Bard songs and how to use them?
Posted: Mon Oct 05, 2015 3:06 pm
Can someone explain to me what bard song is for what, and when it's best used?
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I don't have to over optimize everything to have fun!Steve wrote:Hahahahaha! The bard that knows not his power!!!
This spell is useful as a prebuff against an enemy you know often starts out with a powerful spell. Provided the spell resistance does anything against them at that level! I must confess I've never used it.Countersong wrote: (Req: 1st level, Perform 3): This song puts a buff on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic spell that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of bard the singer possesses. Whether the spell is blocked or not, the counter-song is discharged.
This your AoE control song, if surrounded by enemies it might prove a useful distraction - cast it and run away to draw the foes at least 10 feet away from those who failed the save. Then slaughter the 'unlucky' ones that made the save.Fascinate wrote: (Req: 1st level, Perform 3): Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down of 10 rounds before this ability can be used again. Fascinate affects up to one enemy per level of the bard.
This is a get-out of trouble free card. Use it if you want to make an escape, or need a little extra time to regroup or recover. As I understand it, if you attack with this spell on it will break - regardless of whether the enemies are within 10 feet of each other or not.Haven Song wrote: (Req: 3rd level, Perform 6): This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard, unless the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.
Powerful version of Fascinate, it only works on one target but it's good and gives you a very good control tool.Cloud Mind
(Req: 6th level, Perform 9): This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again.
Damage reduction is nice, especially if you and your party are getting hit often! With the feat Lingering Song, it works for almost a full minute.Ironskin Chant wrote: (Req: 9th level, Perform 12): This song provides damage reduction 5/- to the party for 4 rounds.
Know that annoying feeling when the heavy hitter in your group gets hit by daze? This is for thatSong of Freedom wrote: (Req: 12th level, Perform 15): At 12th level a bard gains a song that will break curses and enchantments on allies with a check of the bard's level at DC (11 + caster level of the effect to be dispelled)
This one is awesome +4 dodge bonus is the cake in my book, everything else is just topping for the cake... but good toppingSong of Heroism
(Req: 15th level, Perform 18): This song inspires either the bard or a single targeted ally. For 5 rounds, the inspired creature gains +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the inspired creature gains +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again.
Having the BAB of a fighter is going to make even your wizard slap those poor NPC mobs around. It's good fun and makes you an absolutely awesome bufferLegionnaire's March wrote: (Req: 18th level, Perform 21): This song inspires all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again.
Hurts stuff.Curse Song wrote: (Req: 1st level, feat):
Just how much you wonder? From my experience, whatever bonus' your Inspire Competence adds (+AB, +Save, etc.), a Curse Song will detract from your affected foes. There is no save versus Curse Song (unless deaf). After a few levels, Curse Song also adds sonic damage.Considerate_ wrote:Hurts stuff.Curse Song wrote: (Req: 1st level, feat):