Best Bard Spells?


Advice


So in my last few threads, I was making a bard. Still am. Now I need spells.

This is my build so far.:
CN Human Archaeologist
Str16/Dex13/Con12/Int14/Wis10/Cha14
Traits: Maestro of the Society, Resilient
Weapons: Longsword
Skill Points Per Level: 10 (8+human+favored)
Skill Points Every Level: Acrobatics, Intimidate, Perform (Oratory), Spellcraft, Stealth, Use Magic Device
Skill Points Every Other Level: Disable Device, Knowledges (Arcana, Dungeoneering, Local, Nature, Planes, Religion), Perception
Notes: After level 10, stop ranking up Perform. Place instead at Perception and Disable Device

Class Ability and Feat Development
CL1- Weapon Focus: Longsword, Lingering Performance, Archaeologist's Luck +1, Bardic Knowledge,
CL2- Clever Explorer, Uncanny Dodge
CL3- Power Attack, Trap Sense +1
CL4- +1 to Dex, Strong Impression (Intimidating Prowess)
CL5- Cornugon Smash, Evasion, Lore Master 1/day, Archeologist's Luck +2
CL6- Trap Sense +2
CL7- Dazzling Display
CL8- +1 to Str, Combat Trick: Shatter Defenses
CL9- Gory Finish, Trap Sense +3
CL10- Jack of all Trades
CL11- Discordant Voice, Lore Master 2/day, Archaeologist's Luck +3
CL12- +1 to Str, Opportunist

This is the build if I wanted more performance rounds for spells, sacrificing a higher Intimidate bonus for 5 levels.:
CN Human Archaeologist
Str16/Dex13/Con12/Int14/Wis10/Cha14
Traits: Maestro of the Society, Resilient
Weapons: Longsword
Skill Points Per Level: 10 (8+human+favored)
Skill Points Every Level: Acrobatics, Intimidate, Bluff, Spellcraft, Stealth, Use Magic Device
Skill Points Every Other Level: Disable Device, Knowledges (Arcana, Dungeoneering, Local, Nature, Planes, Religion), Perception

Class Ability and Feat Development
CL1- Extra Performance, Lingering Performance, Archaeologist's Luck +1, Bardic Knowledge,
CL2- Clever Explorer, Uncanny Dodge
CL3- Power Attack, Trap Sense +1
CL4- +1 to Dex, Weapon Training: Longsword
CL5- Cornugon Smash, Evasion, Lore Master 1/day, Archeologist's Luck +2
CL6- Trap Sense +2
CL7- Dazzling Display
CL8- +1 to Str, Combat Trick: Shatter Defenses
CL9- Intimidating Prowess, Trap Sense +3
CL10- Jack of all Trades
CL11- Gory Finish/b], Lore Master 2/day, Archaeologist's Luck +3
CL12- +1 to Str, Opportunist

[b]Out of Combat: A skill monkey as well as a knowledge junkie. I could decrease the knowledge rank gain for a rank in the rest of the knowledges or even some development in bluff and diplomacy, but that would be skill overload.

In Combat: A buffed warrior/damage support. He'll be buffing himself before battle, then power-attacking, intimidating, and performing luck through out combat.

So my question is what spells would benefit this guy the most? I'm looking at the bard-only spells, and they kinda rock.

Sovereign Court

Cant go wrong with Mirror image and Allegro


one problem is the way I'll be using Luck. I'll be on Lingering Performance, meaning my Luck will only be up every three rounds. So Allegro, even if it's awesome, would have me need to get Extra Performance.


Mostly theorycraft, but I've been looking at the bard list recently so I'll toss out my two cents with an emphasis on self buffs.

First level:
* Saving Finale is solid gold. A level 1 spell that lets people reroll failed saves is never going to go out of style. Assuming your GM agrees Archaeologist's Luck counts as bardic performance for spells.
* Timely Inspiration is probably good for you as well since you don't have inspire courage for it to overlap with and it's an immediate action spell. Probably hold off until level 5 though when it has a +2 bonus.
* Probably either Expeditious Retreat or Feather Step are the best first level buffs.
* maybe Sleep because it's an encounter ender, but swap it out.

Second level:
* Allegro, but maybe plan to swap it out when you get full party haste. Once again contingent on the GM counting Archaeologist's Luck as Bardic Performance.
* Mirror Image
* Versatile Weapon
* Gallant Inspiration for the same reason as Timely.

Third level:
* Exquisite Accompaniment if your GM agress that it works on Archaeologist's Luck.
* Haste, unless you want to be selfish and stick with Allegro
* Good Hope
* Dispel Magic
* Displacement

Fourth level:
* Dance of 100 Cuts
* Freedom of Movement
* Dimension Door


"Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance"

The only thing it seems to not get is the +2 rounds per level


1st: Feather fall, Grease, Silent image, Cause Fear (drop later), Hideous laughter.

2nd: Glitterdust, Heroism, Invisibility, Mirror Image, Pyrotechnics, Shatter (yes shatter, this spell rules), Silence, Sound burst, Minor Image (if you like illusions).

3rd: Confusion, Good hope, Haste, Fear, Phantom steed, Slow.

Grand Lodge

I'd be really interested in hearing how useful Dazzling Display is. It looks wonderful on paper, but I'm worried that the full round action and multiple enemies within 30ft may not be as common as I'd hope.

