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I'm currently DMing a Rise of the Runelords game and the party is almost done chapter 2. One of the characters took Leadership after obtaining my approval. He recently performed a wildly heroic act (leaping off a 200 foot high bridge, chasing an assassin) and I intend to have a bard start following him around, to become his cohort.

This is my first time making a bard in any system, so I wanted some feedback. I think a bard is probably the strongest addition to this party, and they earned it with the bridge stunt. The party currently consists of:

Spoiler:
Dwarf Fighter 8: Axe and Board, probably headed toward imp. trip featline. Tough to hit, tough to cast at. Has enough power to keep enemies' interest.

Spoiler:
Half Elf Rogue 1/ Ranger 7: Bow-monster with cat companion. Keeps the entire fletcher economy in business. Perception skill through the roof

Spoiler:
Half-Orc Oracle (Metal) 6/ Paladin 2: Healing when necessary, but mostly a mighty melee stomper. May be headed for Eldritch Heritage to become even nastier.

Spoiler:
Human Sorcerer (Draconic) 8: Focused on battlefield control, summons, and some buff/debuff. No plans to go into DD.

A non-archetype bard seems to effectively complement this party. Here's what I've come up with:

Spoiler:
Aasimar (Azata-blooded) Bard 6
Str 14
Dex 16
Con 14
Int 14
Wis 8
Cha 18

Feats:
Spell Focus and Greater Spell Focus (Enchantment): +2 to Enchantment DCs
Improved Initiative: get performances and spells out early

Skills:
maxed out Acrobatics, Perception, Spellcraft, UMD, Sing, Act, Oratory, with the rest of the SP going toward the major knowledges (nature, local, arcana, planes, religion)
Can substitute Perform checks to Bluff, Disguise, Diplomacy, and Sense Motive.

Gear:
Mwk Cold Iron Rapier: (not sure if Weapon finesse is worth it for a guy who is 2 levels behind the party, he probably shouldn't be in combats.
+1 Mighty Composite Shortbow: Preferred mode of attack.
Whip: because it's fun.
+1 Chain Shirt
Buckler: maybe he should just get a full shield?

Spells Known:
0-Level: Prestidigitation, Read Magic, Ghost Sound, Dancing Lights, Mending, Detect Magic
1-Level: Charm Person, Grease, Saving Finale, Silent Image
2-Level: Hold Person, Heroism, Mirror Image, Silence

The spell list is maybe too enchantment heavy, but I'm not sure. I'm definitely interested in anyone who has bard experience and can give some good suggestions. I'm thinking this guy might build to a Spell Perfected Mind Fogger, slinging persistent Mind Fogs everywhere in early rounds, while trying to enchant after that.

Any help is greatly appreciated.

Thanks


Your party's melee-ers may not enjoy doing battle within your Mind Fog.


gallant inspiration is great

Jester's Jaunt is a good spell to launch a melee fighter into position for a full attack

Other Soells to look at
Cacoophonous Call
Vanish
Invisibility
Ear Piercing Scream
Hideous Laughter

prob dont need read magic

go just with a buckler


you could also be effective using the whip if you utilize aid another from 15 feet.

maybe take the whip mastery chain to get AOO's at 10 feet, get a whip that is spell storing and keep somethign like touch of gracelessness in it...another great spell


If you're going to control the cohort in game, I would recommend focusing on buffs so the spotlight stays on the players. Consider taking Master Performer, a feat from the Faction Guide that will increase the bonuses the Bard's performances grant by 1. It requires Extra Performance, which is unnecessary at higher levels. However, it can make the rest of the party extremely accurate, especially if you use the Aasimar-only favored class bonus to gain access to the level-based Inspire Courage bonuses early.

At 8th level, you could take Grand Master Performer, which will increase the bonuses a second time. At 11th, consider Discordant Voice, which will allow you to add 1d6 sonic damage to your allies' attacks if they're within 30 feet of the enemy.

Liberty's Edge

Focusing less on spells, especially Enchantment spells, seems like a good call on a cohort. Enchantment spells tend to be instant fight-enders, which is a bad thing for an NPC to have. As others suggest focus on buff spells instead, with maybe a sideline in archery. Spell-wise, at 7th, make sure to grab Good Hope and use it regularly.

Replace the Rapier with a Composite Shortbow and his Spell Focus Feats with Point Blank and Precise Shot, and Improved Initiative with Arcane Strike then grab Rapid Shot, Deadly Aim, and Manyshot as he levels and he'll provide solid ranged backup damage when he's not buffing without ever eclipsing the Ranger (or risking himself in melee with those 2 levels higher than him)...which seems like a better strategy than alternating between overpowering (when his high-save DC spells take a villain out) and useless (when they don't). Or at least that's what I'd do.


I'm guessing that master peformer feat is not PFS legal huh


Oserath wrote:

I'm currently DMing a Rise of the Runelords game and the party is almost done chapter 2. One of the characters took Leadership after obtaining my approval. He recently performed a wildly heroic act (leaping off a 200 foot high bridge, chasing an assassin) and I intend to have a bard start following him around, to become his cohort.

This is my first time making a bard in any system, so I wanted some feedback.

Well the party seems to have some CHA already (any focus on diplomacy or the like?), but does seem lacking in Knowledge skills. Not sure if the rogue/ranger does with trap removal, or if they have retained trapfinding even.

