Improve the damge output on a bard...


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A player of mine posed me this conundrum; she likes playing her bard but feel inadequate as she does not feel like she is dealing enough damage...

I know, damage is not what a bard is about but...

Any of you would have any suggestions? Oh; and she would really like to keep bardic knowledge, so that restricts the choice of archetypes a fair bit... fire dance maybe?
At this point, I am thinking that the most efficient choice would be to dip into another class, maybe a summoner, or maybe a prestige class like the arcane archer... or the dragon diciple, selecting a gold or red dragon could harmonize with the bonus from fire dancer?

What would you guys suggest?

Grand Lodge

What's her character like currently? What level?
The easiest way to deal enough damage is a High Str, Power Attack, and a willingness to wade into combat. Mirror Image does wonders for your ability to stand in the front line.

Skalds play similar to Bards and still have Bardic Knowledge, but are more martial, they might be worth looking into. Spell Warrior is a solid archetype if you don't have as many Strength based party members to buff, as their Rage buff gives a flat bonus and doesn't prevent concentration and Dex/Int/Cha skill checks but keeps the precious Rage Powers!


Race, Stats and feats please. "a bard" can be many things. Singing wimpy wuss, or greataxe-wielding half-orc officer.

Silver Crusade

The trick to getting bards to deal damage. Stop thinking like most classes on how to deal damage. You can't start right out with a good damage out put. Bards can have a good damage you just need to think out side the box a bit more then normal.

This works with range or melee. If your going melee I recommend two weapon fighting. As bards really do best with more attacks due to flat damage boost from multiple places.

Focus on initiative your first goal is to get buffs up. Your a bard don't lose sight of that when your looking for damage. Inspire Courage is a flat damage boost. Good Hope is a flat damage boost. At level 7 when you can move action inspire courage, standard action good hope. This will get you and every one else a flat +4 to hit, damage, and save vs. fear, charm, +2 to all other saves, all skill checks, and ability checks. At level 11 you can stack up Discordant Voice for 1D6 sonic damage for all hits.

Next it's all about getting through damage reduction. Holy weapon enchantment will work for most games. Getting a swarm bane clasp, and a golem bane scarab will fill in most of the other problem areas.

Hope this helps.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

See that opponent with a two handed weapon and a low will save? Enchant that lucky winner to be your new beatstick for you.

Scarab Sages

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Alternatively, go the archery route. It's safe, effective, and with all the flat bonuses bards get to all attacks (inspire courage, good hope, arcane strike feat), it's easy to be effective.


Unfortunately the best archetypes for improved combat - Dawnflower Dervish and Arcane Duelist - drop Bardic Knowledge.

A level of Urban Barbarian and some Extra Rage goes a long way for either a strength or dexterity based character, since you can use Controlled Rage while using Inspire Courage. Toss in a Furious weapon and it's a +3 to attack and +3/4 to damage. Dragon Disciple loses out on improving Inspire Courage, so it's not really much of a gain.

Single weapon with dexterity is always going to be the weakest base option; Agile elven curved blade with two-handed Power Attack is the strongest option that way, followed by things like Fencing Grace or Dervish Dance.

Dual wielding has some issues, but can be very damaging with something like two Fencing Grace rapiers. Quick Draw is needed to work around spellcasting problems unless you're an Arcane Duelist. Dual wielding on a Dawnflower Dervish is absolutely brutal.

Two-handed strength is the easiest way to get damage, but it has defense issues.

Using the Flagbearer feat with the Banner of the Ancient Kings will seriously upgrade one-handed combat effectiveness - you just carry the banner in the other hand (you lose some lesser bonuses in one hand, but keep the improved combat bonuses), but it also has spellcasting issues unless you're an Arcane Duelist, or work around it with Quick Draw.

Depending on the situation a Bard can be a really effective damage-dealer, but it all comes down to what they're willing to sacrifice.


The simplest way for a Bard to do more damage is to have more people in the party. Bards act through others.


My favorite bard was my half-orc (technically quarter-orc) bard with an 18 STR and a greataxe (hooray racial weapon proficiency!) His dad was a retired adventurer, and he grew up in his dad's tavern listening to adventuring stories and learning the art of great storytelling. As he grew older, his dad would take him out on camping trips and teach him the "ways of the half-orc." His mom was a sorceress who died in his parents' last adventure together (they met through the Pathfinder Society.)

Add in learning to play music by minstrels working to pay for their meal, coupled with a lifetime of adventuring stories, magic in the blood, fierce warrior training, and a jovial (and slightly crude) attitude, and I had the recipe for a memorable and extremely fun character that our group still thinks on fondly today.

