
BlindProphet00 |

Was wondering if anyone has played this archetype and what they though about it. I am making a bard for a level 10 game and was wanting to know if at this point the benefits would be worth it over just being a core bard.
In general we don't encounter a lot of undead but having the option use to use spells like suggestion on them would be nice. I like the idea of focusing on spell casting and doing a lot of the compulsion spells but I've never really used to many mind control spells in games at this level. I even considered going 1 level in crossblooded sorcerer with serpentine/Fey, but this seemed a little bit over the top. My stats I rolled were pretty decent with a 9, 10 , 12, 16, 16, 17. So if anyone has any experience with dirge bard or has played a similar build or has some general bard advice I would appreciate it.

Sean FitzSimon |

I'm actually playing a Dirge Bard right now, and I gotta say it's a ton of fun. I wanted to be a necromancer, but didn't want the commitment of wizard/cleric/etc.
I grabbed Animate Dead when it first became available (I'm level 15 now) and use it to create bloody skeletons. Bloody skeletons are amazing. I regularly buff them with Good Hope and occasionally Heroism. I also grabbed Enforcer and Bludgeoner as feats to really lay into my enemies. There's something fantastic about being able to intimidate a size colossal baddie with the single swing of a mace.
You'd also be surprised at how useful Frightning Tune is for the Dirge Bard. It ends up being 10 + 1/2 your level + cha + 2-6. It's amazing. Dance of the Dead is also spectacular; just don't use it on anything you really intend to keep.
Overall I'd say go for it! The archetype has been surprisingly versatile and plays like a very capable controller with necromantic support when I need it.

Bardic Dave |

Here's a Dirge Bard Archer I was working on:
Human
Str 12
Dex 17
Con 12
Int 12
Wis 10
Cha 15
Feats
1 Point Blank Shot, Precise Shot
3 Rapid Shot
5 Arcane Strike
7 Deadly Aim
9 Manyshot
11 Discordant Voice
Skills —
Perform: Percussion
Spellcraft
Percerption
Stealth
Use Magic Device
Diplomacy
Kn: Religion (1 pt)
Kn: Arcana (1 pt)
Kn: Local (1 pt)
Perform: Sing (1 pt for now, 10 pts by level 11)
Acrobatics (1 pt)
Climb (1 pt)
Swim (1 pt)
Spells
1. Cure Light Wounds, Hideous Laughter, Grease, Saving Finale
2. Blistering Invective, Pyrotechnics, Cure Moderate Wounds
3. Haste, Good Hope, Fear
Bonus Necromancy Spells:
2—Ray of Enfeeblement
6—Ennervation
10—Magic Jar
14—Suffocation
18—Circle of Death

TGMaxMaxer |
I'm playing a Dirge/Sound striker bard with a single fey/serpentine dip in PFS actually right now.
At 1sorc/6bard he has... around DC 19 1st level spells and goes up from there.
It was priceless the first time I used sleep to drop a group of skeletons at low levels... the GM was like... what? lemme see... damn. Ok... fights over. Same for suggestion on some large critter, can't remember what exactly.
Blistering Invective to Demoralize undead is cool, the fire damage is good... and you have the sound striker to have damage options, normal bard buffs for regular play, and, if you look through some of the Masterpieces and play a race with extra spells as favored class bonus, the ones that stack with your percussion for intimidate are pretty cool.
Notably... Triple time, low level movement boost... and Quickening Pulse... 1d6 bleed which will work on anything but constructs, oozes, and elementals(its restriction is critable enemies within 30ft).
On a related note, look into a +1 Conductive Xbow once you have Weird Words. After you make a successful attack, you can spend 2 rounds of perform to channel Weird words into the target, fort for half. It has to be a ranged weapon of some sort tho, the Conductive property states same type of attack as the ability you channel, which in this case is ranged.