Building a bard for War for the Crown


Advice


Hello everyone, so, first time posting on these forums, but I am a bit rusty with Pathfinder (haven't been playing it for about a year) and in a bit of a bind to build an effective character. Bards are my favorite class so, when I joined a War for the Crown campaign, it was really a no-brainer for me on which class to play. Unfortunately, I realized that my previous experiences would not really help me too much since this campaign would be different (I played a bard in Kingmaker and one in a high-level campaign cooked up by my at-the-time GM). For one, probably a lot less dungeon delving and more social interaction or, at the very least, social interaction would be much, MUCH more important than dungeon delving. Still... I know that there WILL be some combat and, that always makes things difficult.
To complicate things, I was thinking of creating a sort of spy/assassin build (with the idea of eventually taking over the Kitharodian Academy and, eventually, the Lion Blades. My initial choice was for a classic caster build, but I'm already having to modify it a bit.

The parameters are as following:

Permitted sourcebooks: Core Rulebook, Ultimate Magic, Ultimate Combat, Ultimate Wilderness, Bestiary I-IV, Advanced Player's Guide, War for the Crown's Players Guide, Ultimate Equip, Golarion Campaing Setting

17 point-buy system, with abilities distributed as follows (for the moment)

Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 17.

Race is human, the +2 has already been given to Charisma.

Traits are: Disgraced noble, Reactionary

As feats, for now I have chosen: Spellsong (always a favorite, but the idea of masking casting with Performance seemed too good to pass in this campaign) and Noble Scion Kastner (for the +3 bardic performance. I chose this for BG purposes mainly but, still useful I think).

Skill-wise, I have taken the classics: UMD, Spellcraft, a few Knowledges (socially relevant ones), Linguistics and three Performs: Sing, Keyboards and String. I know, String is redundant, but I'm bringing it up for the masterpieces later on.

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That said, I was thinking of reaching 4th as bard, then dipping Rogue at 5th to get in one go Weapon finesse and Finesse training (or whatever the name of the trait which lets you use Dex for damage) and +1d6 sneak attack. But there is my conundrum... I have read and heard opposing opinions regarding multiclassing bard and I do tend to agree with the fact that it is usually a no-no. Still... I am wondering if a few levels in Rogue could help adding a bit of sneak attack, a few extra skill points (never hurts), and possibly the use of melee weapons without sucking.
There is, of course, always the option of using wands, scrolls and similar objects with damage spells, but I have done that already and it's like having a bow that fires pure diamond arrows: each time I use a charge I see the cost of having to eventually replace the wand or scroll.
The only other option to do some damage would be to go Sound Striker, and usually that is what I would do but, in this campaign, I am not sure that losing Inspire competence and, especially, suggestion, is actually worth it.

Last thing, the party is made of a Brawler, a Vigilante, a Rogue who will ho Wizard from next level and eventually Arcane trickster, and a fourth who hasn't given his class yet, but seems combat-y to me, I'm thinking Ranger, Swashbuckler or another vigilante.

So, any advice on the direction in which I should bring my bard from now? Keep him pure bard and pure caster? Pure bard but add a few combat feats?


Court bard in War for the Crown could tear up.

Imagine giving penalties to those in combat with no save to hit and damage, and outside of combat giving penalties to convince people to do certain actions.

You'd be basically awesome


With regard to the Sound Striker (my favorite archetype for my favorite class!), I really like the swap. I gladly give up suggestion (action economy is much better as a Spell than a performance, at least early to midlevels) and inspire competence for those sonic attacks (which are Supernatural and thus cannot be impacted by Spell Resistance! Only Sonic Resistance/Immunity, which is very rare!). Also, WeirdWords gets a boost from the 11th level Bard feat Discordant Voice (Why? Because Rays are weapons!) doing 5d6+CHA mod instead of just 4d6+mod. Most Bards want that feat anyway.

Court Bard isn't bad for what it does, either.


I wouldn't dip Rogue. Dex to Damage is nice, but not great for you since you are only looking at a 14 DEX anyway. I find sneak attack to be too situational to count on. Personally, I think trying to make this guy melee competent is a waste. Even if you invest feats and dip something a few levels, you will only be barely adequate.

I'd focus instead on spells and bard abilities. I'd also think about either going down the dazzling display route or possibly going for animal ally/boon companion if you really think you need to bring some melee to your party (it looks to me like you have plenty already.)

Really with 3-4 other combat focused characters, if all you ever did was provide inspire courage, some out of combat skills and some utility spells you will be more than pulling your weight. Obviously you want something else that will be fun for you to do every turn (both my thoughts above would suffice), but I wouldn't let pursuing that mess up your core competencies.


Fourshadow wrote:
Also, WeirdWords gets a boost from the 11th level Bard feat Discordant Voice (Why? Because Rays are weapons!) doing 5d6+CHA mod instead of just 4d6+mod.
I am not sure this is correct. First, Rays are weapon-like, but not weapons. Second, weird words are not rays. (All Rays are ranged touch, but not all ranged touch attacks are rays).

That said, it is a good feat anyway.


My only advice for this AP is to leave no skill uncovered. The social combat system makes every skill relevant eventually. Abilities like Bardic Knowledge and Versatile Performance will be too valuable to give up in my opinion.


First of all, thanks to everyone for the great advice!

