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MAKING A BETTER BARD (3.0 & 3.5)
Statistics
After Charisma, Dexterity is probably the most valuable statistic to a bard. Having a high Dexterity will grant the bard a higher Armor Class, which is important since the bard will not be able to use the heavier, more protective armors. (It benefits bards to wear light armor, however, since they can do so without suffering from arcane spell failure or a high armor check penalty.) A high Dexterity will also pay off for six of the bard's class skills.
A bard automatically gets a good number of class skills to choose from, and a decent number of base skill points. A bard can gain more skill points to spend on their many class skills by investing in a high Intelligence score. A high Intelligence will benefit five+ class skills (since all Knowledge skills are based on Intelligence).
Skills
The skills that a bard specializes in can say a lot about the bard's focus. There are several different types of bards that can be made, just by choosing particular skills. For example:
Bard #1 - The Spellcaster (Int based)
Alchemy
Appraise
Concentration
Craft
Decipher Script
[Knowledge (any)]
Profession
Scry
Speak Language
Spellcraft
Use Magic Device
This bard is obviously geared toward spellcasting and producing
products. He could also be a wandering merchant of sundry items
(collected and created), as well as a translator of speech and writing. |
Bard #2 - The Acrobat (Dex & Str based)
Balance
Climb
Escape Artist
Hide
Jump
Move Silently
Perform
Swim
Tumble
This bard is focused on physical actions and physical means of
performance. A bard specialized in such a way might earn the bulk of
their gold performing acrobatics or daring feats of the body. |
Bard #3 - The People Person (Cha based)
Bluff
Diplomacy
Disguise
Gather Information
[Knowledge (geography, history, local, nobility)]
Listen
Sense Motive
Speak Language
For a roleplaying intensive game, a bard of this type can be a great
boon. The consummate smooth talker, this bard can not only charm, he
can lie and communicate in many languages. |
Bard #4 - The Assassin (Dex & Cha based)
Bluff
Disguise
Escape Artist
Gather Information
Hide
Listen
Move Silently
Sense Motive
Tumble
This bard is set up to hone in, move up and strike. While bards are
often too public, they can be set up to be assassins. They are able to
get close to people and disarm them with their performance (although
this is optional and would add Perform). |
Bard #5 - The Swindler (Dex and Cha based)
Bluff
Diplomacy
Disguise
Escape Artist
Hide
Move Silently
Perform
Pick Pocket (3.5 Sleight of Hand)
Sense Motive
Tumble
This bard is set up to take advantage of people from the shadows or
while in their faces. This bard can lie, distract people, or just move
in quietly for the quick pick pocketing. |
Bard #6 - The Tomb Raider (varied)
Appraise
Bluff
Climb
Decipher Script
Diplomacy
Jump
Speak Language
Tumble
Use Magic Device
This bard can tell you what your treasure is worth after having located
the tomb. He can translate obscure writings and can use magical items
that are found. He can even try to coax a few more gold pieces out of
merchants. |
Spells
When possible, a bard's spells should bolster their skills and other abilities. A bard who knows a lot of languages, for example, might not need to take the Comprehend Languages spell. Most bards can benefit from taking the Cure Wounds spells, as well as something I think of as the Get the Hell Outta Dodge, Feets Don't Fail Me Now Package, comprised of: Resistance, Expeditious Retreat, Mirror Image, Blink or Invisibility Sphere, Dimension Door, Mislead, and Find the Path.
Bardic spells are generally focused on two things: sound, or influencing others through illusion or hypnotism. The sound-based spells have some nice tactical possibilities. Bards can have spells that cause sonic damage (which characters do not often guard themselves against the way that they do fire damage) to characters or objects. Likewise, they can Silence pesky spellcasters and eventually dispel enemy magic. The influence-based spells can be subtle at the early levels and more powerful later on. Charm Person has its uses, and Dominate Person can come in handy.
Bards are able to learn many spells that strengthen ability scores, saves, and attacks. They can have spells that boost Dexterity, Charisma, and Intelligence. They also gain access to spells that affect a group of people, like Greater Heroism, Mass Fox's Cunning, Seeming, and Invisibility Sphere. Some of the bonuses granted through spells will stack with bonuses granted through bardic music. Thus, the bard can make the whole group more effective.
