Professional Documents
Culture Documents
95
by StephenHawking
junglechoi2000@yahoo.com
I. Introduction
-Basics and manual erratas
-Bard song chart
-Common things to deal with as a bard
-Specific comments of the bard.
II. Character creation
-Races for the bard
-Character builds
-Warrior bard
-Ranged bard
-Caster bard
III. Spell/skill specifics
IV. PvP section
V. Conclusion, credits, etc.
Version History
.90- "Damage types not working" bug in basics section. I got done
most of the skills, a lot of the PvP tactic and picking out equipment
you need vs most of the character types, a bit more explanation on
lvling, what to take, etc, and fixed up the stuff listed here. Also
did some skill/spell, but really, its not needed for the bard that much.
Added a small section on stoneskins and bard song piercing it. I took
out the elf power attacker build as it's exploiting a bug that
should be fixed. Version 1.30 for NWN should remove attack of
oppurtunity, leading to less need for the 2 barbarian lvls, though I
still enjoy them.
.85- Semi-big revision to the bard chart, thanks Asimpkins, added some
corrections and suggestions for a couple builds. Changed the called
shot note to bug, to give you an idea of how to work it, taken from
bioware forums. Added Ideal stopping levels for the bard. Added one
rogue bard character build.
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I. Introduction.
Bards are typically seen as lute wielding pansies who are dubbed the jack
of all trades, and master of none. When in fact they are masters of song,
and because of this they are masters of damage in Neverwinter Nights. Only
the ranger compares, and not even that closely or as versatile as the bard.
Bards have one of the best saves, pretty good base attack, and some very
nifty things available to them that no other class can boast about.
They also have a nice hefty spellcraft bonus to saves, which no other meleer
has. They also have discipline that only 2 other classes in NWN have as a
class skill, making them as good a fighter for skill wise, and then some.
Of course their weakness is lower hit points, arcane spell failure, a
demanding stat spread and slower spell progression than the other arcane
casters, but a smart player can compensate for them all. They also lack the
martial weapons and heavy armor feat, but that can be quickly compensated with
a multi in a warrior class as many builds suggest.
Bards are one of the best archers, even the rogue with sneaks is obsolete
later vs non-sneakable stuff, where as the bard can dish out an easy 20 with
normal arrows, and make them magical with bard song to pierce soak. If they
crit with a flare arrows, they deal 84 dmg max, even a meleer would gawk at
that damage from long range. At close range with point blank, they deal 87
damage on a crit.
This isn't a basic character guide, though I tried to cover the basics of
what is needed to know, and cover the surprises and benefits I found as a
bard. Also I feel bard is very good as a focus in a class not pure, i.e.
up to 16 lvls but past that, I feel the benefits aren't worth the troubles.
You need the actual lvls in bard, i.e. a ftr 8/bard 1 will have bard lvl 1
even if he saved up skill points to have 12 ranks in perform. All bonuses are
total song bonuses for that level. Thank Asimpkins for the revised chart.
30+ perform is harsh for 16+ lvl bard song, how do you do it?
16th lvl song can either be done with 23 ranks, skill focus, and 18
charisma, or swapping in greater gloves of the minstrel before you sing.
Typically I have my gloves next to my bard song for the hotkey. I also
find the benefits of going past lvl 16 in bard and the required perform
unfeasible as well without wearing so many +perform items to make it
undesirable. The skill bonus is when you sing the song, so it doesnt
apply to bard song initially sadly.
Bardic lore-
It shows up on your actual character sheet if people were wondering
about that.
Spells-
Mage armor, prot from alignment, bull's strength, cat's grace,
ghostly visage, haste, warcry, improved invis are what I consider essential.
Every other spell is of limited use, or by the time you get them, like
ethereal visage, useless. Even haste is kinda obsolete with haste items.
Ghostly visage allows for a bard to pretty much shrug off all attacks at
low levels, and it stacks with swordsman, archer, brawler, belts etc. It's
like having a permanent stoneskin for low lvls.
Dodge bonuses-
They do stack, but are capped at +10 bonus. Thus a 16th lvl bard
song, haste, and mage armor (which gives 1 dodge) will give you the max dodge.
So I generally wear a haste item from a non-boot source if i can, and use my
spells and song to free that slot up, i.e. plain striding boots +5 helps
the bard's poor hitpoints compared to a meleer a lot. Besides, its funny
when the bard has as many hit points as the fighter and deals more damage.
