| GureiKun |
Human Favored Class Options
"Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast."
-advanced race guide.
I'm playing a bard (well, i'm going to take 4 levels of fighter as well for the feats, little extra bab, HP and lolz!). Side note but this has been after alot of consideration and learning that pathfinder dosn't favor multiclassing, which is a first for me! However i'm taking fighter also cause a few of the final abilities don't match my character concept.
I'm a human, so the above applies to me as an option.
I'll still get 106skill points over 20levels, and we have a rouge in the party so i'm not the only skill monkey (that said i do handle alot of the conversations).
With that in mind, how worthwhile would you say the above is? Are there any Cantrips you'd take over and above the 6 for a skill point? (I love cantrips... its the infinite casting <.<). I'm already contemplating picking up sift since it would be a "synergistic" use of the skill point with the others i invest in perception.
i'll only get four 5th level spells in the end, however i'll have access to 6th level spells for two levels so i could gain another two 5th level spells to take me to the usual bardic total of 6, which two would people do that for?
Finally, just in general between the 1st and 4th bard spells are there any you think would be worth having as an extra at the cost of a skill point.
thanks alot!
| MechE_ |
I'm no expert on bard spells, but I think it would be useful to see a list of what spells you were planning to take already. Without that, you will get responses like "you need haste" - even though you were already planning to grab that as your first or second third level spell.So list out what you plan to get, and people can take it from there. In addition to haste, good hope is a must have in my opinion.
Another important factor - how many other casters are in the group? You mentioned another skill monkey, but are you the only caster? Does the party have a wizard, how will he be playing the character? So much of spell selection is dependent on the group that what you are asking may be tougher to answer than you realize.
| GureiKun |
Couple of good points there. There is one other arcane caster (Draconic Sorceress) and one divine caster (Paladin). Thats our party: Paladin, Sorceress, Rouge and me (the bard!).
So i see myself as Front man, Buffer, joint-first skills, secondary melee combatant, secondary caster. I'm spread pretty thin in some regards lol!
I'm not totally sure which spells I will take (i haven't planned everything out). However that said I do know i'll be taking the healing spells (sub-optmal compared to the clerical progression, oh wait! we don't have a cleric! lol).
Additionally i'm a dirge bard so i'll get a few bonus necromancy spells (arcane only). what I already have :
0th level (cantrips)
Detect Magic, Read magic, prestigitation, light, Ghost Sound, (+Sift?)
1st level
Cure light wounds, Unsean servant, Silent Image
| mcv |
I haven't taken any extra cantrips with my level 2 Bard yet. I was thinking about using my bonus spells for higher level spells. On the other hand, infinite casting is pretty good, of course.
So which cantrips should a Bard have?
Detect Magic of course
Summon Instrument seems tailor made for Bards
Light
Ghost Sound?
Read Magic?
Prestidigitation?
Mage Hand?
There are plenty of incredibly useful cantrips. Which ones do you really need? Which ones do you want? Which ones don't other casters in your party have?
| GureiKun |
Since my bard is an orator and my GM is *this* close to allowing me to just use orate for any/all performances (i'm a sort of warrior/poet), i dont think i need summon instrument. If that changes then it might be a good use of a skill point to pick it up.
I dont have mage hand i was considering it! (i mean sure unseen servant can do alot of mage hand stuff but it uses a spell for the day!).
definitely wanting ghost sound to go along with silent images for +10 to shinanagins :P.
Its a good idea to consider cantrips the other party members have... then again on the other hand i can't count on the sorceress
(she's a bit of a "precious princess" in real life, and she's role playing an evil character... let me put it this way when I was helping her roll up her char we were discussing the first aid use of the healing skill and she asked "so i can only use that to help others?", when i said yes she lost interest in it lol... A couple of weeks later she went in a huff because she hadn't come up with a backstory. The word cyclothymia springs to min! :P)
So... i think maybe since cantrips are infinate cast i'm going to disregard not taking somthing cause "she can handle it"... she might... some of the time!
| Darkwolf117 |
What spells would you sacrifice a skill / hit point for?
Any of them?
Really, on a limited list of spells known, I can't see a hit point or skill point ever being worth more than learning a new spell.
Edit:
I don't usually use that favored class option til i can use it to pick up level 1 spells or above.
Until then, I stick to hp/skill points.
I can see the reasoning for this, but the unlimited casting of cantrips makes me feel that, for versatility, it's still worth it just to pick them up.
I mean, would you prefer to be able to cast Light, Ghost Sound, Mage Hand, Read Magic, Detect Magic and Spark...
Or would you prefer to be able to cast Light, Ghost Sound, Mage Hand, Read Magic, Detect Magic, Spark, Prestidigitation, Sift, Message and Mending? (Mix and matched as you will.)
