From 1e93cc5d5ea2098866b88a42bfd42ebe73068116 Mon Sep 17 00:00:00 2001
From: martixy
Date: Mon, 12 Dec 2022 16:24:45 +0200
Subject: [PATCH] Add book key. Improve source annotations. Fix typos.
Also move Lingering Song from Spell feats to Bardic song feats.
Completed up to Combat feats.
---
current-version.htm | 385 +++++++++++++++++++++++++-------------------
1 file changed, 220 insertions(+), 165 deletions(-)
diff --git a/current-version.htm b/current-version.htm
index 29b7563..63675c0 100644
--- a/current-version.htm
+++ b/current-version.htm
@@ -94,6 +94,59 @@ Source Books Used
Magazines are a little more difficult to review comprehensively, so I included the peaks I could find, but
may have missed some items. You should be warned that Dragon Magazine features are typically unbalanced and
should be reviewed with a critical eye before being accepted into your campaign.
+ Book key:
+
+ AoM = Age of Mortals [Dragonlance]
+ BoEM1 = Book of Eldritch Might 1 [Malhavoc Press]
+ BoED = Book of Exalted Deeds
+ BoVD = Book of Vile Darkness
+ CAd = Complete Adventurer
+ CAr = Complete Arcane
+ CC = Complete Champion
+ CD = Complete Divine
+ Ci = Cityscape
+ CM = Complete Magic
+ CoR = Champions of Ruin
+ CoV = Champions of Valor
+ CS = Complete Scoundrel
+ CW = Complete Warrior
+ DotU = Drow of the Underdark
+ Dr#xxx = Dragon Magazine issue xxx
+ Du#xxx = Dungeon Magazine issue xxx
+ Drac = Draconomicon
+ DrC = Dragon Compendium
+ DrM = Dragon Magic
+ Du = Dungeonscape
+ ECS = Eberron Campaign Setting [Eberron]
+ EE = Exemplars of Evil
+ EtCR = Expedition to Castle Ravenloft [Ravenloft]
+ FN = Five Nations [Eberron]
+ FP = Faiths and Pantheons [Forgotten Realms]
+ Fr = Frostburn
+ FRCS = Forgotten Realms Campaign Setting [Forgotten Realms]
+ HoB = Heroes of Battle
+ HoH = Heroes of Horror
+ LEoF = Lost Empires of Faerun [Forgotten Realms]
+ LM = Libris Mortis
+ LoM = Lords of Madness
+ MoF = Magic of Faerun [Forgotten Realms]
+ MoI = Magic of Incarnum
+ OA = Oriental Adventures
+ PGtF = Player's Guide to Faerun [Forgotten Realms]
+ PlH = Planar Handbook
+ SaS = Song and Silence
+ RoD = Races of Destiny
+ RoF = Race of Faerun
+ RoS = Races of Stone
+ RotD = Races of the Dragon
+ RotW = Races of the Wild
+ ToB = Tome of Battle
+ UA = Unearthed Arcana
+ Una = Unaproachable East
+ Und = Underdark
+ WoL = Weapons of Legacy
+
+
This Handbook's Length
This handbook has gotten long. I don't think you should try to read it straight through. Instead, use it
as a reference.
@@ -250,7 +303,7 @@ Alternate Class Features
-
- Bardic Knack (PHB2, p 35)
+ Bardic Knack (PHB2 35)
Lose bardic knowledge, gain the ability to use half your class level in place of skill ranks
This is solid. I used to like Lore Song better, but if you're going to take the level 1 spell
@@ -261,7 +314,7 @@ Alternate Class Features
-
- Bardic Sage (UA, p 49)
+ Bardic Sage (UA 49)
Adds additional spells and bonus to knowledge in exchange for a higher need for intelligence and
reduced duration of Bardic music abilities.
@@ -271,7 +324,7 @@ Alternate Class Features
switch to charisma-based spell casting for level 4+ spells.
-
- Bard College (DrM332 85)
+ Bard College (Dr#332 85)
Get a +1 bonus to two skills and make two other skills cross-class. The Blackburn college
gives you +1 to diplomacy and gather information, and makes knowledge (dungeoneering) and knowledge
@@ -280,7 +333,7 @@ Alternate Class Features
Those aren't too exciting. But the Blackburn College is a nice clean upgrade.
-
- Drow Bard (DU, p 57)
+ Drow Bard (DotU 57)
Gain poison use; lose bardic knowledge and 1 bardic music use/day.
If you are a Drow and want poison use, this is a fine way to get it. The cost isn't too steep. I
@@ -288,7 +341,7 @@ Alternate Class Features
losing Lore Song (not bardic knowledge), which is bonkers good.
-
- Divine Bard (UA, p 50)
+ Divine Bard (UA 50)
Wisdom used to determine if you can cast a spell, Charisma used for all other factors, some
spells added to the bard spell list.
@@ -302,7 +355,7 @@ Alternate Class Features
-
- Fey Bard (UA, p 58)
+ Fey Bard (UA 58)
gain animal companion, nature sense, resist nature's lure, and wild empathy as a druid. Lose
bardic knowledge, inspire courage, inspire competence, inspire greatness, and inspire heroics.
@@ -313,7 +366,7 @@ Alternate Class Features
off at higher levels.
-
- Gnome Bard Substitution Levels: (RoS, p 147)
+ Gnome Bard Substitution Levels: (RoS 147)
- 1st level: Gnome Cantrips
@@ -396,7 +449,7 @@ Alternate Class Features
-
- Harbringer (DrM#337 93)
+ Harbringer (Dr#337 93)
Lose Fascinate, Countersong, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness,
Song of Freedom, and Mass Suggestion, gain fear-based abilityes.
@@ -475,21 +528,21 @@ Alternate Class Features
-
Inspire Hatred
- (EoE 21)
+ (EE 21)
Lose inspire greatness, gain inspire hatred.
Cause an opponent to hate and attack his ally unless he passes a will save? Sweet! I love the
flavor, and it seems like a better use of a standard action than inspire greatness.
-
- Inspire Turning (ECR 206)
+ Inspire Turning (EtCR 206)
Lose Inspire Competence with the ability to boost an ally's ability to turn undead by spending a bardic
music attempt they gain +2 levels on their turn check.
If you are in a party where this is relevant, I think it's definitely better than inspire competence.
-
- Lore Song (DS 8)
+ Lore Song (Du 8)
Lose Bardic Knowledge. Once per day (per two bard levels, i.e. lvl 1, 3, 5,
7, etc.) immediate action, add +4 bonus to an attack, save, or check
@@ -499,7 +552,7 @@ Alternate Class Features
that spell, probably take this.
-
- Mimicking Song (DS 8)
+ Mimicking Song (Du 8)
Give up countersong. Use bardic music to give allies a +2 bonus on move silently.
This is probably an upgrade. In-character, it's a little funny to imagine, but I think of it as the
@@ -570,7 +623,7 @@ Alternate Class Features
-
- Repel Domination (ECR 206)
+ Repel Domination (EtCR 206)
Lose suggestion, gain a +2 bonus on saves vs mind affecting spells and abilities of the undead,
if you succeed in the save they become shaken.
@@ -600,7 +653,7 @@ Alternate Class Features
turns is pretty nice.
-
- Undead Bardic Knowledge (ECR 206)
+ Undead Bardic Knowledge (EtCR 206)
Replace Bardic Knowledge with specialized knowledge about the undead
Works like normal bardic knowledge but with a +5 competence bonus. Only good if you're going to be
@@ -637,7 +690,7 @@ Races
No Level Adjustment
@@ -732,33 +785,33 @@ +1 Level Adjustment
- Catfolk (RotW 92) - +4 dex, +2 cha, 40' move, low light vision, +2
to listen and move silent, and +1 to AC. Not a bad package for a bard.
- - Celadrin (DR 350) - Bonuses to Chrisma and Dex, +4 to Sing, Dark
+
- Celadrin (Dr#350 52) - Bonuses to Chrisma and Dex, +4 to Sing, Dark
vision, bonus to diplomacy, normal elf stuff. Not bad.
- - Draconic Creature Template (Dr 149) - +1 AC, +2 Str, Con, and Cha,
+
- Draconic Creature Template (Drac 149) - +1 AC, +2 Str, Con, and Cha,
Dark vision and low light vision, +2 to intimidate, two claw attacks.
- - D'hin'ni (DR351 p54) - +2 Dex, +2 Cha, -2 Wis. Darkvision 60', +1
+
- D'hin'ni (Dr#351 54) - +2 Dex, +2 Cha, -2 Wis. Darkvision 60', +1
bonus to saves, +2 to some sneaky skills, prestidigitation at will! I love prestidigitation.
- - Dvati (DrC) - This is a pretty cool option for a bard. The key idea
+
- Dvati (DrC 14) - This is a pretty cool option for a bard. The key idea
here is that you can maintain two bardic musics at once (inpsire courage, inspire greatness, for
example). Concentration requires both twins to concentrate, so it's only good for the non-concentration
musics, but still. I can definitely imagine a cool character here. A combat-oriented build might be
interesting, given that having two characters attacking doubles the benefit of inspire courage.
