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Bard FAQ by CaptainKO

Version: 1.04 | Updated: 12/27/07

Bard FAQ

Bard FAQs created by CaptainKO
Date: 3/24/07
Version 1.04


Version 1.04 (3/24/07)

Version 1.04 (3/31/07)- Updating Bard FAQ. Fixed a few grammar mistakes and
spelling errors.

Version 1.04 (4/4/07) – Just another update to the FAQ.


Table of Contents
A.	Attributes & Skills
B.	Feats
C.	Gameplay
D.	Spells
E.	Races
F.	Multi-Classing
H.	Copyright


A. Attributes & Skills

Strength - (10)
Strength is need for carrying items, raises you're Attack Bonus (aka AB) for
melee weapons and doing more damage. The amount of weight you can carry goes up
with every point of strength you receive and the damage you do with a weapon
does up every 2 points for +1 to damage and attack bonus. If you have a
Strength score of 10, you'll gain no benefits to damage, attack bonus and the
weight you can pick is standard. If you're Strength goes below 10, you'll start
to suffer -1 penalties towards AB, damage and the amount of weight you can
carry with every -2 you lose. (Penalties apply to weight every point taken from

As a bard, a score of 10 is ideal since you are not a powerhouse. You'll be
relying heavily on friends to do the real damage for you and carry the items.

Dexterity - (15) + 5
Dexterity is need to raise your Reflex saves against damaging spells, raise
your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps
as well as raising your Armor Class (aka AC) for a better defense. Your Reflex
saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2
points of Dexterity you get. If you have Dexterity score of 10, you'll gain no
benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If
you're Dexterity goes below 10, you'll start to suffer -1 penalties towards
Dexterity based-skills, AB with range weapons, reflex saves and AC.

As a bard, a score of 15 Dexterity is ideal since you can get Two-Weapon
Fighting and as well as raise your AC bonus for Mirror Image. You should raise
this by +1 every four levels. Having a score of 20 dexterity will do wonders
for your AC and AB. You'll also be able to get additional feats in Two-Weapon
Fight category.

Tumble (Dexterity-based skill): You are able to roll and save against attacks
while moving. The calculation for this is Tumble DC + Dexterity + Dice Roll vs.
DC of 15. Adds +1 AC Every 10 points of tumble.

Sleight of Hand (Dexterity-based skill): Allows you to steal items or money off
of unsuspecting people. Result vary if you are caught as not many
NPC will get hostile if you fail. The calculation for this is Sleight
of Hand DC + Dexterity + 1d20 vs. NPC Spot check 1d 20.  It's either
this skill or Appraise.

Hide & Move Silently (Dexterity-based skill): These are mention
Together because they are both work with stealth mode. This manual 
stealth is pointless because you have spell that'll turn you invisible.

Parry (Dexterity-based skill): This skill allows you to go into a defensive
mode to block an attack. The calculations for this is Parry DC + Dexterity vs.
Enemy AB. If the roll is 5 or higher, you'll perform counter attack.
You can only block and counter attack as many attacks you can perform in one
round, which means you can only perform 3 successful blocks and 3 successful
counter attacks. This skill is quite useful in PvP if you are dual wielding. 

Constitution - (14)
Constitution is need to raise one's Health Points (HP), Constitution-based
skills, and Fortitude saves against poison, disease, negative energy affects &
death spells, attacks and traps. Your Fortitude saves, Constitution-based
skills, and HP are raised by +1 every 2 points of Constitution you get. If you
have Constitution score of 10, you'll gain no benefits to your Fortitude saves,
Constitution-based skills, or Health points. If you're Constitution goes below
10, you'll start to suffer -1 penalties towards Fortitude saves,
Constitution-based skills, and HP.

As bard, a Constitution score of 14 is because having a health point
rate of 8 instead of 6 or 7 is better because, you'll be required
to help out at the frontlines every now and then.

Concentration (Constitution-based skill): Allows you to continue
casting even while being attack/damaged. The calculation for this
is Concentration DC +
Constitution + Dice Roll vs. 10 + Enemy Damage. This skill necessary
only if plan to cast in the frontlines without protection spell.
You can use Ghostly Visage, Greater Invisibility, Mirror Image, Displacement
and Ethereal Visage for concealment bonuses. 

