Starting a Bard

Starting a Bard
The bard is a perfect addition to any party, a competent scout, warrior and spellcaster. Bards offer strong team buffs and can help shore up a team's shortcomings whatever they may be. Although bards rarely enjoy the spotlight, they will always be active in every situation. This is a fun and satisfying class to play.

All bards with enough ranks in Perform have access to bardic music, the bard's signature. Inspire Courage is a long-lasting team buff, and available at 1st level. Fascinate is an extraoridinarily powerful charm, also available at 1st level. Additional levels brings additional buffs and charms of increasing power and utility.

Races
Human: Bards are a skilled class, so the extra skill points are welcome and can give you some flexibility on your starting INT score. The bonus feat helps define your bard's focus early.

Elf: The DEX bonus is very useful to bards, while the CON penalty hurts bards a bit less. Elven bards make exceptional scouts, and can begin play with a longbow.

Halfling: Lots of benefits here, while the STR penalty can be minimized by working as a ranged combatant.

Dwarf: The CHA penalty hurts a bit, but can be overcome. Multiclassing as a fighter or barbarian pays dividends here.

Warforged: Again, the CHA penalty sets you back a bit, but as with dwarves, multiclassing sets you apart from the rest.

Abilities
The primary stat for a bard is Charisma. Dexterity and Intelligence are probably next highest priorities, then Constitution and Wisdom. This order can change if you choose to dedicate yourself more to one aspect or another.

Here is a stat block for a balanced starting build without penalties:

STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3)

Combat-minded bards will raise STR and CON and drop INT and WIS. Those focused on magic (casting and UMD) may drop STR, CON or WIS for a boost to CHA and INT. Skills focused bards prefer higher INT. And some will sacrifice points in CHA to bolster other stats.

The enhancement Bard's Charisma adds +1 Charisma at 2nd level, +2 at 5th, and +3 at 8th. (This will likely go to +4 at 11th when the level cap is raised.) Bards focused on magic, or dwarf and warforged bards, will want to take this enhancement for certain.

The ability adds at 4th and 8th can be placed in Charisma as well for those wishing to max this stat, or those not taking Bard's Charisma. Some may instead add them to DEX, INT, or STR depending on your priority.

Spells
At 1st level you get just one spell. I'd recommend either Cure Light Wounds or one of the control spells like Hypnotism, Sleep, or Otto's Resistible Dance. The self-heal is nice early, and always welcome in any party. The control spells can save a lot of damage before it needs healing.

Bard spells might be categorized as Charms, Restoratives and Utility spells. Charms are powerful control spells (Hypnotism, Charm Person, Sleep, Otto's Resistible Dance, Fear). Restoratives are heals, buffs and status removers (Cure Light Wounds, Remove Fear). Utility spells are more situational (Detect Secret Doors, Expeditious Retreat). Bards with a lower CHA may want to concentrate on their Restoratives and Utility spells, which do not rely on a DC. The Charms offer powerful control possibilities that no bard should be entirely without. Most bards select a mix of Charms and Restoratives. Those with Spell Focus (Enchantment) and a lot of charms are not to be trifled with.

Skills
All bards should keep their Perform skill maxed, since their bardic music requires a minimum number of Perform ranks.

Past that, it's pretty wide open how you spend your points. You can reach big scores with the "face" skills (Bluff, Diplomacy and Haggle). Hide and Move Silently are class skills for the scouting types. Concentration is a good choice. Melee bards like the Tumble skill. All adventurers benefit from Spot, Listen, Jump, Swim and Heal. And bards excel at the Use Magic Device skill, which increases your flexibility greatly. Bear in mind that max ranks in UMD and a good CHA score will allow a bard roughly a 50% chance to activate an item with the same caster level as the bard.

Feats
So many good choices here. For combat, Dodge, Precise Shot and Rapid Reload are good. Mental Toughness helps bolster your spell points. Skill Focus (UMD) is valuable. Concept builds or those leaning towards multiclassing may find value in the +2/+2 skill feats or the Spell Focus feats. Avoid the metamagic feats unless you multiclass. Do not bother taking Martial Weapon Proficiency, which can be had better by multiclassing. Additional armor feats have almost no value. Many combat feats are unavailable at 1st level since bards have a +0 BAB.

Enhancements
Bards have some tough choices to make here, since bards spend time doing a little of everything. The enhancements which affect their songs are good choices. The Devotion enhancements make your heals as powerful as with the Empower Healing Spell metamagic feat without the extra SP cost. Energy of Music is almost identical to the Mental Toughness feat. No bad choices here, though Inspired Bravery and the skill enhancements are generally lower on the list than the rest.

Consider Extra Song and Bard's Charisma for sure. The Inspired Damage and Inspired Attack enhancements are good choices for buffers and combat oriented bards, but are available later. Magic-focused bards may prefer Devotion, Energy of Music or Skill Magic.

Multiclassing
If you find a strong lean in your bard build, you might consider multiclassing. Bards take exceptionally well to multiclassing, and with any other class. Due to alignment restrictions, bards may not multiclass as paladins (or monks).

The Charlatan - Add 1 or 2 levels of rogue for superior utility. Pros: Gain sneak attack and access to Disable Device and Open Lock, additional skill points, evasion at rogue 2 Cons: Attack progression reduced slightly, potential skill points crunch, delayed access to more powerful bardic spells and music Notes: This combo sacrifices melee for ultimate dungeon utility and a lot of gawdy skill modifiers.

The Adventurer - Add 1 or 2 levels of fighter for improved overall balance. Pros: Improved Attack progression, Fort saves, and HP; bonus feat and more weapon proficiencies Cons: Delayed spell and music access Notes: A fast way to cover a bard's primary weaknesses (melee and Fort saves). Take at 2nd level for fast access to Weapon Focus, an Exotic Weapon, Weapon Finesse, or to jump start or complete a longer feat chain. Ranger can work here as well, with less flexibility combat-wise but better skill points.

The Mystic - Add 1 level of wizard or sorcerer for improved spellcasting Pros: Big boost in SP, additional spell options, many items can be used without UMD Cons: Delayed bard spell and music access, useful spell list is fairly short, Arcane Spell Failure chance on sorc/wiz spells. Notes: Stick with Abjuration, Divination and Transmutation spells for maximum life from your new spells. This combo opens up the potential for metamagic feats. Choose wizard for more flexibility, sorcerer for more power.

The Lyrist - Add 1 level of cleric (or druid) for superior buffing Pros: Big boost in SP, bolstered Fort save, cast all spells in light armor, large selection of spells, turn undead, some items can be used without UMD Cons: Attack progression slowed slightly, need a fair WIS score, turning ability fades over time, delayed access to bardic spells and music Notes: This one is about buffing, not healing. Bless and Protection from evil never go out of style

The Skald - Add 1 level of barbarian for superior melee Pros: Improved Attack progression, Fort saves, and HP; more weapon proficiencies, fast movement, rage ability Cons: Delayed spell and music access Notes: Another nice combo, plus a cool name! 4 skill points is nice. Perfect for dwarves or warforged.

The Bard has a lot going for her, and is a terrific choice to run your entire career or mix with any other class. Best of luck!

Ildiko