Bard Critque


Advice


I have been looking at some idea's for helping a friend be a more effective "Magician" bard. Please give me some feedback, if you have the time.

Points of interest:

Trait: "Magical Lineage". What should I recommend for this traits spell?

Basic idea is a enchanter/healer that can get in melee and still threaten so as to offer flanking while easily making defensive casting rolls.

Yes the stats are high that is what was rolled.

Any ideas?

Thanks all.

Bard Idea:
BARD CR 4
Male Gnome Bard (Magician) 5
NN Small Humanoid (Gnome)
Hero Points 3
Init +5; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18 (+5 armor, +2 shield, +3 Dex, +1 size)
hp 60 (5d8+15)
Fort +4, Ref +7, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Shield, Heavy Steel -1 (1d4-1/20/x2) and
Unarmed Strike +3 (1d2-1/20/x2)
Special Attacks Bardic Performance (standard action) (18 rounds/da, Bardic Performance: Distraction,
Bardic Performance: Fascinate (DC 18), Bardic Performance: Inspire Competence +2
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with
Animals (1/day)
Bard (Magician) Spells Known (CL 5, +3 melee touch, +7 ranged touch):
2 (4/day) Heroic Fortune, Cure Moderate Wounds (DC 18), Hold Person (DC 20)
1 (6/day) Hypnotism (DC 19), Cure Light Wounds (DC 17), Hideous Laughter (DC 19), Charm Person (DC
19)
0 (at will) Read Magic, Light, Detect Magic, Mending, Prestidigitation (DC 16), Acid Splash, Lullaby (DC
18)
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 21/23
Base Atk +3; CMB +1; CMD 14
Feats Bard Weapon Proficiencies, Combat Casting, Greater Spell Focus: Enchantment, Improved
Counterspell, Spell Focus: Enchantment
Traits Charming, Magical Lineage: Acid Splash, Reactionary, Sacred Touch
Skills Acrobatics +9, Bluff +12, Diplomacy +12, Disguise +10, Fly +5, Knowledge: Arcana +8, Perception
+11, Perform: Dance +10, Perform: Oratory +10, Spellcraft +10, Stealth +15
Languages Common, Gnome, Sylvan
SQ Arcane Bond - Object (1/day), Bardic Performance: Dweomercraft +2 (Su), Extended Performance
(Su), Gnome Magic, Hatred, Hero Points (3), Illusion Resistance, Magical Talent +2 (1/day) (Ex)
Combat Gear +1 Mithral Chain Shirt, Shield Spikes Mithral Shield, Heavy Steel; Other Gear Amulet,
Headband of Alluring Charisma, +2
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bond - Object (1/day) At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master.

Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.

Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.

Bardic Performance: Dweomercraft +2 (Su) Bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities.

Bardic Performance: Fascinate (DC 18) (Su) One or more creatures becomes fascinated with you.

Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.

Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually
attracted to you.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.

Defensive Training +4 dodge bonus to AC against monsters of the Giant type.

Extended Performance (Su) Sacrifice a spell slot to extend a performance beyond concentration by the slot's level.

Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.

Gnome Magic +1 to the save DC of all illusions spells you cast.

Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.

Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.

Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.

Illusion Resistance +2 racial bonus to saves against illusions.

Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Magical Lineage: Acid Splash A chosen spell counts as 1 level lower when metamagic feats are applied to it.

Magical Talent +2 (1/day) (Ex) You add half your bard level to Knowledge (arcana), Spellcraft, and Use Magic Device checks
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.

Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature.

Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.


I would drop hold person and take either pyrotechnics, or glitterdust.

I like the following for your first "out of class" spell:

Haste (2nd level summoner)
Resist Energy (2nd level anything)
Ill Omen (1st level witch)
Web
Ghoul Touch
Barkskin (2nd level summoner)
Beguiling Gift (1st witch)
Chill Touch
Spectral Hand
Twilight Knife
Fire Shield (3rd level summoner)
Stoneskin (3rd level summoner)
Summon Monster 4 (3rd level summoner)
Black Tentacles (3rd level summoner)
Screech (3rd level witch)

Just to hit the lower level spells. At later levels Threefold aspect (witch) and overland flight (summoner) are both nice as is Summon monster 5 (summoner).

Part of the problem is magician doesn't really lend itself well to getting into melee.


Abraham spalding wrote:

I would drop hold person and take either pyrotechnics, or glitterdust.

I like the following for your first "out of class" spell:

Haste (2nd level summoner)
Resist Energy (2nd level anything)
Ill Omen (1st level witch)
Web
Ghoul Touch
Barkskin (2nd level summoner)
Beguiling Gift (1st witch)
Chill Touch
Spectral Hand
Twilight Knife
Fire Shield (3rd level summoner)
Stoneskin (3rd level summoner)
Summon Monster 4 (3rd level summoner)
Black Tentacles (3rd level summoner)
Screech (3rd level witch)

Just to hit the lower level spells. At later levels Threefold aspect (witch) and overland flight (summoner) are both nice as is Summon monster 5 (summoner).

Part of the problem is magician doesn't really lend itself well to getting into melee.

Thank you for your quick response.

While I agree that glitterdust and pyrotechnics are amazing spells, I have already purchased Spell focus and Greater Spell focus enchantment, as well as having the charming trait.

In effect I would be going from a DC20 single target spell to DC18 multiple target spells.

Do you still believe this is worth the exchange?

I did look at Ill omen, and Beguiling gift. Gift seems very good but what can I be holding?

I am using one hand for casting and another for my shield so I would have to give up my shield to cast while holding something to offer them, or would have to spend rounds getting something out of my bags correct?

My first out of class selection is only 0 or 1rst level however, but thank you for the haste recommendation, that is an excellent idea.