Intelligence - (12)
Intelligence is needed to gain another skill points and raise your score for
Intelligent-based skills. Your Intelligence-based skills and Intelligent-based
skills are raised by +1 every 2 points of Intelligence you get. If you have
Intelligence score of 10, you'll gain no benefits to your Skill points or
Intelligence-based skills. If you're Intelligence goes below 10, you'll start
to suffer -1 penalties towards Skill points and Intelligence-based skills.

A score of 12 is ideal for to get that extra skill point for concentration.

Craft Armor & Craft Weapon (Intelligence-based skill) : The bard can get
someone else to do this or buy his/her equipment from a vendor. You don't need
to put points towards this.

Lore (Intelligence-based skill): You can identify items that appear to be
unknown when taking them out of a container. This skill is boosted by Bardic
knowledge. However, it's not really needed since you get spells that can help
identify unknown items such Identify and Legend Lore.

Spellcraft (Intelligence-based skill): This skill allows you to identify spells
that are being casted. By level 20, you'll be able to identify every spell with
score of 23. This also adds universal saves points towards spells.

Appraise (Intelligence-based skill): The person can bargain with the
shopkeeper to lower their prices. Unfortunately, it lowers the amount
by a small amount.

Wisdom - (10)
Wisdom is need to raise one's Willpower save against mind spells, attacks &
traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are
raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10,
you'll gain no benefits to your Willpower saves and Wisdom-based skills. If
you're Wisdom goes below 10, you'll start to suffer -1 penalties towards
Willpower saves and Wisdom-based skills.

As a bard, a score of 10 is all you need for Wisdom. You don't need any
additional points towards Wisdom because Willpower is one of your primary
saves. It also does nothing to help your Wisdom-based skills too much either.

Listen (Wisdom-based skill): This gives the bard the ability to hear anyone in
stealth sneaking up on them. This'll allow you to see sneaking characters, but
not invisible characters. Mildly useful unless you use amplify because most
dexterity-based classes who use stealth have a score of 23 towards their
Move Silently skill.

Charisma- (16)
Charisma is needed to raise points toward Charisma based-skills. Your Charisma
based-skills are raised by +1 every 2 points of Charisma you get. If you have
Charisma score of 10, you'll gain no benefits to your Charisma based-skills.
If you're Charisma goes below 10, you'll start to suffer -1 penalties towards
Charisma based-skills.

As a bard, you only need to have 16 Charisma to cast level 6 spells at later
levels. Putting additional points won't help your spellcasting much. It will
increases the success of your Charisma-based skills and feats, but Charisma has
no more use
beyond that.

Performance (Charisma-based skill): You can't be a bard without this and if you
are not planning to put point towards this then you might want to roll another
class instead. This allows you to play the Songs and can be used in
conversation at certain points within the original campaign.

Use Magic Device (Charisma-based skill): Allows you to use a magical device,
use certain armor/weapon or read a scroll to cast a spell. The higher the
spell, the high the UMD score is needed to qualify to use the magic item.

Bluff and Diplomacy (Charisma-based skill): These skills are mainly for
role-playing use only. When the option comes up, you'll be asked to come to
either an agreement or playing with your enemies head by coming up with a good
lie. These skills help you gain rewards without having to steal.


B. Feats

-	Class Feats

Bardic Knowledge: This feat is gained from the start and gives your bard the
ability to apply their Bard level towards their Lore score. A pure class bard
can get a Lore score of 43 with this ability.

Bard Music: This is the ability that makes your class what it is. As you
progress through levels and put more points towards perform, you'll gain more
songs and you're bonus will become more powerful.

Inspirations: Inspiration allows you to buff certain aspects of your
Character(s), but leave others un-buffed. For example, Inspire Courage buffs up
attack bonus and damage, but you gain no bonus to your other attributes such as
saves or AC. In order to buff up your AC, you would have to switch to Inspire
Defense. Inspiration cost nothing to use and they have infinite duration,
though, their range is limited.