- - Gnome, Chaos (RodS 86) - +2 to Cha and Con, -2 to Strength. Some
+
- Gnome, Chaos (RoS 86) - +2 to Cha and Con, -2 to Strength. Some
cool spell-like abilities. Not great.
- - Jaebrin (MMV 93) - +2 Cha, -2 Str. Low light vision. Immunity to
+
- Jaebrin (MM5 93) - +2 Cha, -2 Str. Low light vision. Immunity to
enchantment spells and effects. +1 bonus to DC for enchantment spells she casts, +2 on perform, bluff,
diplomacy, and appraise. A bite that does will damage. Not bad.
- - Mephling, Air (Planar 10) - Gain flying, small size, favored class
+
- Mephling, Air (PlH 10) - Gain flying, small size, favored class
bard, and a weakish breath weapon. +2 to Dex and Cha, -2 to int. Not bad, but not worth 1 LA.
+2 Level Adjustment
- - Adu'ja (DR317 p22) - Be a plant. +2 to Charisma. Some other cool
+
- Adu'ja (Dr#317 22) - Be a plant. +2 to Charisma. Some other cool
abilities, like +4 to diplomacy and perform (although minuses to bluff and sense motive). Heals fast
when in sunlight and well watered.
- - Domovoi (Frost 122) - +6 Cha and bonuses to most other stats. Get
+
- Domovoi (Fr 122) - +6 Cha and bonuses to most other stats. Get
some spells. Interesting.
- - Dragonkin (Dcn 151) - Might be an idea for a melee bard starting at
+
- Dragonkin (Drac 151) - Might be an idea for a melee bard starting at
higher levels. You get fly, +8 to strength, bonuses to other stats, are large, detect magic at will, 7AC
and some other cool things.
-
@@ -766,15 +819,15 @@
+2 Level Adjustment
(MM 103, Und 10)
- +2 to Charisma, Int, and Dex, -2 to con, spell resistance, spell-like abilities, and darkvision. You also get the normal elf stuff and sensitivity to bright light.
- - Phrenic Template (EPH) - +2 to int, +2 to Wis, and +4 to Charisma.
+
- Phrenic Template (XPH 205) - +2 to int, +2 to Wis, and +4 to Charisma.
As you level up, you pick up a bunch of psionic abilities. This is definitely very strong for a bard, if
you're comfortable with the level adjustment.
- - Half-Fey (FF) - +4 to Cha, +2 to Dex, +2 to Wis, and -2 to Con. A
+
- Half-Fey (FF 89) - +4 to Cha, +2 to Dex, +2 to Wis, and -2 to Con. A
pretty fast fly speed with good maneuverability; and a selection of useful spell-like abilities,
including charm person at will, which is pretty fantastic.
- Satry (MM 219) - +2 to all stats but Strength. Bard is favored
class. A lot of nice benefits, including +4 to perform and damage reduction.
- - Shadow creatures (LoM) gain shadow blend, which gives you total
+
- Shadow creatures (LoM 167) gain shadow blend, which gives you total
concealment in any illumination less than full daylight. Basically, it's permanent greater invisibility.
It's kind of insane. You also get to choose from a laundry list of powerful special abilities like fast
healing, evasion (good combo with invisibility), and plane shift (to or from the plane of shadow only)
@@ -797,7 +850,7 @@
+4 Level Adjustment
+9 Level Adjustment
- - Gloura (Under 88) - +10 dex, +4 con, +2 wis, +6 cha, Darkvision
+
- Gloura (Und 88) - +10 dex, +4 con, +2 wis, +6 cha, Darkvision
60', low-light vision, DR 10/Cold Iron, Fly 60', light armor proficiency, simple weapon proficiency, CHA
bonus to saves and deflection AC. I think You have to take the Fey template, which is +7, plus this which is +2,
so a total of +9.
@@ -1064,12 +1117,12 @@
Base Classes
- Rogue (PHB 49) - Sneak attack is nice, but its only 1d6. I don't
recommend dipping this class, and multiclassing for a number of levels will just set back your bardic
music and casting.
- - Swordsage (BoNS 15) - Doesn't give access to White Raven stances,
+
- Swordsage (ToB 15) - Doesn't give access to White Raven stances,
which is a big benefit to going into this book. I recommend Crusader or Warblade instead.
- - Warblade (BoNS 20) - Also good for a melee bard. You get access to
+
- Warblade (ToB 20) - Also good for a melee bard. You get access to
white raven stance (opening up the feat Song of the White Raven, letting you inspire courage as a swift
action) and some bonuses to reflex saves. Not as good as crusader for the bard, but still strong.
- - Warlock (CArc 8) - Not worth dipping into. You just get an eldrich
+
- Warlock (CAr 8) - Not worth dipping into. You just get an eldrich
blast, which is a flashy long-bow. You have much better things to do with 1 level.
Bard Specific Prestige Classes
@@ -1077,7 +1130,7 @@ Bard Specific Prestige Classes
continue to improve or enhance your bardic musics.
- - Battle Howler of Gruumsh (DrM311 69) - A really good class for the
+
- Battle Howler of Gruumsh (Dr#311 69) - A really good class for the
melee bards out there. You lose some good skills (diplomacy, UMD) but you do pick up Intimidate. You
continue to progress in bardic musics and bard spells, you get a +1 to inspire courage, you gain
the ability to rage! and you gain the ability to activate bardic musics while raging.
@@ -1117,7 +1170,7 @@ Bard Specific Prestige Classes
- Harper Agent (PGtF 58) - Continues to progress bardic knowledge, and
increases spells levels 2-5. Otherwise, the abilities it is granted are pretty weak and it requires a
crappy feat to get in. Pass.
- - Heartfire Fanner (DM314) - Give allies feats, give a little bigger
+
- Heartfire Fanner (Dr#314 23) - Give allies feats, give a little bigger
boost to an ally under inspire courage, and get full casting and full music progression. It would be
pretty good if not for the steep feat entry costs, especially because the feats are garbage (Negotiator
and Skill Focus: Perform).
@@ -1126,29 +1179,29 @@ Bard Specific Prestige Classes
point in the bard class, and it lets you pick up some spells from the wizard list, some extra spells per
day, and a few other cool abilities. Level 4 and level 7 are natural break points, but there's nothing
wrong with going all the way to level 10.
- - Memory Smith (DM311 68) - The thing that makes this good is that 1:
+
- Memory Smith (Dr#311 68) - The thing that makes this good is that 1:
it doesn't have a steep entry cost; and 2: you continue to progress in bardic music progression from the
base bard class and bard spells. Basically it's a free add-on to the bard class (at a small cost to
bardic knowledge.) That being said, the benefits aren't great; you basically add a bunch of spells to
your list that I don't like.
- - Mourner (DM311 67) - Similar to the memory smith. You have a really
+
- Mourner (Dr#311 67) - Similar to the memory smith. You have a really
low entry cost, and you progress bardic musics and bard spell casting. Because it's basically an add-on,
it's gotta be at least OK. If you're in an undead campaign (or maybe if you're doing necromancy stuff)
- this is something worth looking at.
- Ollam (CAdv 66) - A Dwarf
+ this is something worth looking at.
- Ollam (CAd 66) - A Dwarf
only class that grants some bard-like abilities. 5 levels total, levels 2,3, and 4 improve spellcasting.
Definitely a pass.
- - Seeker of the Song (CA 56) - Lose bardic spell progression, but
+
- Seeker of the Song (CAr 56) - Lose bardic spell progression, but
pick up a lot of special bardic musics, plus the ability to combine bardic musics and activate musics as
a swift action. If you want to go all-in on bardic music, this is a good class to do it with. Requires
Skill Focus (Perform) as an entry feat, which is sad.
- - Stormsinger (Frost 71) - Full spell progression and some additional
+
- Stormsinger (Fr 71) - Full spell progression and some additional
bardic musics. Requires two bad feats for entry, though, which is a real bummer. I haven't looked at
this too deeply, but I feel like there's the potential for abuse by maximizing the winds ability,
especially because the class itself gives you the ability to boost your caster level. (It's also worth
noting that this is one of the few bard prestige classes that is compatible with Divine Bard.)
-
- Sublime Chord (CA 60) - Get up to 9th level spell casting with this class,
+ Sublime Chord (CAr 60) - Get up to 9th level spell casting with this class,
plus some cool abilities. Entry cost isn't too high. It pulls spells from the wizard / sorcerer list or
bard list, whichever is better. A great 2-level dip or 6-level dip. (Then you'll want to use something
that progresses spellcasting to get to 10th level casting of this). Note: the therafim group
@@ -1158,7 +1211,7 @@ Bard Specific Prestige Classes
and progresses spells every even level. It stacks with bard for progresses all bardic music abilities,
though, which is nice. You also pick up detect evil at will some additional bardic musics, and some
other cool abilities. Worth looking at if you want to be a bard/paladin type character.
