ranks)! Put *one* rank in and you get a total of +8 :D Sure, the Wizard can 'match' you, but he has to spend a lot more effort than a bard. And, again, a Bard's knowledge is only one part of what they bring to the table.

Bards Rule! and if you don't beleive me, ask any Bard: after all, they are the one's that write the tale ;)

*edit*
Also, if you think your twelve rounds of Performance are too few, think about the feat Lingering Performance: Sing, then Stop: buff last for two more rounds ;) It costs a bit in action economy, but you can also maintain the Performance (Free Action Style), and drop it when you feel 'safe' doing so :)

GNOME


BigNorseWolf wrote:
Stuff.

I think you are falling prey to the logic-traps I described above.

Firstly, inspire courage takes a standard action to start (it’s a move action at 7th, a swift at 13th), but can be kept up round after round using a free action. So to describe it as you spend a round improving 2 peoples’ damage by 2 resulting in +4 damage total is not the whole story. I’m not saying inspire courage is the most optimal choice every fight/every level. It’s not, but it’s a better trade-off then how you describe it. It would be more like improving 2 peoples damage by 2 for 3 rounds and your damage by 2 for two rounds for a total of +16 damage for one partial action. Not the most impressive damage, but respectable (and more than +4) and more consistent than any attack/spell performed in its place.

Comparing a bard’s single action/ability to that of the most optimal action/ability possible of all other classes for a singular purpose may be useful for theorycrafting or a fun intellectual exercise, but its highly disingenuous to present as a way to judge the viability of the bard overall or even that one ability on a practical level.

I don’t see the problem with comparing apples to oranges, just don’t compare a single slice of apple to a fruit basket and act like it’s a fair contest.


I think one important aspect of the bard that has only been touched upon lightly in this thread is that, as a 5th character, the bard actually allows the party specialists to specialize further in their particular specialty. The party skill monkey doesn't have to make such hard choices with her skill ranks. The party casters don't have to worry quite as much about what spells to learn or prepare. The party fighter doesn't have to worry with killing all of the mooks on his own or making sure that he stays close enough to the rogue to flank.

Having a bard present allows the other party members more freedom to optimize.

Sovereign Court

It's been very rare to see a Bard being used in all the games I've seen over the decades. The only time I played one was in Eberron and was able to collect together a set of feats and magic items that made my Inspire Courage +4 at around level seven or so. Encounters would collapse as soon as my Warforged Bard would start singing his steampunk tune.

The big thing is that the class is just too epicene. That was one of the big disappointments I had with the APG is that the archetypes failed to fix the bard's image. Sure you have the Arcane Duelist and the Savage Skald, but neither of those go far enough scrubbing out the foofy aspects of the class.

Maybe it would require a bigger write up I suppose, such as with the Ultimate Combat classes, which are all supposed to be extended archetypes, rather than base classes themselves.

What's needed to anchor the variant class completely around the inspire courage feature, but drape it in a drill sergent flavor. Just like the Martial from the 3.5 Miniatures Handbook, or the 4E Warlord, it's all about martial battlefield control. A character that can function like a tank, boost the morale of everyone, and in a martially way mess with the action economy of the game, all filtered through booming and commanding tone.

I know that the Cavalier is in a way supposed to pull some of this stuff off, but it's all embedded with the knightly stuff and the mount feature. We need a solid class where you can see the mechanics emphasizing a figure, face scarred and pitted, walked onto the battlefield and says "I'm here to make sure the job gets DONE! DO IT!"


My last bard was the Divine Bard variant from Unearthed Arcana with 5 levels in the Evangelist PrC from Complete Divine. He focused on oratory as his performance skill and recited verses from religious scriptures in combat. Everyone just thought he was an overzealous cleric.

Dark Archive

Summoner really stabbed the bard right where it hurt; providing many of the more powerful buffs while simultaneously providing massive damage output machines.

Like the summoner (or probably "instead of"), the bard should get many buff spells as Lower-level spells; not being able to haste/slow until 7th level is unacceptable. And while bardsong is a solid buff, there are many spells and domain abilities that do it better. Glory subdomain clerics also step on their toes.

They are still a solid skillmonkey, especially the detective (who handles trapfinding nicely and gives a great perception/init buff).

But I have not seen a bard in a long, long time... and think like Barbarians and Rogues they could use a "strictly better" upgrade to keep interesting. I don't mind power creep on the weak guys.

Dark Archive

Thalin wrote:

Summoner really stabbed the bard right where it hurt; providing many of the more powerful buffs while simultaneously providing massive damage output machines.

Like the summoner (or probably "instead of"), the bard should get many buff spells as Lower-level spells; not being able to haste/slow until 7th level is unacceptable. And while bardsong is a solid buff, there are many spells and domain abilities that do it better. Glory subdomain clerics also step on their toes.

They are still a solid skillmonkey, especially the detective (who handles trapfinding nicely and gives a great perception/init buff).

But I have not seen a bard in a long, long time... and think like Barbarians and Rogues they could use a "strictly better" upgrade to keep interesting. I don't mind power creep on the weak guys.

At which level does the summoner gain access to inspire courage or good hope? Or the cleric? One of the greatest improvements for bards in Pathfinder was the change of inspire courage's bonus type.


It would be more like improving 2 peoples damage by 2 for 3 rounds and your damage by 2 for two rounds for a total of +16 damage for one partial action. Not the most impressive damage, but respectable (and more than +4) and more consistent than any attack/spell performed in its place.

You're right, that is a better comparison, but it still falls short of what a player should be doing.

Quote:
Comparing a bard’s single action/ability to that of the most optimal action/ability possible of all other classes for a singular purpose may be useful for theorycrafting or a fun intellectual exercise, but its highly disingenuous to present as a way to judge the viability of the bard overall or even that one ability on a practical level.

There's nothing disingenuous about it. It's the bards signature ability, in my experience the most often used, one of the few that can't be duplicated by a cleric (which could be in the party instead of the bard), and the one that gets misunderstood as adding to EVERYONE's combat ability when it only applies to some party members.

The Exchange

Although I'm prepared to accept the idea that my group may be unusual, I haven't seen this problem.

Since Pathfinder released, I've played in numerous 1-offs and short campaigns, and two long running adventure path campaigns. In those two campaigns we've seen 3 bards (2 PCs, 1 cohort) and they've all proven quite useful.

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