Combat / build advice for my controller / support Gnome Bard?


Advice


Hi all, I wanted to get some input on my Bard as I've built him thus far and see if y'all had any advice for how to make him more effective and fun in combat.

Lately, I've felt like I'm not as helpful as I could be and I think that's to do with my lack of familiarity with Pathfinder (not to mention, I'm rusty with D&D period), so I wanted some fresh eyes and fresh ideas on what I'm working with to see if there's more that I could do, things that I could tweak, etc.

Gnome Bard 9: STR 10 | DEX 16 | CON 12 (+2) | INT 14 | WIS 7 | CHA 20 (+4) || AC 20

Flaming Longbow +1 is my main weapon.

Feats: Arcane Strike, Lingering Performance, Point Blank Shot, Harmonic Spell

Spells
1st: Saving Finale, Grease, Unhand (Ranged disarm, d20+CLevel+Dex+Cha vs CMD), Timely Inspiration, Vanish
2nd: Gallant Inspiration, Mirror Image, Glitterdust, Silence
3rd: Confusion, Good Hope, Slow, Dispel Magic

The party's makeup is pretty well spread out. We have two Sorcerers (one of whom always casts Haste (which is why I didn't take it) and is some support but mostly focused on damage; the other is straight up damage), a Monk, a Ranger (Archery), a Fighter, a Cleric, and a Druid.

Usually, my first round is a given: Start Inspire Courage, cast Good Hope. But after the first round, I start having trouble figuring out what would be most effective.

Maybe it's just because of the monsters we're fighting, but I haven't had much luck with Glitterdust (enemies with blindsight or scent), Unhand (casters or enemies without weapons), or Confusion (a lot of undead). I'm planning on getting rid of Timely Inspiration when I can, though I don't know what for (perhaps [url= of Greatness[/url]). I just want to be a bit more proactive in the fights. I can do some okay damage with my bow with all the added damage, but I'd like to be able to have more influence on the battlefield, I guess.

One thing I haven't been trying is demoralizing enemies with my (very high) Intimidate skill, which could be something extra to try. Do y'all have any other ideas?


I'd suggest taking Jester's Jaunt and Coordinated Effort, two third level spels, and acquiring a lesser metamagic ranged rod and a lesser metamagic quicken rod.

Use the reach rod with Jester's Jaunt to reposition your allies; you can move them into position to flank, to get full attacks, or get them out of grapples.

Coordinated Effort will grant all of your allies a metamagic feat you posess; up to you which one you take, but if your party has a lot of melee, you can't go wrong with outflank.

There is also a third level spell I don't recal the name of offhand that gives your allies bonuses to casting spells. Useful to your sorcerer.

Demoralize is good, though if you want to do some demoralizing you probably want to acquire the Blistering Invective spell, it will let you demoralize multiple targets and deal fire damage.

Liberty's Edge

As a player with a now 11th level bard, I can advise you to be patient. When you can, take Dominate Person, grab the first stone giant you see, and leave the bow at home.


I'm just about to gain access to 4th level spells, so Dominate Person is almost within reach! That should definitely make things more interesting...

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