Erosthenes
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I have never played a Bard before, and I am about to embark on an effort to create a decent one. I have one started, but I am baffled by all the spell choices. I can see so many that would be useful in particular circumstances, but my personal crystal ball is fogged. I am open to suggestions on my spell choices for the Wealthy Dabbler, also if you can make a decent case for your choice.
Anyone that really likes to play Bards, or just has an informed opinion - what should my spell choices for cantrips and at first level be?
She is a Taldan Human
STR 13
DEX 14
CON 12
INT 14
WIS 10
CHA 16
Feats
Aspiring Bard
Extra Performance
Noble Scion of the Arts
Wealthy Dabbler (Dancing Lights and Detect Magic)
Bardic Performance 16 rnds/day
Spells
(0 Dancing Lights/Detect Magic - Per Dabbler Trait)
0 Daze
0 Unwitting Ally
0 Mage Hand
0 Read Magic
1 Forced Quiet
1 Fumbletongue
| Chris P. Bacon |
I think a big part of playing a bard effectively is getting comfortable with the action economy. Bards have a lot of options at their disposal during an encounter: they can often fight pretty well (though it depends how you build your character), they have spells, and they have a growing array of bardic music effects. As a result, you have to make some hard decisions about what to do and when.
What I'm driving at is that a good way to approach your spell choices is to ask yourself what you most likely want to accomplish when you decide to cast a spell instead of start a performance, make an attack, or do something else in a fight. If you're planning on leaning heavily towards weapon attacks, you could pick up some of the buff spells to cast before a fight, or you could take spells that would be useful in situations where you're unable to attack or when up against an opponent with high AC but low saves, etc. If you aren't going to invest much in combat, you probably want more powerhouse spells that will really contribute to the encounter, and think of melee as something you can do when casting a spell isn't appropriate, or if you're just out of slots.
As for Dabbler cantrips, to make the most out of the trait maybe look at spells that aren't on the Bard list. Otherwise, aim for the type of cantrip that you aren't likely to need every day, or more than once a day - you can just pick those up as your regular bard cantrips. You might not need unlimited uses of Mending for example, but it's nice to have occasionally.
| Ice Titan |
Detect magic is a fairly important spell to be able to use repeatedly, especially if you're the only arcane spellcaster. You need it to notice weird things, like lingering auras or magical effects, or identify magical items-- and you'll be wanting to identify them each time you find them so that your party can equip them right away. I might suggest swapping daze or mage hand with it.
One thing I'll suggest is that having 3 more rounds of performance plus 6 more rounds of performance plus 4 plus charisma mod (3) is way too many rounds of performance. 16 rounds a day is a lot. Most fights will last 2, 3 rounds at level 1, and you'll be doing maybe four. If you want the longevity for other reasons, one thing I want to make sure is that you note that you cannot use inspire competence on yourself. You'd be using it to basically follow other PCs around chanting like Sir Robin's minstrels, aiding their skill checks. Oh, and that fascinate is not that great because you can only get one person. I'd drop Extra Performance or Noble Scion depending... and then, what exactly do you want to do with this character? Do they fight with a bow or a sword, or do they just prance around? What's your perform? Are you going to be the social face or the scout character or... ? Take a feat to enhance that. Toughness is never a bad choice.
Erosthenes
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Chris Bacon: Thank you for your rapid and eloquent response. You have given me a lot to think about.
"I think a big part of playing a bard effectively is getting comfortable with the action economy." By this I assume you mean that managing the Bards activities during a combat encounter is challenging. Your explanation is more than adequate and I have to consider what you wrote, but I must admit since I have not played a Bard before, I am uncertain how to answer your query.
I have most often seen the few Bards around here played as Combat Support; i.e. Play something that makes friendlies more effective, and do little damage yourself. That seems to me to be a very limited role.
My personal style is to play a Rogue, I like to "snoop and poop". By that I mean scout ahead of the party, and when in combat use "swishy poke" tactics - swashbuckling, acrobatics, and maximize damage by flanking and performing backstab whenever possible..
| MiniGM |
Good advice already so I will leave it.
Vanish and Grease are also good level 1's
Something to think about as you plan ahead is what kind of perform skills you will use. They are taxes at the beginning until you get Versatile Performance (though perhaps your GM will let you retrain the now wasted points). Pick Perform skills that play to your character and your weaknesses. For that reason Oratory is popular as if makes you a lie detector.
My lvl 11 PFS Bard has Oratory, String and Dance-giving him massive bonuses to Fly, Acro, Diplo, Sense Motive, and Bluff
Erosthenes
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HMMMMM, MiniGM, see this is the kind of advice I love - tyvm! This character has not been played before so is as plastic as anything can be.