I would suggest a level of Oracle of Lore dualcursed, then the rest into bard (archivist). It works knowledges very strongly, is CHA focused so can pickup whatever CHA skills the PC oracle/pal and sorc are not taking, etc. I guess I'm envisioning a rotund (lame curse, and STR dumped) starstruck bard following them around bent on chronicling their 'legendary' deeds. Dump his WIS score (let the rogue/ranger find the traps, and then either disable them or help disable them).. and have him treat the party as larger than life.. his book heroes come to life.

How does that sound?

-James


Quote:
I'm guessing that master peformer feat is not PFS legal huh

You're correct. Unless I'm misinterpreting this list, only one feat from the Faction Guide is permitted, Fast Crawl.


Feat-wise Lingering Performance is worth more than one of the spell focuses.
Harmonic Spell is useful to extend the 'legs' of the Bardic Performance.
Spellsong is also excellent for concentration spells and has other uses.
And finally, if you are going to be Performance Heavy, extra performance may prove valuable.


Yea, I think I might have just wanted to build an enchanter after using one in the AP. You guys are probably right, it's better as a support role. Buff, etc. I'm gonna leave some of the spell choices, but he will mostly just buff and countersong, while providing a solid knowledge base, particularly history and planes, since that's missing.


dot


In a GM operated cohort I'd just go for buff stacking and aid another. Get improved initiative and maybe lingering performance and then start working up the whip chain. Discordant Voice is the only must have feat at higher levels. The less the character varies its actions the less you have to worry about metagaming and fear of metagaming. I would not plan on spell perfection. You'll get it just two levels before the game ends and you won't get much from the metamagic feats in the meantime. If you have too many feats just start working on racials or eldritch heritage or something.

I would not make a face build cohort. Faces get too much spotlight for a cohort, especially a GM run cohort since you'd wind up RPing with yourself. I'd go for dance/comedy. That will save you acrobatics and move it to charisma and get you intimidate, which is a good debuff for no resource expenditure. Knowledges are indeed a good skill set to focus on since that allows the cohort to deliver the exposition the party isn't getting for lack of a high int character.

I would have used the elite array for a cohort, but that's your choice. The higher point buy is getting +1 charisma and durability mostly if you go for an aid another whip build. There's certainly nothing wrong with the stat array you're using.

I'd drop ghost sound for message because you don't keep getting more cantrips and there's a really nifty late game combo using it (zone of silence lets you use inspire competence on adjacent allies for checks that would otherwise be ineligible and message lets you communicate with people outside the zone without dismissing it and wasting its 10+ hour duration) that you want to have the opportunity for. Inspire Courage also has no range limitations other than audibility/visibility so with message the fragile low level cohort bard can support the party while hiding in the last room.

I'd drop Charm Person for Ventriloquism if you go for Zone of Silence, but that can be a later swap. Sometimes you'll want to communicate with people without taking a standard action each to drop message on them and there are only a handful of first level spells you'll care to keep known in the long run.

I'd drop hold person for ghostbane dirge unless you don't use incorporeals. I'd also consider aiming for Burning Invective. You'll usually make intimidate checks and it'll do mass shaking without requiring you to change performances or spend the full round action and precious feat for dazzling display. That means you can move to put enemies in range before using it.

At third level, good hope is a must. Your sorcerer probably has haste so skip or delay that. Jester's Jaunt is good. Arcane Concordance is a good spell if long duration arcane buffs are in play or short duration arcane spells in long fights. Invisibility Sphere is a good scouting aide and the first component of full party stealth. Mostly you'll just cast good hope, though. Actually, on second thought you may want haste so the sorcerer has more third level castings available to dispel since nobody else has an unimpaired caster level.

Level four brings freedom of movement if the oracle didn't grab it, greater invisibility, and zone of silence. Heroic Finale also has potential. Dimension Door is a maybe, but I'd plan to swap it when you get Bard's Escape because there's less competition for fifth level slots.

Level five is a little meh. Deafening Songbolts is a worthwhile blast since it's a no save no SR ranged touch in the hands of a bard. Deafen isn't a great condition to inflict, but it hurts casters and if you consider it a weapon-like spell for the purposes of this FAQ it does nearly as much damage as an optimized archer bard would do without haste against targets with significantly more full AC than touch AC. Bard's escape is jester's jaunt, mass with dimension door's range and no LoS or LoE restriction on destinations.

Sixth level spells I think you only see for one level on a cohort running RotRL for 4 PCs. Brilliant Inspiration is good and that's about it without better save DCs than a cohort will put out.


So here's what I ended up with:

Switched the feats to extra performance, master performer, and Point-Blank Shot. He's now much more background than control.

His spells are now:
1st level: Charm Person, Vanish, Saving Finale, Silent Image
2nd level: Hold Person, Heroism, Mirror Image, and Silence

I'm not sold on burning invective, since he doesn't have a good intimidate, I'll leave intimidation to the half-orc and the dragon-beast sorcerer.

Is ghostbane dirge that worth having, or is it more of a scroll type item? I'm not seeing incorporeals much in RotRL except for

Spoiler:
the shadows in part 1

My only other question is if he should be equipped as a level 6 NPC or a level 6 PC, that's unclear to me.

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