The Bard is such a fun class to play as. It is arguably the best jack of all trades in the game, capable both in combat, scouting, social and spellcasting, it is a fantastic class that is often overlooked.
As I previously mentioned, the Bard is often overlooked as a class in favor of others that have ironically more flashy abilities in terms of pure damage. Let us demonstrate how foolish they were to overlook the Bard.
Bard 20
We are going for Human. Put that floating +2 in Charisma. Extra Skill and Feat are useful.
Throw everything into Charisma and do not look back.
Str 8/Dex 14/Con 12/Int 10/Wis 10/Cha 18
Str 8/Dex 15/Con 12/Int 10/Wis 10/Cha 19
Str 10/Dex 14/Con 12/Int 10/Wis 10/Cha 20
Maestro of the Society gives us 3 extra Rounds of Bardic Music each day, Reactionary help our Initiative helping us buffing the party as rapidly as possible.
Humans have an alternative FCB giving us One Extra Spell Known per level. This.
Is. Crazy. Good.
It does need to be one spell level lower than our highest spell level but that’s fine.
So, with the Bard’s Versatile Performance, we can roll certain Perform instead of certain other skills.
With that in mind, our skills will be distributed between the following skills:
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Perform (Dance, Keyboard Instrument, Sing), Stealth, Perception, Use Magic Devices and Spellcraft.
1-Lingering Performance
Human Bonus-Point-Blank Shot
3-Precise Shot
5-Rapid Reload(Light Crossbow)
7-Rapid Shot
9-Deadly Aim
11-Crossbow Mastery
13-Weapon Focus(Heavy Crossbow)
15-Snap Shot
17-Combat Reflexes
19-Improved Snap Shot
Lingering Performance is so vital to the Bard that just like Power Attack for melee classes, this should be a class feature. As we are a buffer, we will stay on the rear, but it doesn’t mean we can’t contribute with the Precise Shot, Rapid Shot and Deady Aim feats. Early on we will be using mainly a Light Crossbow, therefore choosing it as our target for Rapid Reload, but as soon as we hit Crossbow Mastery, we can switch to a Heavy Crossbow.
From there, the Snap Shot line of feats allows us to threaten and do Attacks of Opportunity with our Crossbow, feeding into Combat Reflexes.
As we are a spontaneous spellcaster, we have to choose our known spells carefully. Here is my list of recommendation gained through all levels:
A Light Crossbow and a Chain Shirt, as your main Performance is Singing you won’t need an instrument.
We are a capable Support spellcaster, with a wide variety of buffs, debuffs, battlefield control spells, we can act as a secondary healer, and we are still contributing to combat via our Crossbow, our Bardic Music and we can readily act as both scout and face, making us a potent Jack of All Trades build!
But what if we tried to make our Pathfinder Bard into a Call of Cthulhu character?
Introducing the Archaeologist archetype which is not only extremely thematically appropriate, it sends the bard into a wildly unexpected direction in terms of powers and builds.
Bard (Archaeologist) 20
We will once again chose human, and once again we will put our floating +2 into Charisma.
Round up Constitution if odd, then everything in Charisma.
Str 10/Dex 14/Con 10/Int 10/Wis 10/Cha 18
Str 10/Dex 14/Con 12/Int 10/Wis 10/Cha 19
Str 10/Dex 14/Con 13/Int 10/Wis 10/Cha 20
Fate’s Favored let us increase any Luck bonus we receive by +1. As an Archaeologist, we replace Bardic Music for Archaeologist’s Luck, which grants us a Luck Bonus on Attacks, Damage, Saving Throws and Skill Checks. At low level, this trait essentially doubles that Luck bonus. Trap Finder essentially gives us the Trapfinding ability from the Rogue, which is both great and thematically appropriate for us.
We will put our FCB into Skills as we will be skill-monkeying a lot
Disable Devices, Acrobatics, Stealth, Perception, Use Magic Devices, Bluff, Sense Motive and Diplomacy will be our go to skills.
1-Weapon Finesse
Human Bonus-Lingering Performance
3-Weapon Focus(Whip)
5-Whip Mastery
7-Improved Whip Mastery
9-Piranha Strike
11-Extra Performance
13-Extra Performance
15-Spell Focus(Enchantment)
17-Greater Spell Focus(Enchantment)
19-Improved Initiative
We are literally playing an Archaeologist, Of course I am going to plug in Whip Mastery and Improved Whip Mastery in there, as we are Proficient in whips as a Bard. Everything else is what you would expect from a regular Dex-Based Melee fighter. Also, Lingering Performance and Extra Performance does in fact add to your Archaeologist’s Luck as it specifically counts as Bardic Music for feats. Finally, the Spell Focus chain allow our Enchantment spells to be extremely hard to resist.