- - Virtuoso (CAdv 89) - Can be used to increase the spellcasting
+
- Virtuoso (CAd 89) - Can be used to increase the spellcasting
levels of sublime chord along with your bardic musics. You also pick up some OK new uses of Bardic
Music. Not great for progressing a bard build (because you lose one level of casting) but good with
sublime chord. You have to give up one level of spellcasting to get into this, but you get full
@@ -1167,7 +1220,7 @@
Bard Specific Prestige Classes
than the 3.5 version. You progress spells every level, you gain most of the core bard abilities, and you
pick up a bunch of new abilities. As a DM I wouldn't allow the 3.0 version of this class. But if your DM
will let you, it's very strong.
- - War Chanter (CW p87)- Lose bard spell progression, pick up strong
+
- War Chanter (CW 87)- Lose bard spell progression, pick up strong
alternate combat-oriented bardic music abilities. It's a shame that we lose spells with this class.Maybe
you can look at this with a leadership oriented build, but I don't know, you're giving up a lot to get
that capstone.
@@ -1204,7 +1257,7 @@
Combat Bards
better progressing bard most of the time (Maybe there's a wonky gish build with Sublime Chord and
this?). Even putting aside the loss of a level (or two!) the increased bonuses to inspire courage
outweight the slightly better BAB progression.
- - Jade Phoenix Mage (BoNS 115) - Full BAB, 8/10 spellcasting
+
- Jade Phoenix Mage (ToB 115) - Full BAB, 8/10 spellcasting
progression, Devoted Spirit maneuver progression, and provides two powerful early class features: Arcane
Wrath, where you can turn a spell slot (even a cantrip!) into a bonus to attack and damage, and Mystic
Phoenix Stance, where you pick up small CL and AC bonuses and up to DR 10/evil, which really adds up.
@@ -1212,12 +1265,12 @@
Combat Bards
to ninth level spells and still get you to around +17 or so BAB at 20th. Good early, good late. If your
DM allows Tome of Battle, this should be blue for a combat bard and purple for a Sublime Chord gish.
(Thanks to Gabrosin of the Giant in the Playground forums for this summary!)
- - Knight Phantom (Five Nations 41) - Lose bardic music progression to
+
- Knight Phantom (FN 41) - Lose bardic music progression to
pick up full BAB and some ghost-flavored abilities. Not bad, not great.
- Spellsword - Easy to enter, but no bardic progression and spell
progression only on odd levels. This is best as a 1-level dip; you get 1 BAB, 2 fort, 2 will, and 10%
ASF reduction (which can help you carry a shield). Something to look at as a melee bard.
- - Suel Archanamach (CArc 63) - Starts its own spell progression, and
+
- Suel Archanamach (CAr 63) - Starts its own spell progression, and
adds some combat - related feats. Not great, but might be worth looking at once.
- Swiftblade (web) - Pretty cool prestige class
@@ -1230,13 +1283,13 @@
Spell Progression / Abilities (Not Bard Specific)
- Archmage (DMG 178) - Three bad feats to get in and no bardic
progression. The High Arcanas are kind of cool, but not really worth the cost for a bard.
- - Ardent Dilettante (Planar 55) - Progress spells at every level but
+
- Ardent Dilettante (PlH 55) - Progress spells at every level but
first. Really high entry cost that increase as you level up in the class, but some nifty benefits (3
bonus feats) and it progresses Bardic Knowledge. This class is going to be one that you have focus your
entire build on, but it's got some things to recommend it. I don't think it's the most powerful choice,
but it might be fun.
- - Blood Magus (CA 26) - A casting focused class that progresses
+
- Blood Magus (CAr 26) - A casting focused class that progresses
spells but offers nothing to the bard.
- Combat Medic (HoB 100) - If you want to be a combat medic, here you
go. I don't recommend it. The abilities aren't so bad, but the saves, BAB, ane Entry Feats are pretty
@@ -1246,15 +1299,15 @@
Spell Progression / Abilities (Not Bard Specific)
Exalted Arcanist (BoED 61) - Gain some exalted spells. The feat
entry here, and losing one level of casting, is sad. I'm not in love with the new spells it gives you
access to, so I think this is a pass.
- - Fatespinner (CA 37) - A high level prestige class that's great as a
+
- Fatespinner (CAr 37) - A high level prestige class that's great as a
4-level dip. You stop improving your bardic knowledge and bardic musics per day, but you get a bunch of
really cool re-rolling abilities. I love this class.
- - Green Star Adept (CArc 41) - 5 / 10 spell progression. Slowly turn
+
- Green Star Adept (CAr 41) - 5 / 10 spell progression. Slowly turn
into a construct. Nothing special for a bard.
- Harper Paragon (PGtF 181) -Requires that you get into the vow feat
tree.Doesn't progress any bardic features, but gets you into some paladin / ranger like abilities while
continuing to progress spells.
- - Heartwarder (FaP 197) - Has a really high feat tax and no bardic
+
- Heartwarder (FP 197) - Has a really high feat tax and no bardic
music progression. On the upside, you gain bonuses to charisma and charisma related effects, as well as
full spellcasting progression. Pretty cool.
- Incantatrix (PGtF 61) - 10/10 spell progression. Iron will as a
@@ -1266,18 +1319,18 @@
Spell Progression / Abilities (Not Bard Specific)
Incantatrix Variant (MoF 31) - 10 levels of spell progression. No bardic
ability progression. Pick up some cool concentration and metamagic tricks. I don't think there's much
here for a bard, it's better for a wizard or sorcerer.
- - Initiate of the Sevenfold Veil (CA 44) - This is a very strong
+
- Initiate of the Sevenfold Veil (CAr 44) - This is a very strong
class, but it's got a high cost to get into and doesn't fit the bard mold well. Leave this one to the
wizards.
- Loremaster (DMG 191) - 10/10 spell progression, no bardic ability
progression. Pick up "secrets" that give some minor benefits. This is weak.
- - Mage of the Arcane Order (CA 48) - This could be cool for a bard to
+
- Mage of the Arcane Order (CAr 48) - This could be cool for a bard to
get access to a wider range of spells, but it was designed without spontaneous casters in mind. You'll
have to talk to your DM about how to make it work.
- Master of Masks (CS 52) - Only progress spells 4 levels out of 10.
You get a lot of neat abilities and some really cool flavor, but mechanically you give up a lot more
than you gain.
- - Mindbender - A reasonable good 1-level dip or 3-level dip. You only
+
- Mindbender (CAr 54) - A reasonable good 1-level dip or 3-level dip. You only
progress spell casting on odd levels, but you pick up cool abilities like telepathy. A 1-level dip is
particularly good for Telepathy, which, in conjunction with the Mindsight feat (LoM 126) can act like a
radar for anything with a mind.
@@ -1294,7 +1347,7 @@
Spell Progression / Abilities (Not Bard Specific)
Nightmare Spinner (CM 74) - 5 level class, get spell progression for
four levels. Pick up a bunch of pretty strong fear-related effects, and also get additional spell slots
per day (but only for illusion spells). Definitely strong.
- - Paragnostic Apostle (CC p94) - A 5 level capstone, probably a good
+
- Paragnostic Apostle (CC 94) - A 5 level capstone, probably a good
fit for a sublime chord build, but you can look at it for pure bards or other crazy hybrid things. I
like fast healing on summons and +1 to overcome spell resistance a lot. The other ones are looking at.
It is easy to dip into. Check it out!
@@ -1312,7 +1365,7 @@
Spell Progression / Abilities (Not Bard Specific)
Shadowcraft Mage (ROS 120) - 5 / 5 spell progression plus cool
abilities. Must be gnome (or your DM can add a different restriction). Offers an effectively wider spell
selection through shadow tricks. It's pretty cool.
- - Shadowcrafter (UD 43) - An illusion-oriented casting class. 10/10
+
- Shadowcrafter (Und 43) - An illusion-oriented casting class. 10/10
levels of spell progression, plus pumps to the Shadow spells. This isn't great, but it's OK.
- Spelldancer (MoF 37) - Full spell progression, which is good. Huge
feat tax (four feats I don't recommend). No bardic music progression. Some abilities which are sort of
@@ -1321,13 +1374,13 @@
Spell Progression / Abilities (Not Bard Specific)
- - Urban Savant (City 100) - Full spell progression. You have to pick
+
- Urban Savant (Ci 100) - Full spell progression. You have to pick
up the "favored" feat, which is pretty weak. Grants a mini-knowledge devotion class feature, you also
pick up low-light-vision and some substitution skills for diplomacy. This is generally pretty weak.
- Wild Mage (CA 68) - 10/10 spell progression. Not terrible, not
exciting. If you like the flavor, it's OK to take. There are stronger options, though.
- - War Weaver (HOB 112) - 4/5 spell progression. At level 1 you get a
+
- War Weaver (HoB 112) - 4/5 spell progression. At level 1 you get a
really powerful effect where you can change single-target buff spells to affect your entire party
instead. That's serious action economy. Even better, at levels 2-5 you gain the ability to cast spells
before combat and release them all as a move action. This class really overloads actions and lets you
@@ -1364,13 +1417,13 @@
Hybrid Classes
-
- Daggerspell Mage (Cadv 31) - Arcane / Rogue hybrid. 9/10 spell level progression, sneak attack progression, and some cool knife like abilities.