I have only the CRB, but I cannot find "Vanish" as a Bard spell, pardon my ignorance but where is it?
I think since I am limited to 2 spells at first I need to be as versatile as I can manage, so what about Grease, Cause Fear, Sleep or Hypnotism? I know these area spells lack effectiveness at higher levels, and I do not want to be saddled with a bad choice forever, hence my request for assistance. :)
EDIT: OK - forget what I said about Grease, it is not level limited, so would be a great choice. In addition, further research shows that Cause Fear effects only one subject. Remove Fear does allow for additional creatures as the Bard increases in level. I know I can replace a spell, at 4th I think, so choosing one HD limited spell would not be a horrible thing. Dang this is harder than I thought! LOL
EDIT EDIT: At first level can a Bard learn more than the 2 First Level Spells, and choose from them? Or is there a strict limit to ONLY 2 First Level Spells? IN other words, can a Bard be taught a third first level spell by another Bard on an adventure, and add that to his armamentarium for future adventures? (I think I know the answer to this, but I am hoping I am wrong.)
| Funky Badger |
Frosthenes: I didn't mean to suggest your bard has to have Hideous Laughter, by the way... what I would suggest, is try a few spells, then change them around a bit for your second and third session (rebuild rules allow this in PFS play, kindly GMs do elsewhere)...
Also, I think bards get to swap out a handful of spells as they progress in levels...
A lot of this depends on what game you'll be playing in, in a city-based adventure (Council of Theives, Curse of the Crimson Throne for example) the social side of things really comes to the fore...
Erosthenes
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Funky,
No problem, sir! I think I understood your intent, I just love the idea of making this Big Bad Hairy Ugly Monster stupid with laughter. It suits my personal screwball sense of humor very well! LOL
I did not realize rebuild rules allowed that kind of swapping for PFS Bard! That is awesome! I figured it was like any other campaign, in that one cannot change the spells once chosen until the appropriate ability kicks in to change a spell (at 5th level I believe?)
| Funky Badger |
There are links to the full rebuild rules for PFS, err, somewhere... basically, you can rebuild freely *until* you play the first time at 2nd level - so generally, 3 adventures, then you're stuck.
Bard's class abilities allow them to swap out a single spell at 5th, 8th, 11th level etc. which isn't a lot, but still is...
Expanded Arcana lets you add spells to your known list as well (I think).
From playing at the higher levels though, bards are more useful than pretty much any other character that isn't a full wizard... they make *everyone* better!
| Piccolo |
Based on your stats, you have the classic Bard, high Dex, Int, and Cha. Lots of skill points, high dex for sneaking, but you chose to put your best into Cha, which means spellcasting is your big thing.
The thing with Bards and Rogues is that they are all about how you choose to specialize. Thus, if I were you, I would base my choices on what sort of group you are playing with. What don't they do well? Can you look at their characters?
Stop worrying about which spells to take etc, because that will be determined by how gameplay goes. For example, if you find that the group is going up against certain types of enemies (undead, orcs etc) then choose your feats and spells to suit. All you need to worry about for now is creating a competent, useful 1st level character.
| Stome |
Some stuff that's good for bard in general.
Flagbearer feat (later combined with Banner of the Ancient Kings) It does not stack with good hope but once you get the banner it is the same boost to attack/damage without needing to spend an action and with other goodies for the bard himself.
Discordant Voice.
Few things will make your group members love you as much as a solid damage boost.
As for spells saving finale and Timely Inspiration are very powerful first lvl spells. Rerolls are worth their weight in gold.
In fact all the spells ending in "Finale" are pretty nice.
| Piccolo |
I've noticed that the spells most loved by fellow PC's are those that incapacitate, rather than do damage. Hideous Laughter, Ray of Enfeeblement, Touch of Idiocy, that sort of thing.
Even Grease is fun, especially if cast on steps leading downward just after you taunt the villains. The time I came up with that one, I ended up slitting their throats after they stopped sliding, since by then they'd knocked themselves unconscious from the fall.
| Atarlost |
A few points:
1) If you're using lingering performance to stretch your performance rounds the way some people suggest you can't use the finale spells or allegro.
2) If nobody else has blasts you should consider Chord of Shards or Snapdragon Fireworks for swarm busting. They and grease are also the only offensive spells I can find that effect undead at low levels apart from the summon monsters and cures. Even in an undead heavy campaign these are probably swappers since the level 4+ sonic evocations either effect objects (and thus effect undead in spite of offering fortitude saves) or have no save, and unlike some other classes you will never have excess low level spells burning a hole in your pocket.
3) The reasons you will never have excess low level spells are Saving Finale, silence, the defensive illusions, good hope, and possibly haste depending on your party make up.