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Bard build - help needed
Posted: Wed Mar 09, 2016 7:36 am
by duracele
I put this together and would like to hear sugestions about it. I sacrifice 1 ac and some investment in dexterity but get improved knockdown by skipping medium armors.
http://nwn2db.com/build/?237606
Here i took on of Thorsons builds, changed race and a few feats to get an edm bard.
http://nwn2db.com/build/?238558
Re: Bard 30 Strength build
Posted: Wed Mar 09, 2016 7:44 am
by AC81
Is what you're giving up worth the extra strength? I'd say not even close.
Re: Bard 30 Strength build
Posted: Wed Mar 09, 2016 9:20 am
by Duster47
I am not sure you get access to the full bard inspiration and spell abilities with only 13 CHA. IIRC, you need 16 CHA to get the L6 spells.
Re: Bard 30 Strength build
Posted: Wed Mar 09, 2016 9:24 am
by Theodore01
Duster47 wrote:I am not sure you get access to the full bard inspiration and spell abilities with only 13 CHA. IIRC, you need 16 CHA to get the L6 spells.
Why what was changed here ?
It did work well before with a +3 Cha item.
Re: Bard 30 Strength build
Posted: Wed Mar 09, 2016 9:33 am
by TheKai
He's probably going to use a +3 cha item to get bard spell levels 4, 5, 6
Re: Bard 30 Strength build
Posted: Thu Mar 10, 2016 5:22 am
by duracele
Yes i would use a +3 item.
@AC81 a blackguard split grants charisma on saves. I would have to follow that with edm. I am a bit tired of that. So i think i know what i loose here. I am not sure about gains though. Better ab, one more in inspire song?
Comments on the usefulness of kockdown anyone?
Re: Bard 30 Strength build
Posted: Thu Mar 10, 2016 5:43 am
by AC81
Knockdown is great but I'd say hos damage will be lacking. With no power arttack or edm he is relying on buffs? If he 2- hands I guess that is +18, + another 6 for inspire, with buffs I guess he could hit low to mid 30's per hit (and you'd need a good weapon). It's just you said Forsuns damage felt lacking, this guys will be less.
Re: Bard 30 Strength build
Posted: Thu Mar 10, 2016 11:11 am
by mrm3ntalist
That needs PA/IPA badly. Either in place of knockdown/impknockdown or in place of a couple GR STRs
Re: Bard 30 Strength build
Posted: Thu Mar 10, 2016 11:39 am
by Thorsson
If you drop Knockdown, lower Int to 12 & Dex to 13, up Con to 12 and Cha to 15, take Weapon Focus & Battle Caster, Practiced Spellcaster and 4 DC levels you can add 2 to your AB, 46 HPs, better Saves (16 Fort vs 11) and more spells.
Drop 2 Great Strs and add PA/IPA. With your AB it should be no problem having IPA always on.
Re: Bard 30 Strength build
Posted: Fri Apr 01, 2016 11:16 am
by duracele
I changed the first build to get evasion from whirling dervish. also added diss chord levels.
I loose a lot and still he does not get uber strength. I put up his stats for a mith bp and +3 stat items where needed. Although it might be better to get battle caster as an extra feat from dc and go with fp.
I made a mess out of the second build by using it on drow but it is for a remake so has to be drow. I doubt its wise to stop at cl20 anyway so i will probably have to overdo it completely. I suck at building. hälp!
Re: Bard 30 Strength build
Posted: Fri Apr 01, 2016 12:32 pm
by Thorsson
You won't get uber strength whatever you do, but you get decent strength. There are a couple of issues here:
1. Is it worthwhile taking WD for Evasion, given the useless Feats you have to take? A good Bard doesn't need Expose Weakness to hit. OFC it's always handy, but you're using 3 Feats to get it.
2. You don't really need Battle Caster. I'd tend to take Dex to 15 and you can without the need for Hide/MS, by dropping 2 points of Int.
You could consider Divine Champion levels. That's one Epic and one pre-Epic Feat.
Anyway on BGTSCC no Song of the Heart and no extra Feats for Dissonant Chord. It does get Skill Focus Perform though, which makes WD even more pointless.
The other thing is whether Dissonant Chord is worth it - you lose 2 Epic Bard Feats to get it.
Compare:
http://nwn2db.com/build/?239582
Re: Bard build - help needed
Posted: Fri Apr 01, 2016 12:55 pm
by Theodore01
Would take KD for dodge, even more as there is a dodge cloak in the UD.
And take armor skin (or blindfight) for one STR and cast bulls.
Re: Bard build - help needed
Posted: Fri Apr 01, 2016 2:55 pm
by Thorsson
Theodore01 wrote:Would take KD for dodge, even more as there is a dodge cloak in the UD.
And take armor skin (or blindfight) for one STR and cast bulls.
1. Don't disagree; wasn't aware of the cloak. BF is another option.
2. If you can spare the level 2 spell slot then do so. However, taking BF is a wash - you lose 1 spell but need to take another. I see that as a negative, because you will always need Bull's, but BF is situational. It's harder to argue against more AC, but there are a lot of useful spells at level 2 - I decided to keep Heroism, even with access to Greater, because you can run around with it up (and that helps your skills constantly as well).
Re: Bard build - help needed
Posted: Sat Apr 02, 2016 3:55 am
by duracele
Dodge was prereq for wd. I am honestly confused here. You are elaborating on feat blindfight vs. the spell blindsight? Their mechanics are very different i think. Blindsight lets you see invi creatures whereas the feat helps against concealment. As for heroism. I found gh extended has fantastic duration. Never felt the need for the lesser version. Anyway i decided to go bard 26 or 27 with a splash of either cleric or blackguard. bg is obviously wonderful for the saves whereas cleric would give me evasion (and require my char to worship another god, meh). Both are very fragile hp wise but i wanted to maximize the edm benefits.
http://nwn2db.com/build/?239637
http://nwn2db.com/build/?239641
Re: Bard build - help needed
Posted: Sat Apr 02, 2016 4:00 am
by Thorsson
No I'm not talking about Blindsight, I'm talking about this:
Heartfire
Caster Level(s): Bard 2, Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): [Light, Fire]
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft./2 levels)
Area of Effect / Target: Living creatures within a 5-ft.-radius burst
Duration: 1 round/level
Save: Fortitude partial
Spell Resistance: Yes
Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round).