Inspire Courage - Increased attack bonus and physical damage for every ally and
non-combatant within range. Not necessary vital for combat, but is even with
Inspire Defense. It'll become more useful after you get Curse Song.
Purpose: Offensive
Level 1 - +1 to Attack Bonus and Damage.
Level 8 - +2 to Attack Bonus and Damage.
Level 14 - +3 to Attack Bonus and Damage.
Level 20 - +4 to Attack Bonus and Damage.

Inspire Competence - Increases all skill points for every ally and
non-combatant within range. You'll use this in a variety of situations
including battle with tumble, concentration with spell casting, non-combatant
situations like helping your companion boost their crafting skills or boost
your chance to win a diplomacy or bluff check during conversations.
Purpose: Defensive
Level 2 - +2 to all skills.
Level 11 - +4 to all skills.
Level 19 - +6 to all skills.

Inspire Defense: Add Dodge bonus AC for every ally and non-combatant within
range. This inspiration is very good for melee combat, in which enemy can
inflict aliments such disease or poison. (This inspiration has saved me quite a
bit of trouble.) Once you get Curse Song, you might find yourself using this
Purpose: Defensive
Level 5 - +2 to AC.
Level 10 - +3 to AC.
Level 15 - +4 to AC.
Level 20 - +5 to AC.

Inspire Regeneration: Replenishes Health Points per round for every ally and
non-combatant within range. There's not much use for this because after fights
you can normally rest. I can only see you using this in-between fights in
placing you can't rest in.
Purpose: After battle in non-rest-able area.
Level 7 - +1 to Health Points per round.
Level 12 - +2 to Health Points per round.
Level 17 - +3 to Health Points per round.

Inspire Toughness: This adds points to saving throws for every ally and
non-combatant within range. You'll find this useful in online servers than the
original campaign. That's only if the online servers frequently put in
situations where you deal with traps, spells or on-hit attacks.
Purpose: Defensive
Level 8 - +1 to saving throws.
Level 13 - +2 to saving throws.
Level 18 - +3 to saving throws.

Inspire Slowing: This inspiration inflict slowness on all enemies within range.
It has a DC of 13 + ½ the bard level + the Bard's Charisma vs. Will Power save.
Don't judge this inspiration just yet. It can be useful in situations where you
have accidently drawn too much agro to yourself from enemy NPC group and need
to distance yourself from them or to trap your enemies within a Mind Fog. The
Inspire Slowing feat works similar to a Web spell allow you do crowd control.
Purpose: Defensive
Level 11 - 15% slow movement
Level 16 - 30% Slow movement

Inspire Jarring: This song allows to better chances to interrupt spell casting
and inflict mind-aliments. Couple with Curse Song and Mind Fog, you can greatly
reduce a character's will saves allowing to successful use sleep and other
mind-inflicting spells.
Purpose: Offensive
Level 14 - -4 to Concentration and -2 to Will power saves.

-	Selectable Bard Feats

Battlecaster: Don't get this feat because as I noted earlier you're going to
have Dexterity score of 18 for a bonus of +4 for an overall AC of 18 with a
chain shirt. You'll either be wearing a light armor such as chain shirt or
studded-leather armor later on. The best medium armor, breastplate gives you
the 5 AC and allows for +3 Dexterity bonus, which still adds up to 18.
Medium Armor puts higher penalties towards your Dexterity based skills
and you'll
still land an 18 AC.

Lingering Song: This feat adds an additional 5 rounds to whatever Song you use.
This is must for any bard build.

Curse Song: This feat debuffs the enemy's AC, AB and saves. This spell works on
any enemy within range of the spell. This feat is another must as it shifts the
battle in favor of your allies.

-	General Feats

Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting and
Improve-Two Weapon Defense Greater Two Weapon Fighting: These feats allow you to
dual wield with reduced penalties and add defense. If you're going to get Two
Weapon fighting then make sure to get Two Weapon Defense and (Improve Two
Weapon Defense) to increase your defense since you are going to be lacking a

Weapon Finesse: This feat is necessary to have affective AB using
a rapier and a dagger.