4-Fast Stealth
8-Stand Up
12-Improved Evasion
16-Defensive Roll
20-Another Day
Fast Stealth cranks our scouting ability into the damned stratosphere, Stand Up is great against trip effects, as an Archaeologist we gain Evasion so might as well take Improved Evasion. Defensive Roll and Another Day are abilities that can save our life once a day each.
So the theme of our spell list is going to revolve mostly around Lovecraftian horror and being an Archaeologist
Chain Shirt, a Whip, a few Daggers and the Hat.
So, Paizo has something for Lovecraft. I am extremely okay with this as I too love the man’s work. It also turns out that the Bard gets a lot of Lovecraftian spells surprisingly enough. Do not forget the Hat.
So, the Bard has a neat Archetype called Arcane Duelist which turns the bard into a functioning anticaster melee build. A gish bard sounding like a fun build, I decided to go for it!
Bard (Arcane Duelist) 20
We will be going for a Moroi-Born Dhampyr, and no, we won’t be trying to emulate D, that’s going to be an Inquisitor build. That +2 in both Strength and Charisma is just great and a Dhampyr Mage-killer is just a very nice concept idea so we’re running with it.
Round up Strength then everything in Charisma
Str 17/Dex 10/Con 10/Int 8/Wis 8/Cha 18
Str 17/Dex 11/Con 10/Int 10/Wis 10/Cha 18
Str 17/Dex 10/Con 10/Int 9/Wis 10/Cha 20
Maestro of the Society for extra Bardic Performance rounds, Reactionary for higher Initiative.
We are a melee character with 10 in Constitution and D8 hit dice. HP it is.
Perception, Perform(Dance) Spellcraft, Stealth, Use Magic Devices. Just do it.
1-Toughness
Arcane Duelist Bonus 1-Arcane Strike Arcane Duelist Bonus
2-Combat Casting
3-Power Attack
5-Improved Initiative
Arcane Duelist Bonus
6-Disruptive
7-Improved Counterspell
9-Weapon Focus (Longsword)
Arcane Duelist Bonus 10-Spellbreaker
11-Martial Weapon Proficiency (Shield)
13-Lingering Performance
Arcane Duelist Bonus 14-Penetrating Strike
15-Shield Focus
17-Improved Shield Bash
Arcane Duelist Bonus
18-Greater Penetrating Strike
19-Weapon Focus (Shield)
Toughness because let’s be honest, your hp sucks otherwise. Arcane Strike and Power Attack will be amplifying your damage output significantly, and the Arcane Duelist bonus feats make you a great anti spellcaster build freely, so we double down on that notion with Improved Counterspell. Finally, we will be using a shield so Improved Shield Bash and Shield Focus are great feats to add to the mix.
A Longsword, a Heavy Shield and a Chain Shirt
So we can buff ourselves to the point where our at first fairly low hp/AC doesn’t really matter, we can throw several fear spells, heal, and we can counterspell and absolutely destroy spellcasters in melee. Our damage is also quite significant between our Bardic Performance, Arcane Strike and Power Attack, with the ability to ignore some DR, we are a solid melee character and support build.
This one’s for you Div, as you ask, here’s a Necrodancer build.
We’re going with the two Archetypes Dirge Bard and Shadow Puppeteer, and with the Umbral Agent Prestige Class. Our leveling should like as follow:
Bard (Dirge Bard, Shadow Puppeteer) 10/Umbral Agent 10
We are going for the Wayang race. This lets us take the Shadow Puppeteer Archetype, plus it gives us a few fun bonuses like to the DC of our Shadow Subschool spells and it allows us to Immediate Action switch our healing from positive to negative energy.
Round up Constitution if odd then everything in Charisma.
Str 7/Dex 16/Con 12/Int 12/Wis 10/Cha 16
Str 7/Dex 16/Con 13/Int 13/Wis 10/Cha 17
Str 7/Dex 16/Con 13/Int 14/Wis 10/Cha 18
Maestro of the Society for those juicy extra Bardic Performance rounds, Reactionary for more Initiative.
We will be avoiding melee, allowing us to put our FCB into Skill Points.
As always, Perception, Stealth and Use Magic Devices are too good to pass up. Perform(Dance) is going to be our go to Perform, and as we need at least 5 points in Bluff, and 7 points in both Knowledge(Nobility and Religion), we can max out Bluff and then put everything else into Intimidation.
1-Lingering Performance
3-Weapon Finesse
5-Spell Focus(Illusions)
7-Greater Spell Focus(Illusions)
9-Deceitful
11-Improved Initiative
Umbral Court Agent Bonus 11-Tenebrous Magic
Darkness Domain Bonus 11-Blind Fight
13-Solid Shadow
15-Agile Maneuvers
17-Toughness
19-Extra Performance
Lingering Performance is an absolute must, Spell Focus on Illusion spells make your illusions really, really difficult to resist. Weapon Finesse and Agile Maneuver help with your eventual Spiked Chain and Umbral Court Agent abilities.
So, you get to Shadow Jump like a Shadowdancer, while continuing to increase your Spellcaster level. You also get a powered up Darkness Domain, but without the spells, and we get a bunch of nasty effects such as your Shadow Chains and Unnerving Gaze.
We are the master of Darkness, capable of animating shadows, walk through them, pin our adversaries and do quite a lot of shenanigans with them.
We are also no slouch as a necromancer, with spells like Animate Dead and our Dance of the Dead Bardic Performance, we can either temporarily or permanently animate zombies and skeletons to fight for us. Finally, we can summon chains from the shadows and pin down and slowly suffocate our targets, all the while dancing like a maniac, cackling as they are dragged into the shadows, our realm.
So, Bards have the reputation of being le horny. But also, of being able to seduce anyone. We are doubling down on that trope.
We will take the Geisha Archetype. We will also take all ten levels in the Enchanting Courtesan PrC.
Our Leveling should look like this:
Bard (Geisha) 5/Enchanting Courtesan 10/Bard (Geisha) +5
Race: We will be going with Kitsune. Kitsune Magic works extremely well with our focus on Enchantment spells and effects. And since we have very few combat abilities otherwise, the Kitsune feats will allow us more flexibility on that matter.
Round up Constitution if odd, everything else in Charisma.
Str 8/Dex 14/Con 13/Int 10/Wis 10/Cha 18
Str 7/Dex 16/Con 13/Int 10/Wis 10/Cha 19
Str 6/Dex 16/Con 14/Int 10/Wis 10/Cha 20
Maestro of the Society and Reactionary are our two go to traits for the same reasons as usual.
We will be putting those in Skills as our Constitution is actually fairly decent.
Perform (Dance, Sing and Keyboard Instrument) will all combine greatly with Versatile Performance, Stealth and Perception are both no-brainers, we also need at least 5 points in Bluff and Sense Motive, and 2 points in Knowledge(Arcana). Once we take our PrC, investing in Sleight of Hands is not a bad idea at all. Craft(Alchemy) will also be extremely useful for poison purposes.
1-Weapon Finesse
Bonus Geisha Feat 1-Scribe Scroll
3-Lingering Performance
5-Spell Focus(Enchantment)
7-Piranha Strike
9-Fox Shape
11-Swift Kitsune Shapechange
13-Greater Spell Focus(Enchantment)
15-Toughness
17-Improved Initiative
19-Vulpine Pounce
Weapon Finesse and Piranha Strike are two no-brainers due to our mediocre strength, Lingering Performance is a damn must and Spell Focus just makes our already difficult to resist Enchantment spells even harder to resist. Fox Shape enables our Fox Shape as a Kitsune, Swift Kitsune Shapechange and Vulpine Pounce let us change forms and Pounce in the same round which is huge for damage output.
As a Geisha, we can use certain of our Bardic Performances as a Tea Ceremony which makes the effects last for 10 minutes. A ten minute Inspire Courage is nothing to laugh at. We also get to be proficient in a single Monk Weapon. Take the Fighting Fan for thematic reasons.
We can hide our spellcasting via Bluff and Sleight of Hands checks. We become extremely proficient with Poisons and can raise our spells when people are unaware of our presence or don’t consider us a threat. And if we deliver our Enchantment Spells by touch, enemies will have the hardest of times to resist them.
5-Enthrall 6-N/A
A Fighting Fan, good clothes that will allow you to fit within noble society.
You can fight decently well yourself, but you are ten times more adept at forcing others to fight for you instead. As a mastermind behind the scenes, buffing your allies and completely overwhelming your enemies senses into complete obedience, you control the flow of events. Being the single best social build I can think of in Pathfinder, between your crazy high Diplomacy and Bluff checks and your impossible to resist Enchantments, social scenes will pose no problem to you at all.