Nice profile pic, by the way. CAW!

Grand Lodge

Archeologists get 6 skill points per level not 8.

1st level: Definitely take Timely Inspiration, because if you miss by one, you can use it to easily turn a failure into a success.

2nd level: I say Heroism, not because of the +2 to hit (though it helps) but also because it works for saves and SKILL CHECKS, plus it has a 10 mins/lvl duration too!

I haven't made it higher than that yet with my archaeologist... good luck!


Hmm.. a lot of spells are dependent on performing... Maybe I should give up Discordant Voice. That would allow me to either get more Disable Device and Perception or get another skill like Diplomacy or Sense Motive. I could then use that slot to delay my feats for Extra Performance.

@Kuro Poe Dazzling Display is actually a bridge feat for Shatter Defenses and Gory Finish. The Idea behind my character is to power attack something to demoralize it, keep it demoralized till it dies, then once it does, demoralize everything within 30 feet of me. CAW!


Skill Points: 10

6 from Bard
2 from Int
1 from Human
1 from Favored Class


I am in the same situation as you Squawk, though I am using the arcane duelist archetype. It's been fun thinking about my character background and how to build it. I'll be taking note of what spells people suggest in your thread.

I think you'll find that you aren't able to take Weapon Focus as a first level feat. Bards don't start with the necessary +1 BAB prerequisite.

Of course if there has been some change to that feat that I'm not aware of, please correct me because I wanted to take it at level 1 aswell. (c:


Right! so the second build (which I can't edit out the wrong boldings cause of the dumb no-edit-after-1-hour thing) actually makes more sense. Goodbye discordant voice!

EDIT: Lol. This means I can use luck for a total of 45 rounds per day.


Squawk Featherbeak wrote:

"Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance"

The only thing it seems to not get is the +2 rounds per level

If I've learned anything from reading stuff on these boards it's that somewhere there's a GM that will refuse to allow it because spells aren't explicitly listed. If that's not your GM good, but I figured the caveats should go in just in case.


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So here

Spells Known
0- Detect Magic, Ghost Sound, Read Magic, Prestidigitation, Mage Hand, Sift
1st- Saving Finale, Timely Inspiration, Expeditious Retreat, Silent Image, Sleep (Replace with Cure Light Wounds at 5), Grease
2nd- Allegro (Replace with Invisibility at 8), Mirror Image, Versatile Weapon, Gallant Inspiration, Heroism
3rd- Exquisite Accompaniment, Good Hope, Dispel Magic, Haste
4th- Dance of 100 cuts, Freedom of Movement, Dimension Door, Discordant Blast (Mostly for flavor. I wanna Fus ro dah.

I like having spells that other people don't have so that's why I got those. If ever I am not allowed to use such spells, I'll have to go with pipedreamsam's and treantmonk's ideas.


I don't mean to rain on your parade (I actually just started playing a Lvl 1 melee/intimidate bard this weekend), but Cornugon Smash requires 6 ranks in Intimidate, so for either build you'd pretty much have to take Dazzling Display at 5th and Cornugon Smash at 7th.

I would consider that Cause Fear is probably going to be equally as effective as demoralizing through Intimidate, and Intimidate is only going to get better as you level. You may want to opt for something that you can't basically accomplish through a skill check.

EDIT - ninja'd by your spell list :)


ooh! you're right. thanks for that.

However with Intimidate, I am basically looking for a way to create a battle archaeologist without stopping to cast spells. Bards are not blasters, so they skirmish. So I wanted to improve on that. Bards are charisma-based, so I wanted to build on that. Intimidate sounds like key. It also won't only be improving as I level. My charisma will go up as it is my primary mental ability, therefore will get priority with magic items. I improve my intimidate, my bluff, my use magic device, and my spells. Seems cool. Wisdom will be my secondary mental ability for magic items. Strength and Dexterity will be my physicals.

My intimidates are free actions for every hit I land and for everything I kill. I plan to have multiple chances to intimidate each round while damaging. Cause fear is a standard action that doesn't affect anything above 5 HD. And like you said. My intimidate is only going to get better. With every feat. With every charisma. With every level.


I apologize that I was unclear - the point I was trying to make was that Intimidate negates the usefulness of Cause Fear. I should have stated "I would consider that Cause Fear is probably going to be equally as effective as demoralizing through Intimidate at first level, but Intimidate is only going to get better as you level." I meant to suggest that you should opt out of taking the spell.

We are in complete agreement that Intimidate is better than Cause Fear and key for what you're trying to accomplish :)


sorry if I came up too strong. I tend to be theatrical when I'm bored. And that I am.


No worries - if I didn't like theatrics, I wouldn't be posting on a Bard thread!


With 27 rounds of luck, you can afford to keep it up for 2 or 3 rounds before letting lingering take over.

Grand Lodge

Squawk Featherbeak wrote:

Skill Points: 10

6 from Bard
2 from Int
1 from Human
1 from Favored Class

Sorry, I misread your write-up... :p


Cheapy wrote:
With 27 rounds of luck, you can afford to keep it up for 2 or 3 rounds before letting lingering take over.

But every successive round I have luck up, I use up three rounds, including the two I could have gained through Lingering. Unless performance-based spell effects last within lingering rounds. With extra performance, I get 15 rounds of performance, 45 effective. Thus 15 of which, I can use performance-dependent spells.


vanish

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