+ Daggerspell Mage (CAd 31) - Arcane / Rogue hybrid. 9/10 spell level progression, sneak attack progression, and some cool knife like abilities.
- Divine Prankster (RoS p107) - A gnome-only Bard/Cleric hybrid PrC that focuses on Perform (Comedy). It gets a really powerful ability at 2nd level, that lets you consume a turn/rebuke undead attempt to get +10 against the check to recognize a figment as an illusion. The first thing that comes to mind are the shadow evocation and shadow conjuration spells.
- - Enlightened Fist (CA 34) - Arcane /Monk - 8/10 spell progression, continued progression of monk abilities, some cool abilities.
+
- Enlightened Fist (CAr 34) - Arcane /Monk - 8/10 spell progression, continued progression of monk abilities, some cool abilities.
- - Fochlucan Lyrist (Cadv 47) - Bard / Druid hybrid, but for some
+
- Fochlucan Lyrist (CAd 47) - Bard / Druid hybrid, but for some
reason it also requires evasion, which you need to get via two levels of rogue or monk, or maybe some
wonky stuff with shape soulmeld and Impulse boots. You progress Bard and Druid spell progression, along with bardic class features. You can't get into the class until level
10, though, which means you are going to have a lot of lower-level spells, but be severely gimped at
@@ -1382,13 +1435,13 @@
Hybrid Classes
- Geomancer (CD 41) - Divine / Arcane hybrid. Progresses one side of the spellcasting and adds some abilities.
- - Green Whisperer (DM311, 69) - You continue to progress your bardic
+
- Green Whisperer (Dr#311 69) - You continue to progress your bardic
music and spells, as well as your druid spells. You lose some key skills. This is a clear yes for any
bard/druid hybrid, and any savage summoner bard type might look at this for the green ear level 5
capstone -- being able to give your greenbound summoned creatures the benefit of inspire courage without
having to dump a feat is worth considering.
- - Imaskari Vengeance Taker (Underdark 37) - Gain sneak attack and poison use, 5/10 spell progression. Can seek out one particular creature using clairvoyance and divination. Not really anything special here for a bard.
+
- Imaskari Vengeance Taker (Und 37) - Gain sneak attack and poison use, 5/10 spell progression. Can seek out one particular creature using clairvoyance and divination. Not really anything special here for a bard.
- Mystic Theurge (DMG 192) - Arcane / Divine hybrid. Progress bardic spells and divine spells simultaneously, no other benefits. Not a good idea for a bard in general (combined with a cleric for example) but can be very potent when combined with Ur-Priest, Divine Crusader, or Apostle of Peace.
@@ -1408,31 +1461,31 @@ General Feats
-
- Battle Caster (CA 75) - You can put a bard in mithril full plate this way. Pretty
+ Battle Caster (CAr 75) - You can put a bard in mithril full plate this way. Pretty
cool. (You could also look into half-weight armor, to accomplish this without a feat).
- - Apprentice (Soldier) (DMGII 176) - Gain access to intimidate as a
+
- Apprentice (Soldier) (DMG2 176) - Gain access to intimidate as a
class skill, and get +2 to fort saves. Really not bad at all. You also get some random benefits from the
- feat, check out that section in the DMGII.
- - Apprentice (Spellcaster) (DMGII 176) - Get another 1st level spell
+ feat, check out that section in the DMG2.
+ - Apprentice (Spellcaster) (DMG2 176) - Get another 1st level spell
known, and be permitted to swap out a spell every level, instead of every 3 levels (and you can swap out
your highest level spells). Pretty good. You also get some random benefits from the feat, check out that
- section in the DMGII.
+ section in the DMG2.
- Craft Wonderous Item (PHB 92) - Pay: time, 1/2 the gold cost, and
1/25th gold cost in XP to make any wonderous item. The purpose of this feat is to force your DM to let
you get an item he doesn't want to give you. Look, you're playing a bard, the master manipulator class.
Use some of those skills in real life and talk your DM into granting reasonable access to wonderous
items, and save the XP, skill points, and feat.
- - Darkstalker (LoM) - Hide a little better vs. creatures with
+
- Darkstalker (LoM 179) - Hide a little better vs. creatures with
blindsight and blind sense? Terrible.
- Drow Legacy (DotU 220) - Half-elf only. Get some drow benefits (+2
will saves vs spells, darkvision, hand crossbow, and some spell-like abilities) along with a -1
circumstance penalty to attcks, saves, and checks in bright sunlight. I love these spells. Even though
these spells aren't great, they're spells! The +2 to will against spells is pretty good too. On the
whole, this is a fine choice. Not essential, but I'd be considering it.
- - Daunting Presence - Standard action to activate, single target,
+
- Daunting Presence (LM 25) - Standard action to activate, single target,
gets a save, and benefit is minimal. Pass.
- - Flexible Mind (DrM #326) - Gain two skills as class skills (and get a
+
- Flexible Mind (Dr#326 80) - Gain two skills as class skills (and get a
+1 untyped bonus to those skills). A great way to get into intimidate.
- Guerrilla Scout (HoB 97) - Get an untyped +1 bonus to initiative
and get spot and listen as class skills. This might be an OK feat for another class, but for bards all
@@ -1441,30 +1494,32 @@
General Feats
armor by 1. Also get hide and move silent as quasi-class skills. A big meh.
- Heroic Surge (AoM 50) - Get an extra attack or move 1-5 times a day
depending on character level. Free actions are pretty good.
- - Imperious Command (DotU) - Requires intimidate 8 ranks, and depends
+
- Imperious Command (DotU 50) - Requires intimidate 8 ranks, and depends
on demoralizing in combat. If you succeed, the bad guy cowers for 1 round (and then is shaken the
following round). The skill trick "Never Outnumbered" lets you demoralize multiple opponents at once. If
you manage to do this to multiple opponents, you can get some pretty good action-economy (trading your
turn for multiple opponent's turns). This is pretty cool if you have a way to get intimidate to 8.
- - Improved Initiative - This is a solid feat. Bards are buffers /
+
- Improved Initiative (PHB 92) - This is a solid feat. Bards are buffers /
controllers, and that means they like acting first. That being said, there are usually better options
unless you are restrained on what books you can use.
-
- Jack of All Trades - This isn't great at all. Dump one point in the skill if you
+ Jack of All Trades (CAd 110) - This isn't great at all. Dump one point in the skill if you
really want access to it. Not worth a feat.
- - Keen Intellect (OA) - Use your int mod instead of your wis mod for
+
- Keen Intellect (OA 64) - A +1 bonus to Intelligence, Knowledge, Scry
+ and Search checks. This is not the version you are looking for.
+
- Keen Intellect (Dr#318 38) - Use your Int mod instead of your Wis mod for
will saves, heal, sense motive, spot, survival. Given that Wis is our dump stat and you will likely
have a +1 or +2 to Int, this is an interesting idea.
- Lucky (AoM 51) - +1 to all saves. Not bad, not great.
- - Master Manipulator - The first ability is another fascinate, and
+
- Master Manipulator (PHB2 80) - The first ability is another fascinate, and
the second ability doesn't do too much. I think this is a pass.
- Momentary Alteration (UA 94) - If you're exposed to "alter self" you
can take this feat and use alter-self for 1 minute once per day as a spell-like ability. Alter self is
really strong, but I don't know that this feat is exciting despite that.
- - Minor Shapeshift - A cool feat that passively gives a bunch of
+
- Minor Shapeshift (CM 45) - A cool feat that passively gives a bunch of
buffs, but the bard has trouble getting into it with his spell list (there are no polymorph spells on
the bard list except alter self, and you need a 4th level one). One appproach is to take heighten spell
and alter self (you can now cast a 4th level alter self) or to go into sublime chord.
@@ -1494,20 +1549,20 @@ General Feats
knowledge checks twice, take the higher of the two rolls. This might be pretty good with knowledge
devotion if you have the feat to spare (although, it's hard to be a gnome and combat oriented).
Otherwise, leave this.
- - Versatile Performer - Use your highest rank perform for up to
+
- Versatile Performer (CAd 112) - Use your highest rank perform for up to
int-bonus other perform checks. This depends on your DMs way of playing. If she requires that you have
the required ranks to use each instrument for perform, that really limits your ability to take advantage
of the instrument boosts. This feat can offset that by letting you have all of the instruments available
to you. If your DM is lax about this rule or interprets it softly, then there's no reason at all to take
this feat.
- - Wanderer's Diplomacy - The first ability is a method to get the DM
+
- Wanderer's Diplomacy (PHB2 85) - The first ability is a method to get the DM
to do something he doesn't want to do (never a good idea) the second ability can be solved with skill
points via speak language, and the third ability lets you use bluff in place of diplomacy. All are
pretty underpowered.
Leadership Feats
- - Leadership - Most DMs ban this feat, and for good reason. A bard is
+
- Leadership (PHB 97) - Most DMs ban this feat, and for good reason. A bard is
particularly good for this feat. It requires a lot of book-keeping, and may make your ally PC's jealous
of your time in the spotlight. But its power cannot be denied.
- Extra Follwers (HoB 97) - Lead double the number of followers.