Hm... I guess not so much -- hold person does look slightly better in that light.

For beguiling gift? A cursed sap could be nice, or a merciful weapon. Or a hack saw. Perhaps a length of rope? Maybe some rum -- get them drunk enough to suck at fighting.

Use a light shield or a buckler and you can cast with your shield hand without any problems. Heavy shields are nice, but really not for bards.


Covent wrote:

I have been looking at some idea's for helping a friend be a more effective "Magician" bard. Please give me some feedback, if you have the time.

Points of interest:

Trait: "Magical Lineage". What should I recommend for this traits spell?

Basic idea is a enchanter/healer that can get in melee and still threaten so as to offer flanking while easily making defensive casting rolls.

Yes the stats are high that is what was rolled.

Any ideas?

Thanks all.

** spoiler omitted **...

How about taking the "Focused Mind" (+2 Concentration checks) instead of the "Magical Knack" trait?

Regarding spells, I would consider replacing Cure Moderate Wounds with blur, daze monster or a similar combat oriented spell. As soon as the character gets into melee, this can greatly effect its survivability.

Grand Lodge

For Beguiling Gift, I recommend Manacles.


Miryam wrote:
For Beguiling Gift, I recommend Manacles.

If they take the manacles they can try to use them on you -- after all it says they have to use them -- it doesn't say they have to use them on their selves. Which is why I made the recommendations I did.


I just want to point out that Beguiling Gift is on the bard spell list.

And I would recommend mirror images over blur as a defensive spell at level 2 if it is for your survival, but as sangalor pointed out, having both cure light wounds and moderate wounds is a bit redundant. The same thing goes for Hideous Laughter and Hold Person. I would take a look on mirror image, invisibility, glitterdust, silence or heroism if you want to replace any of them. Also calm emotions could be a viable choice if you want to keep an enchantment spell at each level, that does not overlap with eachothers, and for classes without full spell progression aoe spells are often in favor as you save dc isn't as high.


Even though you're good at enchantment, there's no sense having too many enchantment spells. If a bad guy is affected by one, they're probably dead/not important anymore. You're also heavily leaning into humanoids. That might be campaign specific, but you'll kick yourself if you don't have spells that dish out punishment among non-humanoids. I'm not saying don't take a spell that hurts humanoids -- I'm saying, take a spell good against humanoids and a spell that is good against a wider range of opponents.

I'd recommend:

1st - hideous laughter - Save or Lose spell against humanoids, 2nd level spell for sorc/wiz.

2nd - suggestion - 3rd level spell for sorc/wiz, very powerful spell, easy to take enemies out of combat, doesn't care about type, but language is an issue -- invest in linguistics! It's worth it.

I'd ditch hypnotism, charm person, and hold person. The spells above are generally more powerful and more flexible. Maybe grease and/or vanish should go in the open 1st level slot?

Edit: I'd probably also ditch the cure moderate wounds for glitterdust. The spell has good utility and is pretty powerful early on. Later on it can help your team overcome enemy invisibility quickly and painlessly.


Abraham spalding wrote:
For beguiling gift? A cursed sap could be nice, or a merciful weapon. Or a hack saw. Perhaps a length of rope? Maybe some rum -- get them drunk enough to suck at fighting.

There are more fun "gifts"...

How about a vial of Alchemist's Glue mixed with ground hot pepper, labeled "Orcish Anal Lube"? (For extra goodness, have additional vials labeled "Tonsil Salve" and "Eye Ointment" to use against armored foes.)


davidvs wrote:
Abraham spalding wrote:
For beguiling gift? A cursed sap could be nice, or a merciful weapon. Or a hack saw. Perhaps a length of rope? Maybe some rum -- get them drunk enough to suck at fighting.

There are more fun "gifts"...

How about a vial of Alchemist's Glue mixed with ground hot pepper, labeled "Orcish Anal Lube"? (For extra goodness, have additional vials labeled "Tonsil Salve" and "Eye Ointment" to use against armored foes.)

The problem is again that nothing states they have to use it on themselves...

I'm pretty sure you wouldn't want them using that "orc anal lube" on your character.

Shadow Lodge

How about Smoked Goggles, then? They grant a bonus to gaze attacks. Quite useful.

(Don't worry about the 20% miss chance and Perception penalty, that extra gaze attack save bonus is worth it.)

Now, if you turn around and say that the recipient will just place it on you instead... well, he's not using the gift. Nor keeping it.


InVinoVeritas wrote:

How about Smoked Goggles, then? They grant a bonus to gaze attacks. Quite useful.

(Don't worry about the 20% miss chance and Perception penalty, that extra gaze attack save bonus is worth it.)

Now, if you turn around and say that the recipient will just place it on you instead... well, he's not using the gift. Nor keeping it.

Smoke goggles are indeed an excellent choice.


You MUST take message. It gets the whole party, is free, lasts forever, and if you need to be quiet, you can deliver your bardsong through it. You can give the invisible rogue who is sneaking around the corner and down the hall to open your door the benefit of your song with message.

I wouldn't take cure light. At your level, any cleric channeling will be better. Only take it if you plan to swap it out later. You have cure mod anyway.

I find animate rope useful. It can entangle, can help people who are climbing, etc. I tend to animate ropes that the other PCs are carrying, and have them deliver them to the front line of battle.

The 2nd level APG spell gallant inspiration is great. +2d4 to someone's attack roll, save or check as an IMMEDIATE action. This extends your usefulness beyond your turn. If someone almost hits, or fails an important save, you can get them over the top.

You are missing a ranged weapon. With your dex, bow would be okay. Another option might be a long spear which lets you give your buddies a flanking bonus and still be 10 feet away. Or there is treantmonk's whip.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Bard Critque All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice