williamoak |
So I've been reflecting on the possibility of an awesome all-bard party. I like bards, and they can give themselves IMMENSE buffs, so I'm wondering how to best use them.
1) Vanilla bard: great skill monkey & inspire courage
2) Arcane Duelist: Gish/secondary frontliner
3) Archivist: knowlegde dude, "naturalist" that stacks with inspire courage
4) Magician: boosting CL through performance, plus access to wizard/sorc spells for versatility?
5) Thundercaller: closest thing to a blaster.
6) Archeologist: luck bonus stacks with other performances, acts as "rogue"
7) Dragon herald: boosts natural armor, good skill monkey as well
So, with some many bards, I can potentially get:
1) Insight bonuses (to AC, saves & attack)
2) Morale bonuses (attack, damage & fear)
3) Luck bonuses (archeologist only) (saves, attack, damage)
4) Natural armor bonuses (from dragon herald)
Anything I'm missing? The bard can be quite a buffer, and with all the combos, you could have a beast of a team.
ArmouredMonk13 |
Assuming the 4 person party, you probably want to limit yourself to the Archaeologist, Arcane Duelist, Thunder Caller, and Magician to replace the standard Fighter[Arcane Duelist and Archaeologist work together on this], Cleric[team effort with cure spells], Rogue[Archaeologist], and Wizard[Magician and Thundercaller combine for one focused on blasting and another on S-o-S spells].