EDIT: Oh, and a level of barbarian, that helped, too.


As a few others have mentioned, there are a few ways to do it, though multiclassing usually helps - your lose some spellcasting, but for a partial caster like a bard that isn't that big a loss.

Dipping into Urban Barbarian is particularly potent as you can rage and perform at the same time, and it grants martial weapon proficiency. Dipping into Fighter for a bonus feat and proficiencies is also viable.

Arcane Strike is a good idea, as it adds a scaling bonus to damage, which is particularly good for archery or TWF.

The Archery route needs decent Dex (to attack) and Str (for damage) to really shine, but combining Rapid Shot, Haste and Many Shot together is a whole boatload of attacks on which to add Inspire Courage and Arcane Strike. An elf Bard 9 running haste could easily be punching around +10/+10/+10/+5 for 1d8+13 (or +2 attack and -2 damage if you put Controlled Rage onto Dex). Which might not be fighter level damage, but it's not too shabby.

The Two-Handed Strength route is the easy way to damage, which you can compensate for poor AC with mobility (e.g. expeditious retreat) and defensive spells like mirror image. Haste is particularly effective for this route as an extra 2H attack is decidedly more powerful than an extra shot or mainhand attack... Personally, this is my favourite.

The important thing to remember is that while a bard does improve the whole party (making it hard to match the fighters in the group, as their damage scales up with bard buffs too), it is important that is not the only thing they do.

The hardest part about building a bard is throwing away the stereotype of the prancing "I put everything into Dex and Cha" minstrel and building an effective character rather than a useless cliche.

Tip: If you want to use spells/performance to disable your enemies, Charisma is good. If you want to buff your allies and beat things up, Charisma is less important than Str, Dex and Con - you can't dump it, but more than 14 at character creation is mostly a waste.

Scarab Sages

Just a note: The archery route needs very little strength to shine, if any at all, BECAUSE you get so many flat damage bonuses. Inspire Courage + Arcane Strike puts you at basically what any other archer would have anyways. Add in Discordant Voice at 11th level, and you've got some major passive damage bonuses.

Dark Archive

I agree with Davor. Archery is where a Bard shines. They tend to be too squishy for melee. Low armor and Hit Dice create that issue. Archery is easier on the point buy. Little Charisma, touch of Constitution and tons of Dexterity are all that's needed. Melee Bards need a higher point buy. They need Strength to hit and damage, Dex for Ac, Con to not instantly die, and Charisma still to cast their spells.

Dipping one or two levels into Fighter or Ranger can give you a bump by gabbing a Longbow instead of Shortbow. They also grant feats, which is always a good thing. Alternatively Elves start with Longbow proficiency, so look at racial options.

As many people have mentioned, Arcane Strike will go along way in helping balance your damage output. If you really want to see where your damage comes from just perform and every time an ally hits record the bonus damage you provided by performing. By the end of the encounter you will be surprised at how much you contributed.

Lastly look at your spell list. Spells like Allegro can be a major boon. Heroism, Rage and many others can boost damage results. The tough part is in all of this is that you need to remember that you need to fill your utility role as well. Burning all your feats and spells to pump out damage may make you feel more useful at first, but you will likely be doing your party a disservice playing that way.


Guru-Meditation wrote:
Race, Stats and feats please. "a bard" can be many things. Singing wimpy wuss, or greataxe-wielding half-orc officer.

True, there are even archetypes that can be 'barbarian, but without any of the armor or DR'. Of course, you can make up for that with spells (such as anything with a miss chance), and maybe grabbing a ncie mithral breastplate via armor expert.

Dawnflower dervish just supersedes issues like BAB- it can get a +8 on itself. Enoguh to close the gap and still hit like a raging barbarian. You might want to forget the free dervish dance though- 1 handed/1 weapon is terrible on most classes other than swashbucklers.

Archery or TWF might be the theory crafter's choice (static bonuses and all), but just going with something nice and two handed is enough when you get all that sweet extra damage from the doubled inspire courage and arcane strike.

That, and you have multiple ways of getting pounce, basically. Dimensional dervish and blade dash can go a long way at later levels.


One well-rounded melee option for a Bard would be to go two-weapon with a rapier and a light shield, to gain both shield AC and extra attacks. Something like:

Dual Talent Human: 15/17STR, 15/17DEX, 14CON, 10INT, 8WIS, 13CHA
Trait: Shield Trained

1. Improved Shield Bash
3. Two-Weapon Fighting
5. Arcane Strike
7. Amateur Swashbuckler: Dodging Panache
9. Improved Two-Weapon Fighting


Animal Ally, or Improved Familiar Bond. Wouldn't make the bard better in combat, but would give her an additional character that with the bards buffs, might be a decent combatant.