@@ -1529,13 +1584,13 @@
Familiar Feats
href="http://community.wizards.com/forum/previous-editions-character-optimization/threads/1121616">Familiar's
Handbook.
- - Celestial Familiar (BoED41) - This isn't worth getting to add the
+
- Celestial Familiar (BoED 41) - This isn't worth getting to add the
celestial template to an existing familiar. However, it opens up Coure Eladrin as a familiar, which is
one of the best familiar's in the game.
- Improved Familiar (DMG 200) - Improved familiar makes your familiar
even more cool. There are a lot of really strong options here. A little-known expansion to the improved
familiar list is in Serpent Kingdoms on page 146.
- - Obtain Familiar (CArc 81) - A familiar can be a really nice boost
+
- Obtain Familiar (CAr 81) - A familiar can be a really nice boost
for a bard, especially something that can speak and activate items. There are handbooks on this topic if
you're interested in it.
- Planar Familiar - The best choices are Imp, Lantern Archon, and
@@ -1548,36 +1603,36 @@
Familiar Feats
- - Arcane Preparation (PgtF 32) - Allows you to prepare spells ahead of time with metamagic applied to them, rather than doing so spontaneously (and having to cast at full-round speed). Rapid Metamagic is a better option, use that for this effect if you want it.
+
- Arcane Preparation (PGtF 32) - Allows you to prepare spells ahead of time with metamagic applied to them, rather than doing so spontaneously (and having to cast at full-round speed). Rapid Metamagic is a better option, use that for this effect if you want it.
- Arcane Thesis (PHB2 74) - Make one spell cast at +2 CL and get a metamagic reduction of one for it. Definitely cool.
- Coercive Spell (DotU 47) - (+1 mod) Spells that deal damage also reduce targets will by 2 for 3 rounds. This would actually be pretty good, except that it requires the spell deal damage, which the bard doesn't have a lot of.
- - Chain Spell (CArc 76)- (+3 Mod) There are a lot of bard spells that this applies to. Worth considering for your higher level feats.
+
- Chain Spell (CAr 76) - (+3 Mod) There are a lot of bard spells that this applies to. Worth considering for your higher level feats.
- - Disguise Spell (+1 mod) Hide the fact that you are casting spells for +1 spell level. There are ways to do this with Sleight of Hand (see that section) and Skill Tricks (see that section) so I think it's better to pass on getting the feat; feats are valuable things.
+
- Disguise Spell (CAd 108) (+1 mod) Hide the fact that you are casting spells for +1 spell level. There are ways to do this with Sleight of Hand (see that section) and Skill Tricks (see that section) so I think it's better to pass on getting the feat; feats are valuable things.
- - Easy Metamagic (DRM 325) - This will let you persist 4th level spells. IF you're going all-in on persist, this is something to look into, but otherwise probably a pass.
+
- Easy Metamagic (Dr#325 62) - This will let you persist 4th level spells. IF you're going all-in on persist, this is something to look into, but otherwise probably a pass.
- - Extend Spell (PHB) - (+1 mod) I think this is the best metamagic feat available to a bard. Many of the swift-cast spells can be really improved by doubling their duration (but you'll need the Rapid Metamagic feat).
+
- Extend Spell (PHB 94) - (+1 mod) I think this is the best metamagic feat available to a bard. Many of the swift-cast spells can be really improved by doubling their duration (but you'll need the Rapid Metamagic feat).
- - Fell Drain (LM 27 )- (+2 mod) If your spell does damage, the bad guy also gains a negative level. This is quite good if you have a damage spell you like.
+
- Fell Drain (LM 27) - (+2 mod) If your spell does damage, the bad guy also gains a negative level. This is quite good if you have a damage spell you like.
- - Heighten Spell (PHB) - (+1 mod) Spell DC is everything. The harder your spells are to resist in clinch moments, the more effective you are.
+
- Heighten Spell (PHB 95) - (+1 mod) Spell DC is everything. The harder your spells are to resist in clinch moments, the more effective you are.
- - Mastery of Faerie Enchantment (PgtF 126) - Free spontaneous
+
- Mastery of Faerie Enchantment (PGtF 126) - Free spontaneous
application of extend spell, with no level adjustment, to any enchantment spell. I don't think there are
great targets here in general, but it is interesting. If you've got extend spell and a lot of
enchantment spells, you could look at this. Usually enchantment spells don't suffer from short lengths,
so I don't know if you'll find much use.
-
- Metamagic School Focus (CM) - Reduces the metamagic cost of a particular school of magic by 1. The main purpose in getting this is to let you persist a particular school of spells one level higher (so max 5 on persist spell if you go all-out here).
+
- Metamagic School Focus (CM 45) - Reduces the metamagic cost of a particular school of magic by 1. The main purpose in getting this is to let you persist a particular school of spells one level higher (so max 5 on persist spell if you go all-out here).
- - Metamagic Song - Lets you consume bardic musics (an overflowing resource) to reduce the metamagic cost of spells. There are two big limitations to this feat: 1. You cannot increase a spell's level to higher than what you can cast (severely limiting the options with persist spell) and 2. You have to either reduce it entirely or not at all. Still strong.
+
- Metamagic Song (RoS 142) - Lets you consume bardic musics (an overflowing resource) to reduce the metamagic cost of spells. There are two big limitations to this feat: 1. You cannot increase a spell's level to higher than what you can cast (severely limiting the options with persist spell) and 2. You have to either reduce it entirely or not at all. Still strong.
-
- Persistent Spell - (+6 mod) Not worth considering unless you're going into PrC Sublime Chord (9th level casting) or if you're picking up the Talfirian Song feat (which effectively increases your max spell level to 9). Even there, the benefits are a little limited, since, at best, you can extend 3 rd level spells. This is also very cheesy and might piss your DM off. That being said, here is a (hopefully complete) list of spells that are candidates for persisting. Obviously, due to your limited spell list and bardic musics per day, you'll have to choose a few of these carefully. It's also worth nothing that these spells are usually not the best choice for casting purposes, so you might want to substitute into them at later levels, instead of having them be dead weight all game.
+ Persistent Spell (CAr 81) - (+6 mod) Not worth considering unless you're going into PrC Sublime Chord (9th level casting) or if you're picking up the Talfirian Song feat (which effectively increases your max spell level to 9). Even there, the benefits are a little limited, since, at best, you can extend 3 rd level spells. This is also very cheesy and might piss your DM off. That being said, here is a (hopefully complete) list of spells that are candidates for persisting. Obviously, due to your limited spell list and bardic musics per day, you'll have to choose a few of these carefully. It's also worth nothing that these spells are usually not the best choice for casting purposes, so you might want to substitute into them at later levels, instead of having them be dead weight all game.
- Level 0: Detect Magic, Fleeting Flame, Ghost Sounds, Ghost Harp, Know Direction, Light, Minor Disguise, Percussion, Read Magic, Resistance, Seeker's Chant, Silvered Weapon, Songbird, Summon Instrument
@@ -1594,13 +1649,13 @@
Practical Metamagic (RoD 101) - Another way to reduce the metamagic cost for persist. Probably not worth getting in any other build, but very good if you're going the persist route.
- - Quicken Spell - (+4 mod) Also very strong. The cost is high, but being able to cast as a swift action is amazing. Because you're a spontaneous caster, you'll also need Rapid Metamagic to get the benefit of this feat.
+
- Quicken Spell (PHB 98) - (+4 mod) Also very strong. The cost is high, but being able to cast as a swift action is amazing. Because you're a spontaneous caster, you'll also need Rapid Metamagic to get the benefit of this feat.
- - Rapid Metamagic - If you're going metamagic, this feat is very nice. Lets you apply metamagic without increasing the spell cast time.
+
- Rapid Metamagic (CM 46) - If you're going metamagic, this feat is very nice. Lets you apply metamagic without increasing the spell cast time.
- - Reach Spell - The bard has a few OK touch spells. If you think you're going to be using a lot of them, this is worth considering.
+
- Reach Spell (CD 84) - The bard has a few OK touch spells. If you think you're going to be using a lot of them, this is worth considering.
- - Sculpt Spell - (+1 mod) One of the best metamagic feats, but, unfortunately, it does not have too much application in the bard's spell list. If you focus on choosing spells that have area effects, you can get a lot out of this. You should note that the 10' cubes should probably be read as being contiguous, which makes the effect worse than if you can put them anywhere.
+
- Sculpt Spell (CAr 83) - (+1 mod) One of the best metamagic feats, but, unfortunately, it does not have too much application in the bard's spell list. If you focus on choosing spells that have area effects, you can get a lot out of this. You should note that the 10' cubes should probably be read as being contiguous, which makes the effect worse than if you can put them anywhere.
- Silent Spell (PHB 100)- (+1 mod) Bard spells cannot be enhanced by silent spell, so this is a dead feat for us.
@@ -1609,36 +1664,34 @@ Spell Improvement Feats
- Augment Summoning (PHB 89) - Give your summoned creatures +4 to STR and CON, meaning more damage and more hit points. A "pied-piper" bard is a cool idea, especially since Inspire Courage gets stronger the more allies you have.