Great Fortitude: Add +2 to Fortitude saves. This is good to use since you have
a bad Fortitude save and you lack spells that protect you from Fortitude saving
spells, traps or attacks.

Toughness: Gain +1 every level. This is good for Elven races.

Dodge: Add +1 point to your Base AC. Good for Human races.


C. Gameplay

The Class
A Bard is like a Red Wizard from Final Fantasy. Their job is to support and
fill in spots within a broke group. For example, if there isn't a scout-class
amount, a Bard can substitute for a scout because they have the ability to go
into stealth mode or they can cast invisibility on themselves. Bards can either
hang out in the back row casting spells, sing or using range weapons or be in
the frontlines tanking. Red Wizards of Final Fantasy did the exact same thing
except they didn't have the ability to sing to boost morale. While in the
frontlines, a Bard’s duty is to hold the enemy(s) until, your party members can
recover from their momentum or are able to use their trump card.

You're buffing your teammates before the battles or you're scouting ahead using
stealth mode or casting Invisibility on yourself. If an enemy is unaware of your
presence you can cast sleep and later, Curse Song, Inspire Jarring, Mind fog
then sleep spell for an easy Coup De Grace.

You're holding off the frontlines while using illusionary spells like Ghostly
Visage or Mirror Image and inflicting Curse song and using offensive
Inspirations like Inspire Jarring. Again, you're holding off the frontlines,
you're not hacking and slashing. Don't be afraid to retreat, if you become
badly wounded. You're only there to buy time for your allies.

You're either shooting arrows/bolts, casting Ice Storm, buffing or throw out an
occasional heal to your allies or using defensive Inspirations like Inspire
Defense. You're not an Arcane Archer or Ranger so you shouldn’t spend all day
range attacking.

-	Good support class can easily fill the spot of a missing class.
-	They have a decent AB.
-	They specialize in illusionary magic for defensive purpose.
-	Are a good "ambushing class" with mind-affecting spells such as sleep
and daze.
-	The bard's songs and inspirations can change the balance of battle
by buffing allies and debuffing enemies.
-	The bard's songs have effects similar to spells such Sanctuary and
Spell Mantle.
-	Inspiration buff up your character & party’s abilities up and can be
changed to match the situation.
-	Bards can wear almost any restricted class armor such as Monk's robes.
-	They are fun to roleplay.

-	Bards have a low Hit Dice.
-	Bards have a low Fort save with few spells to guard against Fort saving
affects such disease or death spells.
-	Bards are too versatile that they specialize in nothing.
-	Bard have a small list of spells to choose from and not too many attack
spells to be a real threat.
-	The DC of their spells are very low considering their Charisma doesn't
go pass a score 16.
-	They have no strengths that would give advantage over other races and
-	They fair well in low enchantment servers, but not high enchantment servers.


D.	Spells

-	Level 0 Spells

Useful in the beginning levels in stopping brute NPCs. Later on, it's 
useless as enemies have HD higher than a 2.

Useless as -1 AB won't hurt the enemy's overall AB.

Cure Minor Wounds
The targeted ally is healed for 4 Health Points. This spell is useless 
after your first level.

This spell is useful in dark places, if you lack Darkvision as a racial ability
and you don't want to hold a torch in your off-hand.

This spell is not too useful, except in the beginning.

-	Level 1 Spell

Adds +20 to Listen. Good to use in server against stealth characters or

Cure Light Wounds
Targeted ally is healed for 1d8 Health Points and additional + 1 Health point
per caster level for maximum of +5. This spell is useful until level 5.

This spell can provide useful for those early hard to Lore items, but become
useless after level 5.

This spell is great for ambushes on unsuspecting foes, setting them up for a
Coup De Grace, which is a fatal attack that slays anyone in one melee blow. If
you use a range attack from long distance or cast an attack spell, the enemy
will wake up. Be careful using this spell on “DnD Hardcore rules” difficulty
because it will also put you and your friends to sleep if you cast the spell
while they are in range.