The bard is one of the top AC builds for a meleer without sacrficing a
boot slot to weaker haste boots because of this.
Some of your builds seem a little harsh on xp penalty, how do you avoid it?
As for avoiding xp penalties, I generally pick human for most builds. But
for example the elf archer build, you can go pure bard up to level 12
with that race and still use bows. Then you'd probably want to go
bard 12/rgr 2/ftr 1 because this allows you to max the bard skill as much as
possible without getting the 40% xp penalty. This applies to all builds and
humans will find themselves not having a penalty til much 17+ lvls. By that
time you should earn enough xp that the change is neglible, or at least not
as harsh.
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Human- This race is good for all classes, and bards can benefit from the
bonus skill points as well as feat. Pretty much the easiest and best choice
for my multi class builds, simply because they get no penalties to multi
classing if they follow the rules of it.
Elf- The racial bonus to dex, and aptitude for bows makes them perfect
for the archer bard variants, and the two weapon fighter bards. Of course,
the drawback is weaker hitpoints on an already weak hp class, but it might not
matter if you keep that in mind when positioning yourself.
Gnome- These guys make surprisingly good bards, their small size can
be a benefit for the two handed bard, and allows them to use the bard threat
build two handed. And they cover the bard's handicap of less hit points
better.
Halfling- I really think halflings were drawn the best, gnomes I'm sorry
have really deformed arms, where as the halfling actually looks normal. Any
how they make good archer bards if you dont mind being limited to shortbows.
There's plenty of good slings and throwing weapons anyhow, and the lucky feat
is not to be underestimated. Also halfling good aim feat only works with
throwing axes and shurikens, so darts aren't good.
Dwarf and Half orc- they make decent bards, but they can't focus on it as
much as the other classes. They generally are best with 12 lvls of bard or
so.
Half-elf- These stepchildren of humans and elves got the poor end of
both sides, and I think besides wanting to roleplay one, you get no benefits
out of playing this race for the sacrifice of bonus skill and feat. Or being
elfy. In fact they look exactly like humans, so who can really tell if you're
human or half elf anyhow. Name yourself Tanis Quarter-millionth-Elven if you
really want as human. They can do the builds easier like humans, but the
benefit of this is quickly outweighed by their bastardness.
Base hp: 224 hit point base, not great, but not shabby. Max con adds 100
more hp.
Feats: power attack, cleave, focus two hander, specialized two hander,
improved critical two hander, toughness, usually a focus/specialized in
another one handed weapon for sword/shield style of fighting in a mob.
Generally I always take save feats as well, iron will, great fortitude,
lightning reflexes, just pick amongst them if you know you face certain
things or to cover a handicap. Extend spell feat is also very useful for
warcry as your 4th are generally taken by improved invises, and extended
warcries last awhile by the time you get them.
Skills before stats: perform 22, use magic 12 spellcraft 15, taunt maxed,
and spare points into heal or discipline, or both if human. Taunt covers
your handicap of a lower base attack nicely.
Variant
~Two handed, focus on combat~
Race: any, though humans always have an easier time with these builds
Feats: power attack, cleave, focus two hander, specialized two hander,
improved critical two hander, toughness, usually a focus/specialized in
another one handed weapon for sword/shield style of fighting in a mob.
Or save feats like iron will, great fortitude, lightning reflexes.
~***Ranged Bards****~
~Archer bard, focus on bard~
Race: gnome, elf, halfling, humans are generally best.
Feats: point blank, rapid shot, focus ranged, improved critical ranged,
specialized ranged, toughness. After that, called shot is vaguely useful.
Extend spell, empower spell feat (if low magic campaign) or weapon finesse.
skills: same as two hander, but i generally take heal over discipline. And
max out the spellcraft and use magic.
Notes: This build is one of my favorites. It doesnt get 6th lvl spells
or the best bard song, but it gets the best damage and very good hp. All
I ever use for the 5th lvl lvl slot is extended warcries, and 6th lvl the
rare energy buffer, which is negated by good items by then.
Feats: weapon finesse, point blank shot, rapid shot, toughness, knockdown,
improved knockdown, weapon focus, specialized weapon, improved critical
weapon.
~Caster bards/ranged~
Cleric domains animal and Healing. All healing spells from bard are still
empowered all summoning spells are still buffed up to next level. Specialize
with fighter level in weapon of your choice.
