Blitz
Tue, 24th Sep '02, 11:49pm
1) Race
Human bards are the best. There is no need for any single stat over 18, and no need for a wide range of high scores. The bonus skill point and feat will be critical.
2) Abilities
A good bard does not engage in melee or ranged combat. The bard songs do not work while fighting. Knowing this, why would you spend any points in str or con? 6 hit points per level is as much as any mage, there is no need for more. Strength is only significant for combat, and your bard will not be fighting.
Reccomended:
Str: 08 Dex: 14 Con: 10 Int: 18 Wis: 10 Cha: 16
3) Skills
Your 18 int human gets 5 skill points per level. this will allow you a wide range of selections. Take the rogue lockpicking and trap disabling upgrades wherever possible. All three conversation skills should also be invested in, as well as alchemy and lore.
While you will not be able to max out all the above, you should still be able to keep all at an effective level. Using your bard to replace your rogue will allow you to replace him with another more effective character, and combine all your non-combat needs in one efficient package.
After your standard two fighters, cleric and mage, you have room for an extra class. Perhaps a druid or second cleric for more healing power. Maybe a third fighter Perhaps you want 2 mages. Whatever your choice, removing the rogue from the mix gets rid of your least effective fighter and allows you to replace him with one of your choice. While the rogue skills are certianly useful, it's simply impossible to expect your rogue to melee as well as a barbarian, or fire arrows more effectively than a fighter.
4) Feats
One of the best ways to raise your Bard's AC without losing anything is to use the Expertise feat. Even though your bard will not be attacking, he can still benefit from the AC bonus that expertise gives. This coupled with dodge and other defensive feats will more than make up for his low hit points.
One of the least used feats is dash. Most players simply don't care if their party can more 15% faster or not. For the bard, dash is incredibly useful. It's always nice to have your primary lock picker, item identifier, talker, and explorer (invisibility) moving faster, but there is a combat advantage as well. The bardsongs work while moving, so getting a monster or two to chase your bard around while the party deals with the rest can be a huge advantage. The bard also has to change position a lot, making sure the entire party is within the range of his songs. Sometimes this gets him in the line of fire, and dash is great for running away, casting a spell, and running again... all without ever taking a hit.
Investing 2 points into armored arcana can be very good, depending on the makeup of your party. I had two mages in my group, so there were very few bracers and robes left over for the bard. There is some exceptional leather armor in the game, and since you no longer have a rogue, giving the bard a couple of levels of Armored Arcana can be a very good investment.
Other feats worth getting... Lingering Song, Dodge, Luck of Heroes, Great Fortitude. Don't bother with anything increasing your attacks... including weapon finesse.
5) Spells
This is pretty straight-forward, but a few things bear mentioning. Depending on your party's makeup, you will want to pick up complementary spells. Having one character cast Malison while the other Slows is a nice opening for any battle. If you have only one healer, invest in some healing. Chromatic Orb is easily the best first-level spell later in the game, combining decent damage for it's level with a stun or hold effect. In general, let your mage handle the fireworks, and use your bard for disabling or utility spells. Try not to double up on spells unless they are critical or self-only. You don't really need two characters who can cast a spell like knock, but having two characters who can mirror image is fine.
[ September 25, 2002, 01:22: Message edited by: Blackthorne TA ]
Human bards are the best. There is no need for any single stat over 18, and no need for a wide range of high scores. The bonus skill point and feat will be critical.
2) Abilities
A good bard does not engage in melee or ranged combat. The bard songs do not work while fighting. Knowing this, why would you spend any points in str or con? 6 hit points per level is as much as any mage, there is no need for more. Strength is only significant for combat, and your bard will not be fighting.
Reccomended:
Str: 08 Dex: 14 Con: 10 Int: 18 Wis: 10 Cha: 16
3) Skills
Your 18 int human gets 5 skill points per level. this will allow you a wide range of selections. Take the rogue lockpicking and trap disabling upgrades wherever possible. All three conversation skills should also be invested in, as well as alchemy and lore.
While you will not be able to max out all the above, you should still be able to keep all at an effective level. Using your bard to replace your rogue will allow you to replace him with another more effective character, and combine all your non-combat needs in one efficient package.
After your standard two fighters, cleric and mage, you have room for an extra class. Perhaps a druid or second cleric for more healing power. Maybe a third fighter Perhaps you want 2 mages. Whatever your choice, removing the rogue from the mix gets rid of your least effective fighter and allows you to replace him with one of your choice. While the rogue skills are certianly useful, it's simply impossible to expect your rogue to melee as well as a barbarian, or fire arrows more effectively than a fighter.
4) Feats
One of the best ways to raise your Bard's AC without losing anything is to use the Expertise feat. Even though your bard will not be attacking, he can still benefit from the AC bonus that expertise gives. This coupled with dodge and other defensive feats will more than make up for his low hit points.
One of the least used feats is dash. Most players simply don't care if their party can more 15% faster or not. For the bard, dash is incredibly useful. It's always nice to have your primary lock picker, item identifier, talker, and explorer (invisibility) moving faster, but there is a combat advantage as well. The bardsongs work while moving, so getting a monster or two to chase your bard around while the party deals with the rest can be a huge advantage. The bard also has to change position a lot, making sure the entire party is within the range of his songs. Sometimes this gets him in the line of fire, and dash is great for running away, casting a spell, and running again... all without ever taking a hit.
Investing 2 points into armored arcana can be very good, depending on the makeup of your party. I had two mages in my group, so there were very few bracers and robes left over for the bard. There is some exceptional leather armor in the game, and since you no longer have a rogue, giving the bard a couple of levels of Armored Arcana can be a very good investment.
Other feats worth getting... Lingering Song, Dodge, Luck of Heroes, Great Fortitude. Don't bother with anything increasing your attacks... including weapon finesse.
5) Spells
This is pretty straight-forward, but a few things bear mentioning. Depending on your party's makeup, you will want to pick up complementary spells. Having one character cast Malison while the other Slows is a nice opening for any battle. If you have only one healer, invest in some healing. Chromatic Orb is easily the best first-level spell later in the game, combining decent damage for it's level with a stun or hold effect. In general, let your mage handle the fireworks, and use your bard for disabling or utility spells. Try not to double up on spells unless they are critical or self-only. You don't really need two characters who can cast a spell like knock, but having two characters who can mirror image is fine.
[ September 25, 2002, 01:22: Message edited by: Blackthorne TA ]