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Remember that by Inspiring Courage you're adding to every characters attack rolls and weapon damage. Every time they would have missed without your bonus, that's your damage. Every extra bit of damage on every hit the party does, that's your damage.

You just need to reevaluate your position on what counts as "your" damage and you'll quickly realize your doing a lot more damage than you thought.


Bards are a very interesting class because of how indirect you are. Your personal damage output will be less than the Fighter or Barbarian, but you make sure they keep hitting and actually increase their damage output. And when your 7 Charisma friends are in town not able to hitting things, you're going to be the guy babysitting them and playing the puppeteer. But if you want your bard hitting a bit harder, there's always the Discordant Voice feat, an extra 1d6 damage isn't much, but you'd be hard pressed to find something that resists sonic damage.


Taking the Arcane Strike feat is a small investment that boosts bard combat damage. Other small investments include choosing spells like Bladed Dash, Heroism and Good Hope that increase attack opportunities and buff the bard and her allies.

Sovereign Court

Bards can be very tanky with decent damage with Fencing Grace, a mithril breastplate, and a heavy shield.

Is your damage going to be as high as a barbarian's? No. But it's respectable enough that they can't ignore you, and as Claxon says - all buffing bonus damage other characters do IS your damage.


Step 1, 16-18 strength
Step 2, Begin using Inspire Courage
Step 3, Cast Allegro or Haste
Step 4, Beat people

Assuming the Bard has Inspire Courage up all the time they are practically a full BAB character just with one less attack. As buffing characters, the Bard can buff the whole party with Haste or just herself with Allegro. Early game simply rocking 16-18 strength will keep her consistent with your average bear thanks to Courage, at fourth level she can spend a round buffing with Allegro and become a pure beast in combat. At level seven the bard can rock Inspire and Haste on the same turn or Inspire and Allegro to rock a +3 to hit and a +2 to damage with an extra full BAB attack along with +1 AC and +1 Reflex save.

My personal suggestion is to go for a reach build, as it keeps you safe and really only requires Combat Reflexes. I don't even suggest going for an archetype, just a normal Bard will work perfectly.


The strategy for increasing the damage of a bard is largely based on getting in multiple attacks using their static bonuses as often as possible.

- archery (Rapid Shot, Manyshot)
- two weapon fighting
- reach attachs (AOOs giving extra attacks)

All of these paths require extra feats, some more than others. This can be tedious for a feat starved bard.

The base bard gives good static mods, but the Arcane Duelist helps this in two important fashions.

- Arcane Strike as a bonus feat is a free feat for bonus static modifiers

- Arcane Bond allows you to enchant your weapon at a cheaper cost, meaning you will on average be able to afford +1 more than others. You also have a far greater control over this bonus instead of hoping you find the perfect weapon.

For a Two Weapon Fighting style, a quarterstaff works amazingly well. You can enchant your "two weapons" via the same Arcane Bond. Enchanting Spell Storing on one end allows you delicious options to befall an enemy. You also get the biggest bang out of high strength for single attacks and power attacks.

For a reach style, the long spear is especially nice if you can eventually pick up a Banner of the Ancient King (+4 init, +4 effective levels on bard performance, and +2 more morale bonuses to the party if you have Flagbearer). With Flagbearer, Banner of the Ancient Kinds and Ispire Courage, even your low level summoned monsters get really spiffy to boot.


Guru-Meditation wrote:
Race, Stats and feats please. "a bard" can be many things. Singing wimpy wuss, or greataxe-wielding half-orc officer.

Fair question and apologies for not posting these in the OP...

She is playing a level 7 Kitsune (they will be levelling up next session, actually).

Right now, her strong stats are charisma, dex and wisdom, with int and 12... (wisdom because the party is quite low in these and lacking a rogue).
Her strength and con are both at 10, I was not thinking that she would do much frontline fighting... Anyway, there would be no problem changing things around as needed...

The other members of the party are a urban barbarian, a cavalier and a sorceress...

I actually looked into the skald, bought the book last week in fact and lended it to her.
Upon reflexion, I am not sure that inspire rage is so useful as the barbarian already has it and the sorceress don't want it...

My plan is to get a few options and then bring them to her to decide which appeals to her the most...

Thanks for everybody's suggestions, by the way...


Archery is the easy way to go. Rapid Shot+haste= 3 attacks at full bab -1, then add on arcane strike and inspire courage damage.


With a Strength of 10, the bard was never designed to do damage. Trying to make it do damage starting at level 7 is akin to re-writing the vision of the character. That's nigh impossible as the bard unless you have a lenient GM.