I mean, you never know what might come in handy.
| Eben TheQuiet |
It's true, but i tend to value cantrips below skill points in general. There are exceptions, but those cantrips tend to be my bread adn better, anyway.
And if I'm doing a front-liner bard of some flavor, I'd prefer to hav ea few more HP's at lower levels than most of those cantrips.
Personal choice, like you said.
1st level spells and above, though? Generally WAY move valuable than another skill point or HP, for the reasons you touch on.
| Darkwolf117 |
I admit, on a frontline bard, I could certainly see the hit points being more useful than a few cantrips. I'd probably actually do the same.
After a couple levels though, I feel like the few extra hit points look rather negligible, and I'd prefer to have a larger array of utility spells to work with.
| mcv |
For a prepared caster, extra cantrips known isn't terribly interesting (and they tend to know them all anyway), but for a spontaneous caster, extra cantrips means you can cast them all day long without hurting any of your other cantrips. While that extra level 1 spell is cool, you can use it only once.
Now that I think about it, I regret not taking an extra cantrip for my Bard when I got to level 2. Next level I will.
| Eben TheQuiet |
Well, the point isn't to add 3 more hit points to your character sheet at level 10. It's to give your frontline bard that little extra resilience through those first few dangerous levels. I know I've been in numerous low-level fights where I've eeked out of combat with less than 3 HP. And I've definitely also ended my fair share of low-level combats on the ground just a few HP under 0.
Now, if you're starting a game at level 5 or up, yah, I'd probably skip those 3 HP.
| Darkwolf117 |
Well, the point isn't to add 3 more hit points to your character sheet at level 10. It's to give your frontline bard that little extra resilience through those first few dangerous levels.
Yeah, I was evaluating them on the same lines. That's why I said I might very well do the same on the build.
It's just that, in the long term, the hit points become nearly imperceptible in a larger pool of health, while the cantrips can remain at least somewhat relevant.
| Darkwolf117 |
Read Magic. If you want to read anything magical, it's amazingly useful when your spellcraft modifier is still relatively low (though, the fact that you can read things ahead of time and understand them later helps).
I actually tend to prioritize that before Detect Magic (though I usually take both almost asap).
I've never really used it, but Sift is a pretty interesting Cantrip for bards (especially as one of only two classes that get it).
| GureiKun |
oh read magic! can't believe i didn't include that in the obvious!
just had a look through the cantrips and asked myself "if i could basically pick any of these, but had to eliminate some too what would I take?"
came up with : Detect magic, Ghost sound, light, mage hand, mending, message, open/close, prestigitation, read magic, sift, spark, summon instrument (GM just texted, I can use orator for haunting refrain + any other normal performance, but not for the masterpiece performances.).
Now with 6 cantrips as per normal, and 3 levels before i can choose 1st level spells with favored class, it seems like i should eliminate three of these?
| Darkwolf117 |
Personally, I'd drop Mending, probably Spark and... Open/Close, perhaps.
Mending is relatively unlikely to ever see use and Spark is pretty easily replicated with other things, though it is nice to have. Open/Close could be good sometimes, but likely not as much as the other cantrips.
Prestidigation and Mage Hand may actually not be needed together. The most common use I can think of for both of them is moving a pretty light object, and they can both do that well enough. Of course, they do have a couple differences that can warrant learning both.
If you're focusing on Oratory, you might not actually need summon instrument necessarily either... but it is such a bardy spell :/ Of course, there are other perform skills where it would be nice to have it.
| GureiKun |
| 1 person marked this as a favorite. |
yeah it is *the* bardy bard spell... plus:
GM : you wake up in a room and all of your equipment is gone.
Me : I summon a double bass
GM : you have a double bass
Me : I give it to the paladin
GM : ok... now the paladin has the double-bass?
Paladin : I wield the double-bass in two hands and attack the guard
.... priceless lol..
Zahir ibn Mahmoud ibn Jothan
RPG Superstar 2014 Top 16
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| 1 person marked this as a favorite. |
yeah it is *the* bardy bard spell... plus:
GM : you wake up in a room and all of your equipment is gone.
Me : I summon a double bass
GM : you have a double bass
Me : I give it to the paladin
GM : ok... now the paladin has the double-bass?
Paladin : I wield the double-bass in two hands and attack the guard.... priceless lol..
Any decent Paladin would have have dropped Weapon Bond on it and made it +1 Flaming Holy before attacking, but I digress, hahaha.
Great discussion, as I'm about to play my Human Bard (Zahir actually, for whom my account is named) in our Kingmaker campaign, so these ideas are just what I want to hear.
| Darkwolf117 |
GureiKun wrote:Any decent Paladin would have have dropped Weapon Bond on it and made it +1 Flaming Holy before attacking, but I digress, hahaha.GM : ok... now the paladin has the double-bass?
