First Time Bard Build


Advice


This is my first Arcane spellcaster that I will get to play and I am looking to make a battle field controller/buffer bard. Below is my first stab at it. Would you please let me know where there may be any ways to improve him?

Crimthann Menn
Male Human
Bard 5
LN Medium Humanoid (Human, Human)
Init: +3, Senses: Perception: +6
Languages: Common, Kelish
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DEFENSE
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AC 15, Touch 11, Flat-footed 14, CMD 16
HP 37 (5HD)
Fort: +2, Ref: +5, Will: +3
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OFFENSE
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Speed: 30 ft. (6 Squares)
Ranged +1 Net +6 (/none)
Melee Gauntlet (spiked/alchemical Silver) +5 (1d4+1)
Melee Gauntlet (spiked/cold Iron) +5 (1d4+2)
Melee Dagger +5 (1d4+2/19-20)
Ranged Dagger (thrown) +4 (1d4+2/19-20)
Melee Mace, Heavy +5 (1d8+2)
Face: 5 ft. Reach: 5 ft.
Base Atk: +3, CMB: +5

Known Bard Spells (CL 5 th):
0th - Dancing Lights, Ghost Sound (DC 15), Mage Hand, Message, Prestidigitation (DC 15), Read Magic
1st - Comprehend Languages, Grease (DC 16), Hideous Laughter (DC 16), Saving Finale (DC 16)
2nd - Glitterdust (DC 17), Invisibility (DC 17), Silence
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STATISTICS
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Abilities: Str 14, Dex 12, Con 12, Int 14, Wis 8, Cha 20
Feats: Armor Proficiency, Light, Combat Expertise, Exotic Weapon Proficiency (Net), Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Perform (Comedy)), Weapon Focus (Net)
Skills: Acrobatics +8, Appraise +6, Bluff +9, Climb +6, Craft (Untrained) +2, Diplomacy +12, Disguise +5, Escape Artist +1, Fly +1, Heal -1, Intimidate +5, Knowledge (Arcana) +10, Knowledge (History) +9, Knowledge (History/Mwangi Expanse) +9, Knowledge (Local) +10, Knowledge (Local/Sargava) +10, Knowledge (Nobility) +9, Knowledge (Planes) +10, Knowledge (Untrained) +4, Perception +6, Perform (Comedy) +13, Perform (Oratory) +10, Perform (Untrained) +5, Ride +1, Sense Motive +5, Sleight of Hand +6, Spellcraft +9, Stealth +8, Survival -1, Swim +2,
Possessions: +1 Net, Chain Shirt (Mithral)(30 hp/inch, hardness 15), Everburning Torch, Gauntlet (Spiked/Alchemical Silver)(10 hp/inch, hardness 8), Gauntlet (Spiked/Cold Iron)(30 hp/inch, hardness 10), Handy Haversack, Headband of Alluring Charisma +2, Explorer's Outfit, Pouch (Belt), Signal Whistle, Signet Ring, Spell Component Pouch, Wand of Cure Light Wounds, Wand of Grease, Waterskin, Waterskin, Dagger, Heavy Mace, Antiplague (Vial), Antitoxin (Vial)(+5 alchemical bonus to Fortitude saves against poison for 1 hour), Bit and Bridle, Blanket, Caltrops, Case (Map or Scroll), Chalk (1 Piece), Climber's Kit, Disguise Kit, Earplugs, Feed (Per Day), Fishing Net (25 Sq. Ft.), Flint and Steel, Holy Water (Flask), Horse (Light), Ink (1 oz. Vial), Inkpen, Manacles (Masterwork/Medium), Mirror (Small/Steel), Musical Instrument (Mandolin), Oil (1 Pint Flask), Entertainer's Outfit, Paper (Sheet), Pole (10 Ft.), Pot (Iron), Rations (Trail/Per Day), Rope (Silk/50 ft.)(4 hp, DC 24 Strength check to burst), Saddle (Riding), Saddlebags, Sealing Wax, Sewing Needle, Shovel or Spade, Soap (per lb.), Sunrod, Tanglefoot Bag, Tobacco (per lb.), Whetstone


NeoFax wrote:

This is my first Arcane spellcaster that I will get to play and I am looking to make a battle field controller/buffer bard. Below is my first stab at it. Would you please let me know where there may be any ways to improve him?

Well first would be an easier to break down format.

What you've got is fine to play from, but harder to deconstruct.

What skills did you put ranks into, what point buy/stat generation, etc?

That said a few comments:

I would ditch STR in favor of other stats. You are not going to be in melee much and when you are you don't want to be. If you want to contribute via mundane combat I would suggest a bow or the like.

A wand of grease isn't much use except to help escape grapples and the like not to mention you know the spell. A wand of obscuring mist could help more with your battle field control aspect. Towards this and others I'd suggest ranks in UMD as it broadens your options.

There are no breakdowns for 'local' knowledge that I am aware of, am I missing something?

I'd suggest heroism over invisibility, but that's me. It could be a decent choice depending upon party composition.

Are you going with a variant bard from the APG? If not what versatile performances are you looking towards? This should shape your skill choices (perhaps they're already figured in).

-James


My Point Buy is 20. I picked strength so I could carry more, but now that I choose a Handy Haversack, that isn't as much a problem. Never used Obscuring Mist, nor seen it used, but I have Grease(that is why I chose grease). However, I will swap it out as at this level, it is kind of situational. So I guess moving the points from strength to DEX and INT would be more beneficial? PC-Gen puts that in as I added the Sargava book(which I haven't had a chance to read yet) to the mix since this will be a Serpent Skull character.
Here is my skill ranks:
Acrobatics 4
Appraise 1
Bluff 1
Climb 1
Diplomacy 4
K:Arcana 4
K:History 2
K:Local 3
K:Nobility 2
K:Planes 3
Perception 4
P:Comedy 2
P:Oratory 2
Sense Motive 3
Sleight of Hand 2
Spellcraft 4
Stealth 4
Use Magic Device 4

No variant(although, Sandman look's cool). And my VP was Comedy.


Ability scores: Either ditch strength for some defense or drop charisma and int some to boost str and con. Right now you're stuck trying to do several things, which is a poor idea.

Combat stuff: Spiked gauntlets are a last resort, not a primary melee attack. Ditch the net, as you're dumping 2 feats into it (you could have power attack and furious focus with a longsword instead, or improved sunder, or any number of helpful things). If you're not fond of melee (and with 15 AC and 30ish hp you shouldn't be) go ranged. Pump dex, get deadly aim, etc. Toughness is a good feat choice for you.

Spell selection: Give something up for silent image. Don't care what. You want silent image. It is brilliant

Alternate thought: Build an archer bard using the arcane duelist. Arcane strike as a swift action gives you +2 to damage with a bow, which stacks with the +2 to damage from deadly aim, AND stacks with the +1/+2 you can enchant the bow to as your bonded item. Sing in your first round for the +2/+2 and snipe away at bad guys for d6+5+str with a shortbow.

This saves you 4 feats which you can use for Deadly aim, Point blank shot, precise shot, and rapid shot. so 2 arrows at dex +bab +weapon +2 (bard song) -3 (rapid shot + deadly aim) for weapon damage +5 +str. That's a pretty reasonable level of damage for a half-caster to do at a distance.

Other alternate thought: Ignore melee unless absolutely necessary, go for the magician archetype, take combat spells to back up casting.


You might want to check that.

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