That said...

Quarterstaff fighting is right out due to Strength 10. In fact, with all the restrictions on DEX to damage preventing offhand weapons, two weapon fighting is more or less out.

She can get away with reach weapon fighting and boosting statics big time using the Banner of Ancient Kings and a long spear. She still won't do that much damage herself, but she will explode the damage of everyone else in the party. Casting Summon Monster III for 1d4+1 Eagles(with them all getting +5/+5) can do big damage.

The best bet is getting her into archery. Your group seems shy of ranged damage dealing (and with CON 10, she does not want to be in melee anyways).

+5/+0 BAB +5
+2/+2 Inspire Courage
+3/+3 Arcane Bond Short Bow (close to +4 Short Bow potential)
+0/+2 Arcane Strike
+2/+0 Heroism (can be nearly alway up)
+1/+1 Point Blank Shot
-2/+4 Deadly Aim
-2/+0 Rapid Shot
------------------------------------
+9/+9 to hit for 1d6+12 (two attacks) Short Bow

At level 8, it would increase to...

+10/+10/+5 to hit for 1d6+12 (three attacks) Short Bow

And of course, casting Haste (instead of Good Hope) benefits her even more.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Given the group composition, she would probably want Urban Skald (from Heroes of the Streets) archetype if she wants Skald. The raging song allows her to bump Dex if she wants, and doesn't interfere with skills. Spell casting can be done but requires a concentration check.

Even with all that, I'm not sure Skald is a good fit. I would lean towards archery instead.

The 10 Con on a Bard or Skald really limits her melee effectiveness. Skald is somewhat better since they get good Fortitude saves, but I would still be concerned about the HPs.


Pathfinder Adventure Path, Rulebook Subscriber

I concur with archery route.

Also, do not forget Good Hope (Level 3 Bard spell). This adds +2 morale to attack and damage rolls. Stacks with Inspire Courage's competence bonuses.


If you are opposed to any raw stat change:

With poor Con and Strength, ranged combat is pretty much her only option and she won't be dealing that much damage. Best thing she could do is grab the ranged weapon with the highest damage dice and the least feat requirements and just try to deal with any static damage bonus she can achieve.

For this purpose, the Light Crossbow or the Shortbow would be the best options. Grab her Bracers of Falcon's Aim and she'll have 19-20x3 damage and a free +1,

I'm going to assume 16 Dexterity, so at level 7 she would have +9 to hit just from existing and deal 1d6 or 1d8 damage. She'll have enough money for a +2 weapon, so thats at least +10 if she goes for a special ability on the weapon. Say she goes for flaming or something, thats a +10 to hit and 1d6/1d8+1d6+1 damage. Throw on inspired courage and she'd have +12 2d6/1d8+1d6+3 damage per shot. She can make two attacks at +13 if she casts Haste at the start of the fight, if she selects the shortbow she doesn't even need to have spent a feat to get this far.

So, completely featless with just 12k spent a level 7 bard with 16 Dex could have a +13 to hit for two attacks and deal 2d6+3 damage that crits on a 19-20 for 3x damage. Not great, but its steady damage as long as Haste lasts. If she decides to invest feats she'd become even more deadly, though Archery is QUITE the feat investment.


re Good Hope: You can't expect to use two level 3 spells in a single fight and people tend to complain if no one's providing haste or blessing of fervor. If someone is it's great, and it's probably better than haste against casters since it boosts saves (doesn't stack with vs fear from inspire or rage, but saves vs fear aren't the really scary ones). Get it, but don't count on it in your damage numbers unless someone else always provides either haste or blessing of fervor.


Claxon wrote:

Remember that by Inspiring Courage you're adding to every characters attack rolls and weapon damage. Every time they would have missed without your bonus, that's your damage. Every extra bit of damage on every hit the party does, that's your damage.

You just need to reevaluate your position on what counts as "your" damage and you'll quickly realize your doing a lot more damage than you thought.

The discouraging thing about inspire courage is that, despite being a perfectly valid attack/damage boosting mechanic, it can make you develop an inferiority complex. It scales perfectly to compete with the typical rage/judgement/weapon training mechanics... but it also boosts allies.

So, that means the gulf between you and the fighter doesn't seem to diminish. You are still 5-9 attack below the DPS guy, even though you both moved up your attacks. You practically feel like a core rogue when compared with them.

Liberty's Edge

I'm currently playing an 8th level archaeologist archer bard in Giantslayer and in most circumstances doing within 3 or 4 points of damage per shot of the party's Slayer, who is also ranged focused.