- - Captivating Melody - Consume a bardic music and pass a DC 15 + spell level perform check to increase the DC of an enchantment or illusion spell by 2. Pretty good. I like heighten spell / metamagic song better, but this is solid.
+
- Captivating Melody (CM 40) - Consume a bardic music and pass a DC 15 + spell level perform check to increase the DC of an enchantment or illusion spell by 2. Pretty good. I like heighten spell / metamagic song better, but this is solid.
-
- Enchanting Song - Increase the DC of an enchantment spell by 1 by expending a bardic music. Requires spell focus (enchantment) which is pretty lame, and it's not 100% clear that you can activate this multiple times for one spell.
+ Enchanting Song (RoS 139) - Increase the DC of an enchantment spell by 1 by expending a bardic music. Requires spell focus (enchantment) which is pretty lame, and it's not 100% clear that you can activate this multiple times for one spell.
- Echew Materials (PHB 94) - Get rid of material components. This is generally bad, but could be part of a secretive spellcasting package.
- - Extraordinary Concentration (Cadv 109) - Pass high DC concentration checks to concentrate as move or swift actions. If you fail, you lose the spell. This would be good, but it's hard to make the risk of failure reasonably low enough, so I suggest passing on this (or getting it at level 18.)
+
- Extraordinary Concentration (CAd 109) - Pass high DC concentration checks to concentrate as move or swift actions. If you fail, you lose the spell. This would be good, but it's hard to make the risk of failure reasonably low enough, so I suggest passing on this (or getting it at level 18.)
- - Extra Slot (CA 79) - Gain an extra spell slot, one lower than your
+
- Extra Slot (CAr 79) - Gain an extra spell slot, one lower than your
max spell level. Not bad.
- - Extra Spell (CA 79) - Spend a feat to get another spell on your spell list. The biggest limitation to the bard's casting is his list of spells known. This is a fine way to expand it if you have the feats to spare. There's a question of whether you can pull from another list (druid, wizard, cleric, etc.). I think you can, but you should check with your DM.
+ - Extra Spell (CAr 79) - Spend a feat to get another spell on your spell list. The biggest limitation to the bard's casting is his list of spells known. This is a fine way to expand it if you have the feats to spare. There's a question of whether you can pull from another list (druid, wizard, cleric, etc.). I think you can, but you should check with your DM.
- Greenbound Summoning (LEoF 8) - This requires a particular build (savage
bard) but its really strong. If you're looking at focusing on summoning, look at this.
- - Lingering Song - Bardic music lasts 1 minute instead of 5 rounds after you stop performing. A harmonizing weapon can accomplish this, and melodic casting can effectively accomplish this (with some additional benefits). I think this is a pass. However, as Hiro Quester pointed out, this allows you to stack bardic musics on top of each other, which is nice.
-
- - Lyric Spell - Lets you consume bardic musics to get more spells per day. More spells is good, and bardic musics can be an overflowing resource, especially if you're not going the metamagic route.
+
- Lyric Spell (CAd 113) - Lets you consume bardic musics to get more spells per day. More spells is good, and bardic musics can be an overflowing resource, especially if you're not going the metamagic route.
- Magic in the Blood (PGtF 40) - Any 1/day racial spell-like ability
can now be used three times. There are some racial limitations, but this seems worth looking at for any
race that gets spell-like abilities.
- - Melodic Casting - Two big benefits. 1: You can use perform instead of concentration for casting-related checks. 2: You can cast spells or activate magic items while maintaining bardic music. This is also an entry requirement for the very strong PrC Lyric Thaumaturge.
+
- Melodic Casting (CM 44) - Two big benefits. 1: You can use perform instead of concentration for casting-related checks. 2: You can cast spells or activate magic items while maintaining bardic music. This is also an entry requirement for the very strong PrC Lyric Thaumaturge.
- - Misleading Song (ROS) - Spend bardic music to increase illusion caster level and DC by 1. Requires spell focus (illusion). I strongly recommend Metamagic Song and Heighten Spell instead. Same effect, much more versatile.
+
- Misleading Song (RoS 142) - Spend bardic music to increase illusion caster level and DC by 1. Requires spell focus (illusion). I strongly recommend Metamagic Song and Heighten Spell instead. Same effect, much more versatile.
- - Mobile Spellcasting - Move while casting as a standard action, letting you effectively move twice your normal distance in a turn. This can help you stay out of trouble. You risk losing the spell though (you must make a high concentration check) which is a big downside.
+
- Mobile Spellcasting (CAd 111) - Move while casting as a standard action, letting you effectively move twice your normal distance in a turn. This can help you stay out of trouble. You risk losing the spell though (you must make a high concentration check) which is a big downside.
- - Precocious Apprentice (CArc 181) - Must be taken at level 1. Get
+
- Precocious Apprentice (CAr 181) - Must be taken at level 1. Get
access to a 2nd level spell right away with a special spell slot. Once you become able to cast level 2
spells, lose access to that spell but keep the slot. In addition, at all levels you get +2 to
spellcraft. I am taking this feat everytime I play a 1st level character and I'm not confident the
@@ -1649,7 +1702,7 @@
Spell Improvement Feats
1 for one spellcasting class. That's not bad at all.
- Talfirian Song (RoF 170) - Requires Tethyrian human. Increase the DC of your illusion spells by expending bardic music slots. I prefer Heighten spell & Metamagic Song (because it's general case) but there are some distinct benefits to Talafrin Song: no cap on the amount you can dump into it, and it only requires one feat. There aren't a ton of illusion spells that I recommend that have DCs, but a few important ones do. (Shadow conjuration and shadow evocation, for example). This also opens up a loophole with persist spell and metamagic song (see persist spell above).
- - Versatile Spellcaster - Use two spell slots of a level to cast a spell a level higher. Not bad.
+
- Versatile Spellcaster (RotD 101) - Use two spell slots of a level to cast a spell a level higher. Not bad.
Vow Feats
@@ -1657,61 +1710,61 @@ Vow Feats
- - Sacred Vow (BoED p46) - +2 to Diplomacy checks. Not great, but an entry feat into the Vows. Given that it's an entry feat, it's not a bad effect.
- - Vow of Abstinence (BoED p 47) - +4 for saves against poison and drugs, but you can't drink. Bad.
- - Vow of Chastity (BoED p47) - +4 to will saves against charm and phantasm effects, but you can't get laid.The effect is limited and not great.
- - Vow of Nonviolence (BoED p47) - This is interesting for a caster bard. +4 to all spell and ability DCs, but you can't do any damage or kill anyone else. It still allows you to do area effects, debuffs, and buffs. Requires a specific build, but can be strong. Requires Sacred Vow, which isn't a great feat. Because of that, I prefer Metamagic Song and Heighten Spell, but this is interesting too.
- - Vow of Peace (BoED p48) - This requires vow of non-violence. +6 to AC, +4 to diplomacy, a permanent aura of calm emotion, weapons that hit you can shatter against your skin, if you have vow of poverty, you get an additional +6 to AC. All in return for additional restrictions about killing things. Very strong.
- - Vow of Poverty (BoED p48) - Take magical item progression out of your DMs hands. This is nothing special for a bard.
+ - Sacred Vow (BoED 46) - +2 to Diplomacy checks. Not great, but an entry feat into the Vows. Given that it's an entry feat, it's not a bad effect.
+ - Vow of Abstinence (BoED 47) - +4 for saves against poison and drugs, but you can't drink. Bad.
+ - Vow of Chastity (BoED 47) - +4 to will saves against charm and phantasm effects, but you can't get laid.The effect is limited and not great.
+ - Vow of Nonviolence (BoED 47) - This is interesting for a caster bard. +4 to all spell and ability DCs, but you can't do any damage or kill anyone else. It still allows you to do area effects, debuffs, and buffs. Requires a specific build, but can be strong. Requires Sacred Vow, which isn't a great feat. Because of that, I prefer Metamagic Song and Heighten Spell, but this is interesting too.
+ - Vow of Peace (BoED 48) - This requires vow of non-violence. +6 to AC, +4 to diplomacy, a permanent aura of calm emotion, weapons that hit you can shatter against your skin, if you have vow of poverty, you get an additional +6 to AC. All in return for additional restrictions about killing things. Very strong.
+ - Vow of Poverty (BoED 48) - Take magical item progression out of your DMs hands. This is nothing special for a bard.
Bardic Music Feats
- - Arcane Accompaniment (PHB II) - Expend a spell slot to extend the
+
- Arcane Accompaniment (PHB2 74) - Expend a spell slot to extend the
duration of bardic musics. Not worth a feat at all.
- - Arcane Flourish (PHB II) - Swift action to give up a spell slot to
+
- Arcane Flourish (PHB2 74) - Swift action to give up a spell slot to
increase a perform check. Not great. Your spells are typically better than a small bonus to perform (and
many spells can give you that, if you want it). Not worth spending a feat on this.
- Artist (PGtF 33) - Bardic music is a pretty abundant resource, but
if you prestige out and are doing metamagic reduction, this may be worth taking. Also good if you're
taking Lyric Spell. This is worse than Extra Music, IMO, but it's very similiar and you should
consider both if you're considering either.