Paladin : I wield the double-bass in two hands and attack the guard
I'm pretty sure this is the best mental image I've had all day.
| Cyrad RPG Superstar Season 9 Top 16 |
I'd trade a hit/skill point for any spell, considering that spontaneous casters know very few spells.
Even getting an extra 3 cantrips (total of 9) isn't too bad of a deal. Why? Because those are 3 spells you can use whenever you want. You never have to prepare them. They never waste spell slots. They're literally at-wills in every sense of the words.
| Crosswind |
| 2 people marked this as a favorite. |
I'm with Cyrad. Pick it up every single level. Spells known is vastly more valuable.
For what it's worth, here's the spell list for my bard, and the levels I took them at, in parentheses. An arrow (->) means that I swap it out later.
0: Ghost Sound (1), Prestidigitation(1), Detect Magic(1), Summon Instrument(1), Message (2), Dancing Lights (3)
1: Silent Image(1), Cure Light Wounds(1), Grease(1)->Liberating Command(5), Vanish (2), Saving Finale(2), Solid Note (3), Triple Time (3) Feather Fall(7)
2: Silence (4), Gallant Inspiration(4), Heroism(5)->Acute Senses(8), Blistering Invective(5), Glitterdust (6), Mirror Image (6)
3: HASTE(7), GOOD HOPE, Sculpt Sound (8), Glibness (8), Elysian Heart (9), Arcane Concordance or Purging Finale (9),
4: VIRTUOSO PERFORMANCE (10), Dimension Door (10), Dance of 100 Cuts (11), Infernal Bargain (11), Freedom of Movement/Modify Memory/Treasure Stitching(12, 12)
The following is my logic:
1st level: Silent Image and Grease are the two best pound-for-pound utility and AOE debuff spells. Having Cure Light Wounds at level 1 is frequently a life-saver - it's the only time a cure spell may cure half somebody's HP.
2: Now looking for situationally great spells. Vanish and Saving Finale fit.
3: Solid Note is just fun. Pick up bardic masterpiece Triple Time with a bonus spell, because it's an excellent buff and costs very little.
4.) Silence is situationally amazing. But I need a spammable spell, so that's Gallant Inspiration. It falls off in use later on, but from 4-7 you will use it all the time, and it's still fun to have later on for skill checks.
5.) Liberating Command is now more useful than Grease, so we swap it out. Heroism and Blistering Invective are spectacular buff/debuff spells, respectively. Both are best-in-breed for level 2 spells - I didn't take them at level 1 because neither is spammable, and I have very limited action resources.
6.) Glitterdust and Mirror Image. If I was the only caster, I would have picked up Glitterdust earlier. Both are great spells.
7.) Haste and Good Hope are no-brainers here.
8.) Glibness is one of the most overpowered spells in the game. Sculpt Sound is spectacular if creatively used. So I take them. Also, because I have good hope, which does not stack with Heroism (and I'm picking up flagbearer and banner of the ancient kings as feat/item), I'm swapping out Heroism for Acute Senses, a great utility spell.
9.) Symphony of the Elysian Heart masterpiece. It's freedom of movement without a spell slot. Amazing. Also, pick up Purging Finale or Arcane Concordance. The latter if you have a lot of casters who buff, the prior otherwise.
10.) Virtuoso Performance is the first thing in the game which allows you to stack bardic performances. Dimension door is just really good. I have never regretted having it.
11.) Dance of 100 cuts makes you an adequate meleer. Legato of the Infernal Bargain masterpiece is a nice planar ally spell.
12.) Pick 2 of 3. I thought all were useful: FoM, Modify Memory, Treasure Stitching.
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Those are my decisions and explanation. In general, I look to have the following, at each level:
1.) 1 spell that I know I can use basically infinite times if need be. This ensures that I can end the day having actually gotten the most out of resources
2.) A spell or two that's going to be SUPER useful in limited circumstances.
3.) A good mix of buffing, utility, debuffing, and CC.
-Cross
| Mysterious Stranger |
Here is the list of bard cantrips I think are worth taking and the reasons.
Detect Magic: To many to list.
Ghost Sound: Distraction and signaling.
Light: To see by if you need to especially for a human
Mage Hand: Fetch things at range like the jail keys.
Mending: Fixing items damaged by sunder.
Message: Great for scouting and coordinating attacks.
Prestidigitation: Lots of useful things. Also great for making trail rations taste good.
Read Magic: You are a bard enough said.
Sift: Searching at range including using touch at range.
I would skip unseen servant and take mage hand. You have a very limited number of spells and there are a lot more useful 1st level spells. Vanish is great until you can get invisibility, Expeditious Retreat doubles your movement, Innocence allows you to lie your way out of absurd circumstances. and charm person is great for a face.