Foushadow, I agree with you regarding the Sound Striker, I played one in the Kingmaker campaign and that extra damage source was more than welcome, especially in a campaign full of non humanoids and things immune to mental effects.
My doubt in this case regards the fact that, if I understand the AP correctly, there will be a LOT more social interaction. In that case, I am wondering it suggestion might not actually be much more lethal than the sonic equivalent of a second level spell (powerful as it may be). I mean, a properly put Suggestion has limitless potential, especially in an environment in which everyone is plotting against everyone (so, not many moral qualms to stop your suggestion from working).

Dave, I was thinking of making him ranged competent, in fact but, calculated that it would take at least three feats to make him so and even then, the contribution would be underwhelming (especially since he would be useless with a bow). I am, though, open to suggestions in that area.

Focusing on spells and bard abilities is good but, my concern is, what happens when we find stuff that is immune to mental influence or magic?
The dazzling display route seems pretty good and I was thinking of going that way ("only" two feats, after all), but the animal ally seems more promising. The only problem is, how do I get it without having to go all druid? (it would be a huge stretch to take Nature Soul with this character and I very much doubt the GM would allow it).
By the way, I am thinking of taking Leadership at level 7 but... you know how it is, there is now 100% certainty that the GM will approve of it. Maybe an animal companion would be easier to have accepted, even though, in truth, harder to carry around in a campaign such as War for the Crown ("you're NOT bringing your dancing bear into the senate!")


P.s.

@Melkiador, I was already thinking about getting ALL knowledge skills and eventually other stuff but, the bard doesn't have nearly enough skill points as it needs, even considering abilities such as Versatile Performance.

I was wondering if it might be worth it to go into building constructs... there are some cool ones, such as the construct snakes that could be useful in an intrigue campaign. Plus, the eventual golem guardian... it does require to get craft weapons and armor, and wondrous items which, while useful, are not necessarily great for optimizing a bard. Plus, I doubt a construct would benefit from bardic songs...


Derin Chance wrote:
Dave, I was thinking of making him ranged competent, in fact but, calculated that it would take at least three feats to make him so and even then, the contribution would be underwhelming (especially since he would be useless with a bow). I am, though, open to suggestions in that area.

I don't think your physical stats are good enough to be worth investing in that. I like archer bards, but you really aren't set up to be one. That said, sometimes an underwhelming archer can still make a huge difference, if you target intelligently. If you can bring down a foe that otherwise would survive to his turn even though he only had a few hit points, that can make quite a difference, and one nice thing about archery is that you can usually target any opponent on the field, not just the one you are next to.

Derin Chance wrote:
Focusing on spells and bard abilities is good but, my concern is, what happens when we find stuff that is immune to mental influence or magic?

I would primarily be focused on the stuff that buffs your friends rather than hinders your enemies. I will say though that one thing I always have my bards do is take see invisibility and glitter dust.

Derin Chance wrote:
(it would be a huge stretch to take Nature Soul with this character and I very much doubt the GM would allow it).

I'm not sure I understand why it would be a stretch to take this feat or why a GM would not allow it.


Derin Chance wrote:

First of all, thanks to everyone for the great advice!

Foushadow, I agree with you regarding the Sound Striker, I played one in the Kingmaker campaign and that extra damage source was more than welcome, especially in a campaign full of non humanoids and things immune to mental effects.
My doubt in this case regards the fact that, if I understand the AP correctly, there will be a LOT more social interaction. In that case, I am wondering it suggestion might not actually be much more lethal than the sonic equivalent of a second level spell (powerful as it may be). I mean, a properly put Suggestion has limitless potential, especially in an environment in which everyone is plotting against everyone (so, not many moral qualms to stop your suggestion from working).

Dave, I was thinking of making him ranged competent, in fact but, calculated that it would take at least three feats to make him so and even then, the contribution would be underwhelming (especially since he would be useless with a bow). I am, though, open to suggestions in that area.

Focusing on spells and bard abilities is good but, my concern is, what happens when we find stuff that is immune to mental influence or magic?

I guess you missed the part about WeirdWords being Supernatural? Not subject to Spell Resistance or DR? Only subject to Sonic resistance, which is very rare. That's the only thing that can stop Weirdwords.


Dave Justus wrote:
Fourshadow wrote:
Also, WeirdWords gets a boost from the 11th level Bard feat Discordant Voice (Why? Because Rays are weapons!) doing 5d6+CHA mod instead of just 4d6+mod.
I am not sure this is correct. First, Rays are weapon-like, but not weapons. Second, weird words are not rays. (All Rays are ranged touch, but not all ranged touch attacks are rays).

How do I know this is correct? SKR said so. He created the archetype.

He stated in the thread we were discussing the archetype, that WeirdWords are rays and therefore subject to the weapon feats such as Point Blank Shot and Precise Shot. Hence, if counted as a weapon for those, why not Discordant Voice? Why should that be an exception?

[url]https://paizo.com/threads/rzs2q7yp&page=7?Sound-Striker-Wierd-Words-Abi lity-questions#307[/url]

Ugh, cannot get it to become a link. Too rusty at this.


Fourshadow wrote:


How do I know this is correct? SKR said so.

1) Since that opinion by SKR (2013), the weird words ability has been errated (2015) changing the text. It is still not a ray. As far as I know, weapon-like is rays and spells that function 'as a weapon' (flame blade).

2) SKR is correct that weapon-like spells and abilities can use things like weapon focus etc. That is what weapon-like means.
3) Weapon-like is still not always a weapon. Perhaps I am wrong, but I seem to recall some instances where it doesn't work. I will admit I am unsure whether Discordant Voice would apply to weapon-like spells or not.

In any event, this is veering away from the topic.

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