12 Str is ample for this build and the fact that the archaeologist self-buff is luck based means it can also benefit from the Fate's Favored trait which is almost like accelerating your performance by 5 levels.

At level 8 my main gear contributing to damage output is a +1 composite shortbow and a Belt of Incredible Dex +2. My typical attack routine is:

16/16/11 (Bab+6, Dex+6, PBS+1, Luck+3, WF+1, Enhancement+1, Heroism+2, Rapid shot-2, Deadly aim-2)

For:

1d6+10 damage (twice with the first shot due to MS)

In comparison the Slayer is 13/13/8 and 1d8+13 damage.

So the difference is really negligible and of course you retain all the knowledge goodies.


SimonML wrote:
My plan is to get a few options and then bring them to her to decide which appeals to her the most...

Some options:

Allow her to bring another, more warrior-like character for one session, so she can enjoy the melee feeling - probably that's already enough for her. If not, you both know it's more than just a temporary wish, so proceed with other options.

Give her a rod of Beast Shape II. Maybe limit the spell to dire tiger to make it more straight forward, probably reflavored to 'dire fox' with the same stats. Let it still roar inspire courage, but casting spells is not available.

Allow her to take a custom feat 'Dire Fox Shape' to add 'dire fox' to her available shapes. I'd require Fox Shape as a prerequisite. The shape should have some downsides, e.g. no speaking, no casting, hostile NPCs etc..

Sovereign Court

ShroudedInLight wrote:

If you are opposed to any raw stat change:

With poor Con and Strength, ranged combat is pretty much her only option and she won't be dealing that much damage. Best thing she could do is grab the ranged weapon with the highest damage dice and the least feat requirements and just try to deal with any static damage bonus she can achieve.

Actually - as I mentioned above - with a bit of retraining it sounds like Fencing Grace would be a better option. Even archery does better with a decent Strength, but Fencing Grace makes it moot other than for carrying capacity.


Haha... forgot to include DEX to hit in the far above post...

+5/+0 BAB +5
+2/+2 Inspire Courage
+3/+3 Arcane Bond Short Bow (close to +4 Short Bow potential)
+0/+2 Arcane Strike
+2/+0 Heroism (can be nearly alway up)
+1/+1 Point Blank Shot
-2/+4 Deadly Aim
-2/+0 Rapid Shot
------------------------------------
+9/+9 to hit for 1d6+12 (two attacks) Short Bow

An 18 Dex would take this to...

+13/+13 to hit for 1d6+12 (two attacks) Short Bow

Feats Required: Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Arcane Strike (free assuming Arcane Duelist)


Charon's Little Helper wrote:
ShroudedInLight wrote:

If you are opposed to any raw stat change:

With poor Con and Strength, ranged combat is pretty much her only option and she won't be dealing that much damage. Best thing she could do is grab the ranged weapon with the highest damage dice and the least feat requirements and just try to deal with any static damage bonus she can achieve.

Actually - as I mentioned above - with a bit of retraining it sounds like Fencing Grace would be a better option. Even archery does better with a decent Strength, but Fencing Grace makes it moot other than for carrying capacity.

Sure but with 10 Con? Even with max rolls thats only 63 HP. I don't even like to think about melee combat till I have 14, at 12 I'll consider reach but...yikes 10 is a no go. Too easy to be 'sploded.


lemeres wrote:
Claxon wrote:

Remember that by Inspiring Courage you're adding to every characters attack rolls and weapon damage. Every time they would have missed without your bonus, that's your damage. Every extra bit of damage on every hit the party does, that's your damage.

You just need to reevaluate your position on what counts as "your" damage and you'll quickly realize your doing a lot more damage than you thought.

The discouraging thing about inspire courage is that, despite being a perfectly valid attack/damage boosting mechanic, it can make you develop an inferiority complex. It scales perfectly to compete with the typical rage/judgement/weapon training mechanics... but it also boosts allies.

So, that means the gulf between you and the fighter doesn't seem to diminish. You are still 5-9 attack below the DPS guy, even though you both moved up your attacks. You practically feel like a core rogue when compared with them.

It can, but that's why you simply need to remember that the bonus damage is your damage, not the fighters. But you don't need to tell him that, just remember that without you he wouldn't have that extra damage.

But I do understand watching the fighter always put up bigger numbers can be disappointing, but the bard is about buffing the party, not being the best fighter in the party.

Silver Crusade

SimonML wrote:
My plan is to get a few options and then bring them to her to decide which appeals to her the most.

I will recommend letting her do a full feat rebuild. If you used a point buy that would be on the table as well. Sounds like she did not understand how bards worked when she made the character. As with any in depth game system. It's harder to make a good character then one that dose not work.