Although bards do not have access that many damage-inflicting spells, they do get some offensive magic. We should not forget the usefulness of spells such as Sleep, Blindness/Deafness, Sound Burst, Summon Swarm, and Shout. They also get Summon Monster spells which can come in handy despite their short duration.
It is also worthwhile to keep in mind that bards have the Use Magic Device skill, which is based on Charisma. If a bard spends the maximum number of skill points buying ranks and has a high Charisma, they can utilize all sorts of magical items (divine or arcane) without much risk.
Gear
Bards can benefit from well-chosen gear, just like any other class.
Light armors with low armor check penalties are the best way to go for Dexterity-based bards. Since bards in 3.5 don't suffer from arcane spell failure in light armor, there's really no reason not to grab some. (What sorcerers wouldn't pay for that deal!) Light shields will add a slight arcane spell failure possibility (5%), but they also grant a little more protection (+1 AC), so they should not be ignored out of hand.
Portable masterwork instruments can aid a bard's Perform rolls nicely, and all bards should have at least one such instrument. Likewise, any materials that a bard needs for their Perform checks should be carried with them. Bards can have more than one means of performance, so if a bard also writes poetry they should carry parchment, ink, and a quill in addition to their instrument(s). Bards might also benefit from having more than one set of clothes. This can be helpful in Disguise efforts and during performances.
A selection of lesser magical items is a good idea, provided the world allows for it (i.e., the world isn't a low-magic setting). While potions can be used by anyone, bards can also use items that are restricted to arcane or divine casters. Scrolls, wands, and other items can supplement the bard's spells, and items like a Pearl of Power will ensure that bards can cast more spells than their normal daily allotment. Magical instruments can not only provide bonuses to Perform, but they can also hold magical spells to aid the bard's efforts. Instruments can also make very good Legacy items.
Tactics
Bards are not generally fit for the front line of a group's defense, so they should be wary of charging into melee combat. Ranged weapons are good for bards, especially if they are Dexterity-based. Special ranged weapons like tanglefoot bags and flasks of alchemist's fire are also good for keeping foes at a distance. Bards should invest in magical equipment whenever possible, especially when it comes to armor class enhancing items. Good magical weapons won't hurt, but the player of a bard should never expect to do the damage of a barbarian.
Bards should take advantage of their skills as much as possible, since they can have such a variety of them. Bards make solid scouts and can perform the role as well as rogues. Bards also make great ambassadors, having Bluff, Diplomacy, and Sense Motive as options and with any luck a high Charisma. It should not be forgotten that bards can gain access to a great deal of information through skills like Decipher Script and the Knowledge skills. It should also be noted that the bard is the only core class to have Speak Language as a class skill. This opens up even more avenues for a bard's usefulness, since they can often speak, write, and understand more languages than most characters.
Bards should use their bardic music ability whenever appropriate to bolster the whole group; in many fights, every little edge counts. It is also good to keep in mind what the various bardic songs can do, so that when those harpies show up the bard doesn't forget to use Countersong. Players of bards should also ask to make bardic knowledge rolls whenever they can (without driving the Dungeon Master crazy). Although Gather Information checks should come first, additional information can be gleaned through bardic knowledge.
Bards should try talking their way through various situations, even enemy encounters. It is ideal to try talking before weapons are fired; even if it doesn't work, at least the attempt has been made. If a combat situation is getting particularly bad, a bard can try negotiations again. One never knows when the enemy will stop, at least long enough to listen. A bard could save a party from being wiped out entirely by an encounter.
Alignment
Just because bards are people who know people doesn't mean that bards have to be nice or good. Sometimes a step away from the chaotic good image common to bards is helpful and more exciting. If a DM is willing to run an evil campaign, an evil bard could be a source of a lot of wicked fun. While bards have abilities that can affect groups for the better, they also have abilities that can be used for darker ends. It is a good idea to consider the bard's alignment carefully, because chances are alignment will affect the way that the bard uses their abilities. For every bard trying to make the world a better place, there is a pied piper using their fame and magic for destructive ends.
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