Help me design a halfling bard!

Dark Jezter

First Post
A friend of mine is starting up a new Scarred Lands campaign later this week, and as a change of pace I've decided to be a halfling bard. Having never seriously played a bard before, I'm not sure how to make an effective one. So, I'll be listening to ideas for equipment, feat selection, spell selection, skill selection, and the like in this thread.

Here's what I have to work with:
30 point buy rather than rolling stats
1st level
83 gp to spend on starting equipment.

Feel free to include suggestions for advancement beyond 1st level. :)
 
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Halflings: Thrown weapons... think about darts or other thrown weapons that count as ammunition to avoid Quickdraw. PBS and later Rapid Shot would be a good idea as well as TWF. Every attack benefits from your song. Max out Charisma, your DC for Tasha will keep you alive against fighter brutes. Pick Blindness/Deafness asap against spellcasters. Get a whip and support your fighter buddies from behind by disarming their foes. One fighter/barbarian or another fighterdude level (perhaps some swashbuckler or rogue levels) really enhances your combat abilities... think about a polearm later if you want to be useful in melee.
 

High Charisma/Dexterity, social skills, Spell Focus: Enchantment, make use of the great enchantment spells (Tasha's at 1st, Suggestion at 2nd, Confusion at 3rd level, etc).

Bye
Thanee
 

Weird stuff: Get a spiked chain (1 or two levels fighter is adviced) with Power Attack and Weapon Finesse (and Improved Disarm). Halflings hit better with spiked chains than humans, can do more damage on average with Power Attack and enjoy the reach. Just don't go tripping.

Melee bards love Mirror Image and Displacement. Don't forget that the Rage spell stacks with Barbarian Rage ;)

Heroism is great for dungeon crawls (you'll hit as good as any fightertype).
 
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(I played a bard up to 10th level, so here's my suggestions from a very successful and very fun character)

First and foremost, don't dump your strength! Bards get melee buffing spells, light armor, and 3/4 BAB for a reason! Contrary to popular belief, you *don't* need an insanely high charisma. 14 is fine, 16 is ok too, but 18 is way overpriced for point buy, don't bother.

Str 16 (14)
Dex 12 (14)
Con 12
Int 12
Wis 10
Cha 14

Kinda sucks that you get -2 to strength, but I really don't like a bard with less than 14 strength. They really need to be able to attack to help out in a battle, and 12 strength with small weapons just blows.

Don't do thrown weapons. They suck at higher levels, because they either have to be enchanted individually (expensive), or count as ammunition and do crap for damage (like darts etc). I suggest taking a longsword and a buckler - it fits the theme, and works pretty well mechanically.

You get very few feats, so don't bother with feat chains.... get feats that are good all on their own. By having decent strength, you save a feat on weapon finesse. I like Lingering Song... it makes your songs last twice as long after you stop singing, which is great, since that means inspire courage lasts 10 rounds after you stop singing. Sing it at the beginning of battle, and it'll almost always last the entire thing. You can then cast spells and stuff afterward.

Don't spend feats on out of combat things - the bard's natural abilities already exceed pretty much any other class'... focus feats on combat, where you need the help.

Don't multiclass... bards get a *ton* of abilities that are dependant on level, and I wouldn't delay them. The +2 inspire courage at 8th is *amazing*, not to mention spellcasting (bards really are pretty decent spellcasters).

Don't take spells that duplicate what your bardic songs can do... you only get a few known spells, and thus you don't want any overlap with what you can already do without spells.

The number one rule when building a bard is to not put all your eggs in one basket. Don't forgo one part of the character to the exclusion of the rest. Bards aren't the best at anything, but can be pretty decent at many things. If you try to focus just on enchantment spells or just on combat, you'll fall far short... but if you spread your abilities across the bard spectrum, you can be successful at almost anything.

Have fun with the character... of all characters, bards have the number one best roleplaying opportunities built in. You can really go over the top, and if you're nice about it, no one will mind. Compare that to over the top druids or paladins, who just piss off the rest of the party :)

-The Souljourner
 
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Thanks for the tips, guys! Keep the tips coming, and remember that I have no objection to a powergamed character just as long as it meets the requirements. :)
 

It's hard to powergame a bard. They don't really excel in any one spot... but what you can make is a character who is always useful and always fun. Battle? Check. City? Check. Sneaking? Check. Spellcasting? Check. Diplomacy? Check. Healing? Check.

Oh yeah.... and take Use Magic Device... it's way cool for bards. (I actually took skill focus in it. Since you can't take 10 or 20, it's always useful to have +3).

Get a hat of disguise... talk about an awesome accessory for a bard... I used it to vary my outfit according to the environment, and it's also very handy for the unfortunate side effects of Alter Self (i.e. it makes you look butt ugly)... I'd alter my form and use the hat of disguise to disguise myself as myself :)

-The Souljourner
 


Leadership

You will probably want to take Leadership at level 6 or 9.

How does this effect your build? Well it might, from day 1. If you are the ranged guy, you can leadership in a melee bully boy. If you are the enchanter, you can leadership in a rogue for infiltration fun. If you are a melee bard, what better cohort than a buffing/healing Cleric? Etc. You can pick an extremely focussed path and leadership in some help, in other words.

One nice thing about Leadership is the synergies it allows. A cleric cohort can be very powerful and useful, particularly if they are dedicated bard-buffers and bard-healers. Could make a very effective front-line fighter (with a Tower-shield cleric buffing from behind). Monster hits bard. Bard hits monster. Cleric heals Bard. Repeat.

Or, cleric buffs bard. Bard attacks. Cleric buffs bard more. Bard attacks more. Etc. Wild, crazy stuff I tell you. Wild.
 

The Souljourner said:
Contrary to popular belief, you *don't* need an insanely high charisma. 14 is fine, 16 is ok too, but 18 is way overpriced for point buy, don't bother.

Depends a lot where you are going. If you want to make good use out of the offensive (enchantment) spells, you'll need a decent save DC. :)

If you want to buff and move into melee, then obviously a lower Cha will suffice.

Bye
Thanee
 

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