- - Chant of Fortitude - Use bardic music to keep allies conscious when
+
- Chant of Fortitude (CAd 114) - Use bardic music to keep allies conscious when
they're at negative hit points. Kinda cool, but not worth a feat.
- - Chant of the Long Road (CS 74) - Spend a bardic music feat to
+
- Chant of the Long Road (CS 74) - Spend a bardic music feat to
offset the non-lethal damage from hustling for 1 hour. Y U C K.
- - Chaos Music (DM326 80) - This is great. Go into something like
+
- Chaos Music (Dr#326 80) - This is great. Go into something like
Lyric Thaumaturge for four levels and effectively get 4 levels of class features for one feat. Quite
good. This is most effective if you have 5 or 11 levels of bard, but even if you get two class abilities
with this, you're doing great.
- - Chord Of Distraction - Immediate action is nice, and the ability
+
- Chord Of Distraction (CS 75) - Immediate action is nice, and the ability
can help out your rogue party members. The cost of three bardic musics is really high, though.
- Courageous Rally (HoB 97) - Rally demoralized foes as a free action
as part of an inspire courage action. This looks like a cool idea for fear escalation. The creatures
basically need to be shaken (or better) for this to have a use, so you'll really have to work around it,
but it's a cool idea to look at. Rally are alternative rules in the Heroes of Battle book (page 73)
Rally are alternative rules in the Heros of Battle book (page 73)
- - Doomspeak (CoR 21) - Gives target -10 to attack, saves, ability
+
- Doomspeak (CoR 21) - Gives target -10 to attack, saves, ability
checks, and skill checks for 1 round. Will negates. This feat is alright, but the intimidate 8
requirement makes it so we can't get into the class until level 13 unless we gain intimidate as a class
skill. The DC to resist is very high, and it can help you lower the defenses of a big bad guy for the
rest of the party. It's OK, but not great.
- - Dragonfire Inspiration - You need the dragonblood subtype. This
+
- Dragonfire Inspiration (DrM 17) - You need the dragonblood subtype. This
effectively gets somewhere between an additional 0.5 to 1.5 point of damage per attack for everyone
affected by your inspire courage. (Teammates get +Xd6 damage instead of +X to attack and damage). If
your DM will allow this to stack with inspire courage, it's bonkers good. If not, then it's OK. Probably
worth one feat in some builds, but not worth two (there's a feat that will give you the dragonblood
subtype). See my long section on the math and rules on this feat below for more information.
- - Dragonsong -+2 to DC to resist bardic music effects and +2 to
+
- Dragonsong (Drac 105) -+2 to DC to resist bardic music effects and +2 to
perform checks involving song, poetry, or any other verbal performance. Pretty solid, but not amazing.
- - Epic of the Lost King - I love that you can activate this as a move
+
- Epic of the Lost King (CS 77) - I love that you can activate this as a move
action. I don't like that the effect is so limited. Pass.
- - Extra Music (Cadv 109) - Bardic music is a pretty abundant
+
- Extra Music (CAd 109) - Bardic music is a pretty abundant
resource, but if you prestige out and are doing metamagic reduction, this may be worth taking. Also good
if you're taking Lyric Spell.
- Focused Performer (DrM338 p89) - This feat sucks. It's almost
useless, but you need it if you want focused performance.
- - Focused Performance (DrM338 p89) - Modify bardic music in certain
+
- Focused Performance (Dr#338 89) - Modify bardic music in certain
ways, by consuming bardic music slots. This would be better if it only cost one feat. With the feat tax
of Focused Performer, I think this thing is a clear pass.
@@ -1729,42 +1782,44 @@ Bardic Music Feats
- Riveting Performance - This is really narrow.
- - Green Ear (CAdv) - This is essential for the greenbound summoning /
+
- Green Ear (CAd 110) - This is essential for the greenbound summoning /
savage bard build. Otherwise, it's pretty bad. Normally a pass, but a must-have there. (The plant type
gives immunity to morale effects, and since it's not a saving throw, the summoned creatures can't
choose to be affected.)
- - Haunting Melody -See the alternate class features section.
- - Ice Harmonics (Frost 48) - Cause nearby ice to explode, dealing 2d6
+
- Haunting Melody - See the Alternate class features section.
+ - Ice Harmonics (Fr 48) - Cause nearby ice to explode, dealing 2d6
+ CHA_MOD damage in area around the exploding square. Damage is weak, and range of application is tiny.
Pass.
- - Inspire Spellpower (RoS) - Spend a bardic music to increase ally's
+
- Inspire Spellpower (RoS 141) - Spend a bardic music to increase ally's
caster level by 1. Not great at all.
- - Ironskin Chant - At the level you get access to this, the damage
+
- Ironskin Chant (CAd 113) - At the level you get access to this, the damage
reduction just isn't worth that much. There are better uses for a feat.
- - Music of the Outer Planes (LoM) - Use bardic music to sicken,
+
- Lingering Song (CAd 111) - Bardic music lasts 1 minute instead of 5 rounds after you stop performing. A harmonizing weapon can accomplish this, and melodic casting can effectively accomplish this (with some additional benefits). I think this is a pass. However, as Hiro Quester pointed out, this allows you to stack bardic musics on top of each other, which is nice.
+
+ - Music of the Outer Spheres (LoM 181) - Use bardic music to sicken,
vitalize, or lull aberrations. If you have a lot of these in your campaign, this might be worth looking
at. In a standard campaign, it will be too narrow.
- - Requiem - Use bardic music to affect undead creatures as well
+
- Requiem (LM 29) - Use bardic music to affect undead creatures as well
(although they only last half the duration). Not generally good, but there may be campaigns where this
is valuable.
- - Song of the Heart -See the alternate class features section.
- - Sound of Silence -Two bardic musics is a little expensive, it
+
- Song of the Heart - See the alternate class features section.
+ - Sound of Silence (CS 80) - Two bardic musics is a little expensive, it
requires a standard action, and the effect isn't amazing. Pass.
- Subsonics (CA 112)- Lets you activate bardic musics without anyone
knowing. It's cool, but not amazing.
- Sunken Song (SW 94) - You can do perform (sing) underwater,
including allowing you to do bardic musics underwater. Most of the time this is complete garbage, but
in any very aquatic-oriented campaign this could be essential.
- - Undertone of Heresy - Increase the DC of your bardic music effects
+
- Undertone of Heresy (Dr#336 99) - Increase the DC of your bardic music effects
by 2 by spending an additional bardic music. Not bad, but dragonsong is a better version of this (it has
a little more pre-req, but no recurring cost).
- - Warning Shout - Not bad. Can give an ally +5 to reflex and evasion,
+
- Warning Shout (CS 82) - Not bad. Can give an ally +5 to reflex and evasion,
as an immediate action, for two bardic musics. A little narrow, but solid.
- Windsinger (SW 94) - Even in a campaign where I'm going to spend
the entire time on the ocean, I don't know that I want to spend a feat on this. Maybe?
- - Words of Creation (BoED) - Doubles the bonus on inspire courage,
+
- Words of Creation (BoED 48) - Doubles the bonus on inspire courage,
and increase the benefits on other core bardic musics. But if you use it, take some non-lethal damage.
I think this is strong, but i also think it's overhyped. I think the fairest reading of this ability is
that it doubles the bonus printed in the PHB (it specifically says that in the text). Some people take
@@ -1816,7 +1871,7 @@
Combat Feats
opportunity, you get +4 on the attempt, and you get a free attack if you succeed. That's a really nice
package for one feat. The only downside is that it requires combat expertise as a pre-req.
- - Martial Stance / Martial Study (BoNS) - See the section below for a
+
- Martial Stance / Martial Study (ToB) - See the section below for a
detailed analysis.
- Point Blank Shot - A feat tax. It's bad, but you need it to get
into all the archery builds. (Unless you talk your DM into being nice to you).
@@ -2329,7 +2384,7 @@
Level 1 Spells
fighter types. Very limited in application, unfortunately. If you go with the Magic of Faerun version,
at least it's not mind-affecting. If you go with the spell compendium version, then it's even more
narrow.
- - Distort Speech (CAdv) - Target gets a fort save (which is good vs.
+
- Distort Speech (CAd) - Target gets a fort save (which is good vs.
spellcasters) and the spellcaster gets a 50% chance of spell failure. Not bad, but most of the time I
think you'll have better things to do with a standard action, and you're not always up against spell
casters.
@@ -3479,21 +3534,21 @@ Masterwork Instruments
-
- 100 - Masterwork Drum (Cadv 124) - +1 to Inspire Courage Damage, -1 to Inspire
+ 100 - Masterwork Drum (CAd 124) - +1 to Inspire Courage Damage, -1 to Inspire
Courage Charm and Fear. This is worth carrying.
- - 100 - Masterwork Fiddle (Cadv 124) - +1 to IC charm & fear
+
- 100 - Masterwork Fiddle (CAd 124) - +1 to IC charm & fear
(scales with level) and cast spells while performing, as long as those spells have only vocal
components.
- - 100 - Masterwork Flute (Cadv 124) - +2 to countersong. I mean, I
+
- 100 - Masterwork Flute (CAd 124) - +2 to countersong. I mean, I
guess you can carry this if you have countersong, but get rid of countersong.