You will end up having the equivalent of a level 7 mage/cleric summoning
spell which lets you summon a huge elemental and boost it's stats with your
songs.
You will end up with plenty of empowered cure criticals which heal 6d8+17
at level 20 a pop for an average of 41hp per spell. You will have improved
invisibility. and War Cry which is good for summons/henchmen again. You will
have dismissal which is your nemesis as well. You will have decent damage
reduction spells like Ethereal Visage and Energy buffer. You will have a few
stat boosting spells bulls str and cats grace both are usefull and allow you
to go the light armour route or heavy armour depending on what you want to do.
My personal comments:
Also been stated to use rog 2 instead of the fighter lvls and with high dex
that way you can sit back and shoot behind your pet and have evasion. +3
composite longbows are the bards best best with empowered bull strength on,
unless there's some insane bow on your server that's available.
~Misc~
~Rogue bard fighter, picker/combat focus~
Race: any, though elf, halfling, humans are generally best
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Discipline- skill
This skill lets you resist a combat move such as called shot,
knockdown, disarm, sap. They have to hit you first, and as a bard you have
one of the better ACs out there, and with the attack bonus cap of 10, only
+38 can be the max attack. Then you roll against the attack roll with your
discipline skill to resist the attempt.
Heal- skill
This skill has been discussed in other guides, but i consider it very
worthwhile if you have the points to spare.
Mindfog + fear + confusion, etc (all the bard will save spells)-
These spells are decent, but the problem is many of them are cast at a
lower DC than the mages, leading to them being underused at best. I used
confusion and fear coupled with mindfog, but the initial mindfog with my
lower charisma, couldn't pierce their saves where as the mages in the
group will have no troubles. Their limited uses makes it a tough call
not to spend an empowered stat buff or improved invis or haste for
your spells per day.
They're also all will based, giving them limited use. If the module
is very weak in those saves, these spells seem like a godsend, and also
allow you to disable groups of opponents very easily.
Summons I to VI-
While I do like them for a little easier lvling at the beginning, they
never made much of a difference in a group or later lvls. They're good to
take as a getaway mob though. The elemental you gain with the cleric lvl
isn't to be underestimated though with the buffs/songs you can pass out.
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Stoneskins-
A +3 weapon in the hands of a bard that has reached at least +2 attack
from songs can pierce stoneskins, a mage feels safe in low powered campaigns
vs meleers with premonition but not with a bard around. This applies to the
attack bonus of bows as well, i.e. that composite longbow +3 will pierce
stoneskins. You can also use a plain old +1 weapon with warcry and songs to
pierce stoneskins, and if you really need too, drink a bless or aid potion
with these for a non magical weapon to pierce it.
Archers-
I'll say a quick thing, the archer bards can do a lot of great PvPing
with unlocked camera and shallow/long angles. Since you appear half faded
with improved invisibility and far away, most people have trouble seeing you.
The benefit over a rogue is that you don't need to get within 30 feet to make
your bow effective with sneaks, and as a hasted force, you can run long
circles around anyone and not be spotted. True sight is also notoriously
short sighted letting your first shots land quite easily.
Bard PvP
vs meleers.
A fully geared up bard in plate/tower shield can get 52 AC a lot easier
with their songs bonuses. Which means, with most combat manuevers suffering a
-4 to hit, they'll have problems getting it to hit and attempt on you in the
first place, and you should be even able to resist these attempts with this
skill. Just start out with a big two hander if you notice the other guy has
one too, as this negated the size bonus of larger weaps for disarming. This
coupled with concealment from improved invisibility, give you an edge over
every other class.
A thief hood is good vs melee fights. Also starting with a cheap
flare weapon/shield is usually advised to see if they have disarm as well. I
mean a +0, d6 flare weapon, looks the same as a +5 +2d6 flare weapon, and
you can change weapons appropriately. I always keep about 3 or 4 different
weapons hotkeyed for fast drawing. Its no big loss to see your weapon on the
ground if they can't hit you in the first place.
Greater belts pose a problem, but just have different damage types that
look similar, i.e. a rapier is hard to tell from a longsword sometimes, but
most meleers just assume people have slashing. Also, there's currently a bug
if you add bonus damage type slashing and it was a rapier, it gets resisted
just like a longsword, where it should've been a bonus. You can also switch
to full damage mode and hope to pierce their resistances. If they have even
more than that for all types, I'm usually at a loss of what to do except use
scrolls and wands on them, or use a two hander with a good threat range, and
good massive crits.