My top suggestions
ability scores Dex>Cha>Con>Int>Str>Wis

Range: Composite Shortbow
1: Point Blank Shot
3: Precise Shot
5: Improved Initiative
7: Rapid Shot
9: Deadly Aim
Melee: Two Weapon Fighting
1: Weapon Finess
3: Improved Initiative
5: Quick Draw
7: Two Weapon Fighting
9: Improved Two Weapon Fighting

Edit: Playing PFSP my level 3 Arcane Duelist crit for 47 with one handed weapon(dwarf with heavy pick), and my level 11 two weapon fighting bard dose over 80 point on full attack action by passing most DR types. So yes it can be done just requires planning.


Claxon wrote:

It can, but that's why you simply need to remember that the bonus damage is your damage, not the fighters. But you don't need to tell him that, just remember that without you he wouldn't have that extra damage.

But I do understand watching the fighter always put up bigger numbers can be disappointing, but the bard is about buffing the party, not being the best fighter in the party.

Oh, I perfectly agree with you on the reality of the situation. The entire party is hitting harder than ever. I am just speaking to the subjective experience.

The one that makes you question whether you should not have played a melee/archer bard, rather than a pure caster/buffer. Since all those buffs could go to the fighter. Of course melee bards are perfectly legitimate... but again- subjective.


calagnar wrote:
SimonML wrote:
My plan is to get a few options and then bring them to her to decide which appeals to her the most.

I will recommend letting her do a full feat rebuild. If you used a point buy that would be on the table as well. Sounds like she did not understand how bards worked when she made the character. As with any in depth game system. It's harder to make a good character then one that dose not work.

My top suggestions
ability scores Dex>Cha>Con>Int>Str>Wis

Range: Composite Shortbow
1: Point Blank Shot
3: Precise Shot
5: Improved Initiative
7: Rapid Shot
9: Deadly Aim
Melee: Two Weapon Fighting
1: Weapon Finess
3: Improved Initiative
5: Quick Draw
7: Two Weapon Fighting
9: Improved Two Weapon Fighting

I would leave at least one slot open for a "fun feat", which I suspect will end up being Realistic Likeness (because it is awesome). Probably drop Improved Initiative, because Bards can use Heightened Awareness instead for a +4 to initiative.

Also, I have found when number crunching for a bard archer that Deadly Aim is only marginally better than Weapon Focus and markedly inferior to Arcane Strike when heavily buffed. With little or no buffing, Deadly Aim was actually reducing DPR. I would pick Weapon Focus and Arcane Strike before touching Deadly Aim. Especially since you are getting it at 9, when Manyshot is available for 3/4 BAB characters.

Lastly, Strength is actually kind of important to an archer. At least as important as Constitution, at any rate. While Kitsune won't have a great Strength, a +1 modifier would be nice.

Sovereign Court

ShroudedInLight wrote:
Charon's Little Helper wrote:
ShroudedInLight wrote:

If you are opposed to any raw stat change:

With poor Con and Strength, ranged combat is pretty much her only option and she won't be dealing that much damage. Best thing she could do is grab the ranged weapon with the highest damage dice and the least feat requirements and just try to deal with any static damage bonus she can achieve.

Actually - as I mentioned above - with a bit of retraining it sounds like Fencing Grace would be a better option. Even archery does better with a decent Strength, but Fencing Grace makes it moot other than for carrying capacity.
Sure but with 10 Con? Even with max rolls thats only 63 HP. I don't even like to think about melee combat till I have 14, at 12 I'll consider reach but...yikes 10 is a no go. Too easy to be 'sploded.

It's a bit squishy - but by level 7 you could have a very solid AC to mostly counter it. Plus they could spend their last feat (after the 3 for Fencing Grace) on Improved Toughness to get their HP equal to Con 12.

With a mithril breastplate & heavy shield, even with only a base Dex 16 (has the OP said that anywhere?) they could have a 27 AC without breaking a sweat (+2 armor/+2 shield/+1 ring/+1 AoNA/+2 dex belt). 27 AC with Mirror Image & Improved Toughness, and they should be fine in melee.


Rory wrote:

The best bet is getting her into archery. Your group seems shy of ranged damage dealing (and with CON 10, she does not want to be in melee anyways).

+5/+0 BAB +5
+2/+2 Inspire Courage
+3/+3 Arcane Bond Short Bow (close to +4 Short Bow potential)
+0/+2 Arcane Strike
+2/+0 Heroism (can be nearly alway up)
+1/+1 Point Blank Shot
-2/+4 Deadly Aim
-2/+0 Rapid Shot
------------------------------------
+9/+9 to hit for 1d6+12 (two attacks) Short Bow

At level 8, it would increase to...