- - 100 - Masterwork Harp (Cadv 124) - Target one additional creature
+
- 100 - Masterwork Harp (CAd 124) - Target one additional creature
with fascinate or inspire greatness. Definitely worth carrying this item. Also allows you to cast
verbal-only spells while performing.
- - 100 - Masterwork Horn (Cadv 124) - Raise IC damage and fear by 1,
+
- 100 - Masterwork Horn (CAd 124) - Raise IC damage and fear by 1,
but effect stops 1 round after the ally stops hearing the performance. Drum is better.
-
- 100 - Masterwork Lute
(Cadv 124)
- Lets you cast
+ 100 - Masterwork Lute (CAd 124)
- Lets you cast
while performing, as long as the spell only requires vocal components. Also get +1 level when
determining the effect of your bardic musics. This is useful at most levels (6, 7, 9, 11, 12, 13,
14, 15, 17, 18, 19, 20) for various reasons:
@@ -3505,13 +3560,13 @@ Masterwork Instruments
- Inspire Heroics: an extra target at levels 17 and 20.
- - 100 - Masterwork Lyre (Cadv 124) - An additional target for
+
- 100 - Masterwork Lyre (CAd 124) - An additional target for
fascinate or inspire heroics. Also lets you cast while playing, as long as the spell only has vocal
components.
- - 100 - Masterwork Mandolin (Cadv 124) - Can cast while performing as
+
- 100 - Masterwork Mandolin (CAd 124) - Can cast while performing as
long as spell only uses vocal components. Inspire Courage gets +1 to attack, but -1 damage and charm and
fear. Bleh.
- - 100 - Masterwork Pan Pipes (Cadv 124) - +1 to fascinate and +1 to
+
- 100 - Masterwork Pan Pipes (CAd 124) - +1 to fascinate and +1 to
suggestion DC. Not bad, worth carrying.
- 100 - Bagpipes (SaS 43) - Give all listeners -1 against fear
effects.
@@ -3558,13 +3613,13 @@ Magical Instruments
-
1350 - Instrument of the Bards - Fochluchan Bandore
-
(MIC 161, CArc 148)
- - +2 to perform, +1 to fascinate, countersong, and suggestion, light 1/day, flare, mending, message 1/day. Requires 2 ranks in stringed instruments for some of the abilities. Not a bad way to get a wide range of shallow benefits for a low price. The MIC price is lower than the CArc.
+ (MIC 161, CAr 148)
+ - +2 to perform, +1 to fascinate, countersong, and suggestion, light 1/day, flare, mending, message 1/day. Requires 2 ranks in stringed instruments for some of the abilities. Not a bad way to get a wide range of shallow benefits for a low price. The MIC price is lower than the CAr.
-
2100 - Instrument of the Bards - Mac-Fuirmidh Cithern
-
(CArc 149, MIC 163)
- - +2 to perform, +2 to countersong, fascinate, and suggestion. If you have 4 ranks in string instruments, cast CLW, Mage Armor, and Sleep 1/day. I don't love the skill requirement, but the effects aren't bad. Sleep is kind of wasted, and CLW is probably going to be on a wand. Not a bad item, but not amazing. The MIC has the price lower than CArc.
+ (CAr 149, MIC 163)
+ - +2 to perform, +2 to countersong, fascinate, and suggestion. If you have 4 ranks in string instruments, cast CLW, Mage Armor, and Sleep 1/day. I don't love the skill requirement, but the effects aren't bad. Sleep is kind of wasted, and CLW is probably going to be on a wand. Not a bad item, but not amazing. The MIC has the price lower than CAr.
- 3000 - Bagpipes of the Damned (LM 78) - DC 15 Perform (wind instrument) - All Undead get a +4 resistance to being turned for 10 rounds. Maybe if you're a necromancer or have a necromancer in your party? Even then, not great. The cost is pretty minor, though.
@@ -3585,7 +3640,7 @@ Magical Instruments
- 4000 - Biwa of Kakita (OA 137) - +4 to perform lute. Nothing exciting, especially because it inhibits the use of other magical instruments. Most magical instruments already give +2 to perform, which would stack with the mithral bells +2, so I'd rather have those.
- - 4100 - Instrument of the Bards - Doss Lute (CArc 149) - +2 to perform, +3 to countersong, fascinate, and suggestion. Delay Posion, hold person, and mirror image 1/day. Gives negative levels to anyone who doesn't have 6 ranks in perform. I don't love any of these spells, but the cost isn't bad.
+
- 4100 - Instrument of the Bards - Doss Lute (CAr 149) - +2 to perform, +3 to countersong, fascinate, and suggestion. Delay Posion, hold person, and mirror image 1/day. Gives negative levels to anyone who doesn't have 6 ranks in perform. I don't love any of these spells, but the cost isn't bad.
- 4100 - Methild's Harp (MoF 162) - +2 to performance,unlocks stuff. If you don't have a rogue, this is a cool item to solve the locked-door problem. Can even get through some magical locks.
@@ -3607,7 +3662,7 @@ Magical Instruments
- 7500 - Biwa of Calm (OA 137) - Calm emotions on a 30' radius, DC 15. Not a bad price to get a free spell.
- - 8100 - Instrument of the Bards - Canaith Mandolin (MIC 153) - +2 to perform, +4 to countersong, fascinate, and suggestion. Cure Serious Wounds, Dispel Magic, or Summon Monster III. Requires 8 ranks in perform (string) for the better effects. This is a solid item if you have the skill ranks. I don't know if it's worth putting skill ranks in strings just for this item, though. (CArc 149 has it for a much higher price. At the MIC price, it's pretty good).
+
- 8100 - Instrument of the Bards - Canaith Mandolin (MIC 153) - +2 to perform, +4 to countersong, fascinate, and suggestion. Cure Serious Wounds, Dispel Magic, or Summon Monster III. Requires 8 ranks in perform (string) for the better effects. This is a solid item if you have the skill ranks. I don't know if it's worth putting skill ranks in strings just for this item, though. (CAr 149 has it for a much higher price. At the MIC price, it's pretty good).
- 8500 - Valarde's Harp (MoF 166) - +2 to perform.
@@ -3626,7 +3681,7 @@ Magical Instruments
- 18000 - Horn of the Rider - lesser (HoB 132) -Summons a rider 3 times / day that deal damage and threaten to trample opponents. They only last one attack. It's effectively a blasting spell 3/day. Not bad, not great. Price is high.
- - 18100 - Instrument of the Bards - Cli Lyre (MIC 154) - +2 to perform, +5 to countersong, fascinate, and suggestion. Break Enchantment, dimension door, and shout each 1/day. Requires 10 ranks in strings. This is good. (CArc has a higher price).
+
- 18100 - Instrument of the Bards - Cli Lyre (MIC 154) - +2 to perform, +5 to countersong, fascinate, and suggestion. Break Enchantment, dimension door, and shout each 1/day. Requires 10 ranks in strings. This is good. (CAr has a higher price).
- 22000 - Instrument of the Winds (PGtF) - +2 to perform, DC 15 wind instrument check. If it succeeds, summon an air elemental. Definitely a strong effect for the price.
@@ -3636,8 +3691,8 @@ Magical Instruments
-
32100 - Instrument of the Bards - Anstruth Harp
-
(MIC 150, CArc 149)
- - +2 to perform, +6 to countersong, fascinate, and suggestion. Control Water, Mass CLW, and Mind fog. I really don't like this version. CArc has it listed for 60000, Magic Item Compendium has it at 32100. At the MIC price it's not terrible, but not great.
+ (MIC 150, CAr 149)
+ - +2 to perform, +6 to countersong, fascinate, and suggestion. Control Water, Mass CLW, and Mind fog. I really don't like this version. CAr has it listed for 60000, Magic Item Compendium has it at 32100. At the MIC price it's not terrible, but not great.
- 33750 - Slippers of Battledancing (DMGII 272) - Great for Gish builds. +10 to land speed, +5 to tumble, +2 to initiative checks, and cha bonus (instead of str or dex) to attack rolls and damage rolls.
@@ -3651,7 +3706,7 @@ Magical Instruments
- 75000 - Horn of Dragons (Drac 121) - Can only be used once a month, but lets you summon a ******* dragon who will help you to the best of his ability. This is super cool. Probably not worth getting, but my god it's cool.
- - 50100 - Instrument of the Bards - Ollamh Harp
(CArc 149, MIC 166)
- +2 to perform, +7 to countersong, fascinate, and suggestion. Control Weather, Eyebite, and repulsion 1/day. I don't love these spells. MIC has it for less than CArc.
+ - 50100 - Instrument of the Bards - Ollamh Harp
(CAr 149, MIC 166)
- +2 to perform, +7 to countersong, fascinate, and suggestion. Control Weather, Eyebite, and repulsion 1/day. I don't love these spells. MIC has it for less than CAr.
- 84000 - Hwyrr - the Clarion Harp - (BoED 117) - An intelligent item. Automatically inhibits attacks of opportunity in bad guys, grants some other spells per day. I think this is overpriced.