How do you play your Bard?


Pathfinder Society


I'm looking to play a bard in PFS alongside my kids.

Aside from the buffing cantrips, what should I be doing to contribute in a typical combat round?

Obviously I will have Spell slots and Focus spells to use, but those are limited resources.
I was thinking of the following choices:

Cast Guidance?
Demoralize?
Aid an attack?
Trip with a whip?

Plink with a shortbow?
Cast Daze?
Cast Telekinetic Projectile?

Just basic stuff I could do over and over and over again.

What works on actual play?

Grand Lodge 4/5 Venture-Agent, Colorado—Denver aka roll4initiative

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Following. Just made a bard for PFS 2e as well. I'm not too sure what to do either. I think focusing on buff & debuff spells seems to be the way to go.

Horizon Hunters 5/5

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Goblins sing and goblins fight.
Goblins buff and goblins bite.
Pathfinders make the bestest friends.
We'll stick together 'till the end.

Sun-Fire Boom Boom uses lingering song with inspire courage to get the buff going for a few rounds.

Gobling Song and demoralize are other good options with the fear spell for a serious target and the occasional short bow shot when there's an odd action left over.

Out of combat it's all inspire competence all the time. I always get to use perform to aid and failures are counted as successes. I dont have nearly enough goblin songs to get through a whole session though.

Sovereign Court 4/5 Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

What's wrong with making whip Strikes?

Liberty's Edge 4/5

Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

I've been playing a board in pf2, a strength-based variety though. Out of combat I typically am maintaining a spell with inspire courage for my exploration tactic, and aiding via inspire competence. As a human, I currently have +17 to aid at level 3, which helps skills a lot.

In combat, at level 1+2 I either used Shield +attacked with my longspear (possibly with True Strike cast as well) or cast a spell like Telekinetic Projectile while using the third action to inspire. Once lingering works, wade into combat directly.

At level 3, I picked up Summon Fey, and have gotten a ton of use from Grigs. An additional body to take hits and benefit from inspire, and with glitterdust and fiddle to boot.

Particularly I would suggest focusing on spell casting if you don't have a particular concept in mind. Your cantrips will be as good or better than a weapon from what I've seen, especially if you grab access to non-occult ones through your race

5/5

shadowhntr7 wrote:
At level 3, I picked up Summon Fey, and have gotten a ton of use from Grigs. An additional body to take hits and benefit from inspire, and with glitterdust and fiddle to boot.

A grig summoned with a level 2 spell cannot cast glitterdust. Summons can only cast spells of a level lower than the level of the summon spell.


I did notice the Grig as a great summon.
Whips have a low die,1d4,but they can be used to trip.
Goblin Song is interesting, but very specific.
Still, lots of Will saves out there.

I would love to rely on spells for attacking, but they all take two or more actions.

Liberty's Edge 4/5

Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Hm, my bad Andreww. Right you are, I see that in the summoned trait now.


The Grigs fiddling is nice because it's not a spell.

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