+10/+10/+5 to hit for 1d6+12 (three attacks) Short Bow

And of course, casting Haste (instead of Good Hope) benefits her even more.

Add to that, at 9th level picking up Manyshot adds an entire extra arrow of damage, and with haste the full attack sequence would be something like:

    +12 1d6+12 x2
    +12 1d6+12
    +12 1d6+12
    +7 1d6+12

Even if only the first three hit, that's still 62 damage a round, which isn't too shabby. It's not going to match the cavalier or barbarian while they do their thing, but it makes the monsters dead a lot sooner, which lightens the wand tax (since I'm guessing the bard does double duty as the healer).


Charon's Little Helper wrote:
ShroudedInLight wrote:
Charon's Little Helper wrote:
ShroudedInLight wrote:

If you are opposed to any raw stat change:

With poor Con and Strength, ranged combat is pretty much her only option and she won't be dealing that much damage. Best thing she could do is grab the ranged weapon with the highest damage dice and the least feat requirements and just try to deal with any static damage bonus she can achieve.

Actually - as I mentioned above - with a bit of retraining it sounds like Fencing Grace would be a better option. Even archery does better with a decent Strength, but Fencing Grace makes it moot other than for carrying capacity.
Sure but with 10 Con? Even with max rolls thats only 63 HP. I don't even like to think about melee combat till I have 14, at 12 I'll consider reach but...yikes 10 is a no go. Too easy to be 'sploded.

It's a bit squishy - but by level 7 you could have a very solid AC to mostly counter it. Plus they could spend their last feat (after the 3 for Fencing Grace) on Improved Toughness to get their HP equal to Con 12.

With a mithril breastplate & heavy shield, even with only a base Dex 16 (has the OP said that anywhere?) they could have a 27 AC without breaking a sweat (+2 armor/+2 shield/+1 ring/+1 AoNA/+2 dex belt). 27 AC with Mirror Image & Improved Toughness, and they should be fine in melee.

Naw, OP hasn't said Dex is only 16 but I figured it was better to aim on the low side of "high" dexterity. And AC is a good point, throw in Dance of the 23 Steps and she could be quite dodgy. I'd still be worried, my preferred defensive stat is HP but that is my inner barbarian speaking.


For a more complete re-working to create a Kitsune Bard as a powerful melee combatant (but keeping Bardic Knowledge), I'd probably take a level of Inspired Blade Swashbuckler, Fencing Grace, and two rapiers - hopefully with Effortless Lace attached, though it's still workable without it. Feats would go free Finesse and Focus plus Fencing Grace at 1, then Two-Weapon, Arcane Strike, and Quick Draw at 7 when it's more important to be able to cast a spell and then immediately draw a weapon. With two rapiers drawing on Inspire Courage, Heroism and Arcane Strike, damage is quite effective. The offhand rapier is left sheathed for spell-casting until full-on TWF melee begins.

Another really powerful re-work option, if Dawnflower Dervish (Dervish of Dawn) Bard is on the table, would be to wield a scimitar with Dervish Dance and use the Flagbearer feat with a Banner of the Ancient Kings held in the offhand. When combat begins the scimitar is sheathed so that spellcasting is easy, and the banner can be held in two hands for the initiative bonus. When melee begins the scimitar comes out with Quick Draw, and the banner is held in the offhand where it still grants bonuses to Inspire Courage and Flagbearer. This style grants a huge Inspire Courage and Flagbearer bonus to a Dawnflower Dervish Bard - it's a combined +8(!) to attack and damage by level 7 - and it still grants the party a +2 to attack and damage from Flagbearer. Maybe something like:

12/10STR, 16/18DEX, 14CON, 10INT, 10WIS, 13/15CHA

1. (Free Dervish Dance) / Flagbearer
3. Quick Draw
5. Amateur Swashbuckler: Dodging Panache
7. Pommel Strike Deed

Pommel Strike is *NOT* a trip, so extra legs on a creature don't help. Since it's weapon-based, weapon enhancement and Dervish Dance should work with it (so it's based on DEX). With +2 Heroism, +2 Flagbearer and +6 Inspire Courage (and maybe +2 Gauntlets of the Skill Maneuver: Pommel Strike), it should be reasonably effective and a lot of fun to knock over foes with a spinning dervish pommel strike when a full attack isn't an option.