If they got belts, you should too, hopefully, so swap as needed for them.
Taunting is also essential if you both have high ACs, and only barbarians
and paladins will really have it to use vs a bard. Taunt, then try a combat
move, it just might work if you guys are just pounding at each other. Try to
make your gear have regen stuff, as coupled with your temporary hit points
from bard will make you regen the hits faster than they can dish out.
Use the withdrawing tactic on players too, its annoying for meleers to
chase you 2 steps, while you're still hitting them 4 or 5 more times, and
they only get one attack.
Heal kit as needed, a critical from a scythe hurts a lot, but not as much
if you can just heal kit the damage easily. And with concealment/AC on your
side only a very few lucky blows will take you out.
vs spellcasters.
Much like fighters, immunities items are crucial to surviving PvP vs a
spellflinger. Make sure to have immunity death effect as the bare minimum.
After that, go for freedom, level/stat drain, negative energy protection for
immunities if at all possible. Finally use a ring of elemental resistance. I
listed the order of importance of stuff. Its better to wear a cloak of
freedom vs a mage than a cloak of protection +5 or whatever, unless the mage
is gonna melee you for some odd reason. In fact, its generally best to always
wear anti mage gear. Wear immune mind effects as well.
Between your spellcraft bonus to saves, your bigger hp pool, dismissal
spell, greater dispel, and being able to pierce stoneskins in any campaign
you should be easily able to make a dent into a mage without too many troubles
And you can ask to praticipate in the arcane duels, as technically you are an
arcane spellcaster. Mages can't really make the concentration check when you
hit them for 20+ dmg over and over, and they generally dont have the hide
skill letting you scout them out with see invis and being invis yourself.
Use heal kits as needed, though it's not essential as vs clerics
generally.
vs clerics/druids
This fight will either be more of a melee type fight, spellcaster fight,
or both as most clerics are. Always keep the death immune item on that you
have for this kind of fight, as implosions are pretty common as well as
fingers. The negative protection item is also crucial vs harm, as this
basically makes you take 0 from those spells. Also always keep on freedom
items as well, as creeping doom can't be resisted, and being stuck longer in
it is detrimental to a bard's health with the slow down effect of it.
Immunity mind effects helps a lot as well vs hammer of gods and stun spells.
Keep heal kits, you can heal kit the damage a lot faster if you have the
skill maxed as a bard, and between regen, etc, even a sun cleric constantly
trying to burn you with little light rays, will be sweating when he's out of
spells and you're only at barely injured. 60 damage from empowered searing
still hurts, but on a good kit +10 check and max heal, you can heal 54 hp,
add in bard song bonus, and you heal 57 with bard lvl 16 song. That should
see you through a searing light spam.
After that, if they choose to melee you, you can taunt/knock em down
silly usually. Or since you basically know how to face any meleer, it won't
be much of a problem, taunting is tougher vs clerics, but ah well.
vs archers/rogues
Well I have a tough time with the two hander, as you still gotta find
the archer. But vs a rogue archer who generally relies on sneaks, the damage
from arrows and ranged stuff is piddling to your regen from song and items.
With your spells and high AC, generally not being flatfooted, most rogues
will still have a tough time hitting with more than their first attack. The
concealment really bugs them, the immunity to spells you have will bug them
as well for scrolls, and the fact they generally have weaker will saves, makes
them easy prey to bard spells.
Typical fight with rogue:
Rogue: (Sneak damage 70+) Gotcha! (all other attacks miss) darn....
Bard: (heal kits damage) Falalala~
Rogue: Darn <questionable sexuality> bard! (pulls out meteor swarm scroll)
Bard: Falalala~ (casts hold person)
Rogue: Curse my weak will saves! (Dies promptly after 1 round of combat.)
I like to say I respect the rogue, but PvP wise, they got a tough time
vs a bard. Though I do like the heavy hitting rogue 16/warrior classes 4 but
they dont really rely on their base class, much like a bard shouldn't either
except to enhance their effectiveness.
In no way do I think the bard is the end all for all PvP, but for most of
it, they're pretty good, and with spellcraft to saves, a lot tougher for
spells than most combat oriented classes even if they lack immunity to whatever.
Harm is still a problem though. Also NWN is fun for PvP, but its definitely
not made for it, it was made for player vs monster encounters where you
sing to your group and beat down the monsters silly. Also, any smart PvPer
can do just about anything with their class and win.
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