Another option for damage is my absolute favorite Archetype the THUNDERCALLER

Sure you lose Bardic Knowledge but you keep versatile performance and you gain wonderful damaging Songs. Instead of using Inspire Courage how about dropping a 3d8 sound burst potentially stunning up to four enemies. Turning an enemy caster insane with rage, neutralizing their spellcasting abilities, and then when you hit level 8 FREE CALL LIGHTNING once a turn without need for concentration.

3d6 Lightning once per round is pretty nice when you play it as a ditty and still have a move and a standard.


Thanks guys.

I am the DM and I have no problem with her switching stats or feats around or even rebuilding her character with a different archetype, or even a different class, although I would really prefer if she kept the "flavour", so a skald would be ok, but a paladin, well, I'd be reluctant...

I was the one that rolled the original character, and she had told me that she wanted to play as a bit of a spellcaster... So, I thought to myself, in the back, with a good charisma for the bardic goodies and DC and the ability to activate wands and stuff, and a high dex for the DC and the ability to shoot rays...


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SheepishEidolon wrote:


Allow her to bring another, more warrior-like character for one session, so she can enjoy the melee feeling - probably that's already enough for her. If not, you both know it's more than just a temporary wish, so proceed with other options.

Actually, I was thinking about doing just that.

the barbarian was going to be absent for the next session, and I thought about introducing a quasi-NPC. A side character, a ranger, that she would have played to round up the party...

The session ended up being cancelled, so moot. Still, I am tempted to do just that.

On the other hand, she has played another character in another campaign, a half-orc, strength 18 and two handed greataxe... so, yeah, the damage output of her bard might seem a bit inadequate in comparison...

Still, I will suggest all these options...

SheepishEidolon wrote:


Give her a rod of Beast Shape II. Maybe limit the spell to dire tiger to make it more straight forward, probably reflavored to 'dire fox' with the same stats. Let it still roar inspire courage, but casting spells is not available.

Allow her to take a custom feat 'Dire Fox Shape' to add 'dire fox' to her available shapes. I'd require Fox Shape as a prerequisite. The shape should have some downsides, e.g. no speaking, no casting, hostile NPCs etc..

I actually really like that idea... I will mention that idea to her...

Maybe a talisman or "bad-asser shape" found on a druid that would just so happen to also work with a kitsune fox shape...

Grand Lodge

Quote:
Upon reflexion, I am not sure that inspire rage is so useful as the barbarian already has it and the sorceress don't want it...

Spell Warrior Skald will work fine here. Cavalier and Barbarian get extra enhancement bonuses on their weapons, and the Sorceress gets Rage Powers but can still cast spells.


The Thundercaller is cool, but very broken---VERY broken. Take a close look at those sonic AoE abilities. Scaling damage+area burst+stun all in area?! Very broken.
For me, what is worse the Thundercaller is not even a bard when all is done. It is more of a shaman than anything else. Nothing Bardic left.
No, I prefer the Sound Striker. Still does sonic damage via bardic performance, but still very much a Bard.


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Fourshadow wrote:

The Thundercaller is cool, but very broken---VERY broken. Take a close look at those sonic AoE abilities. Scaling damage+area burst+stun all in area?! Very broken.

For me, what is worse the Thundercaller is not even a bard when all is done. It is more of a shaman than anything else. Nothing Bardic left.
No, I prefer the Sound Striker. Still does sonic damage via bardic performance, but still very much a Bard.

It sounds like you haven't listened well to the Thunder

"I see through eyes of rain. I am dressed in stormclouds now. I speak with the voices of the zephyr and the sirocco. The polar star sheds its light in my path. The thunder loves me completely. The thunder speaks through me."

It has a music all its own.

Anyway, you still keep bardic performance, all your spells, and versatile performance so I don't see how you can say you're no longer a bard. Merely a different kind of bard, the kind that listened to the whispers of what the thunder said.


True, there is some bardic performance left after losing Inspire Competence (meh),Suggestion/Mass, Dirge and Frightening Tune. Inspire Corage/Heroics/Greatness is still there. However, Bardic Knowledge is gone.
And if you can sucker your GM into letting you have a spammable, scaling soundburst, have fun!

broken, broken, broken!


Thanks to everybody for their advices!

At the end, she went for the sound striker archetype.
She also moved a couple of abilities around and took a bunch of new feats from the archery path: Point blank shot; rapid shot and manyshot to go with arcane strike.
(She is only using a shortbow, unfortunately, Kitsune get a penalty to strength so raising the strength high enough to make a composite possible seemed like a use of abilitie points that could be better spend elsewhere...)

She also changed a few spell; adding Chord of shards and Sonic scream to her list...

We had a session on Monday night and she seemed rather satisfied, so thanks again!

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