Summon I
The only summon you'll need. You'll use this spell for cannon fodder purposes
such as casting your summon in front of your NPC enemies to slow them down or
on a trap to trigger it.

-	Level 2 Spell

Cure Moderate Wounds
The targeted ally is healed of 2d8 Health Points and additional + 1 Health point
per caster level for a maximum of +10. Useful until level 10.

Ghostly Visage
The first defensive spell, which will allow you to join your friends
In the frontlines. It gives you a 10/+2 physical damage reduction,
concealment bonus for a 50% miss chance and immunities to level 0
spells & level 1 spells. Not many NPCs have +2 enchanted weapons nor hit over 10
points of damage.

This spell buffs up your attack, skills, and saves by +2 points. Very
versatile buff and can be used for any situation, including battle or
NPC conversations.

This basically makes you a scout and it's better than Stealth Mode because you
can cast this spell anytime you like where as Stealth can only be use when the
enemy isn't looking at you. Beware of enemies with the ability to see through
invisibility or possess true seeing.

Mirror Image
This spell creates a certain number of light orbs equal to 1d4 +1 per level
that orbit around your character, functioning as decoys. The AC of each decoy
light orbs is 10 + your Dexterity bonus. Combined with Curse Song and Dexterity
Enchantment, you're will be very defensive and there is nothing wrong with an
extra defense.

-	Level 3 Spells

Cure Serious Wounds
The targeted ally is healed of 3d8 Health Points and additional + 1 Health point
per caster level for a maximum of +15. Useful until level 12.

This spell gives you 100% movement, a fourth or fifth attack. (Depending on your
class & AB)

Find Traps
When a Rogue isn't around, this is the spell you want to use. After the trap is
discovered, throw your Summon Creature on the trap to trigger and disable
it, if possible.

See Invisibility
This spell will allow you to see any invisible enemies within the
area. See Invisibility spell is best used on a competent tank with Blind Fight
as they'll be in the front and will the first to see whoever it is that is
invisible in front of you. Once tank attacks the invisible target, cast mind
fog and sleep in the area the tank is fighting in.

Deep Slumber
This spell is a better version of Sleep.

-	Level 4 Spells

Cure Critical Wounds
The targeted ally is healed of 4d8 Health Points and additional + 1 Health point
per caster level for a maximum of +20.

Freedom of Movement
This spell is useful because you don't want to get stuck or slow down vs. vines
and grease, considering your AC isn't great and your defensive spells are very

Greater Invisibility
The spell works like invisibility, but provides a concealment bonus. This spell
is good for both defensive and scouting purposes.

Neutralize Poison
As a bard you have poor Fortitude save and poison will either hurt your
Dexterity lowering your AC and Reflex or Constitution lowering your Fortitude
saves even more as well as your Health Points.

War Cry
The War Cry spell grants every character in the area around Bard +2 to hit and
damage while every enemy in the area is feared. This spell is useful against
Elven characters in PvP as sleep doesn't work against them, but useless in PvE
in open areas with few mobs around.

-	Level 5 Spells

Ethereal Visage
This spell works just like Ghostly Visage except now you are immune to level 2
spells from any class and you get a physical damage reduction of 20 unless the
person wield a +3 enchantment weapon. (20/+3 DR basically) By the times, you
get this, most people will be wielding a +4 to +5 weapon so don't cross your
fingers and I highly doubt spellcaster will be using level 2 spells. However,
you still get a concealment bonus for a 50% miss.

Greater Dispel
This spell is useful against spellcasters with weaker spell-levels, a horrid SR
and have a handful of enchantments cast on them.

Greater Heroism
This spell grants you or an ally a +4 morale bonus on attack rolls, saves, and
skill checks as well as immunity to fear effects and temporary points equal to
your level. Good to use on any of your teammates right before engaging a dragon
or other monster with a fear aura.

Mass Cure Light Wounds
This spell heals 2d8 points of damage +1 point per caster level for maximum of

Mind Fog
This spell inflicts -10 to will saves to any NPC enemy standing within range.
Combine with Inspire Jarring OR Inspire Slowing, Curse Song and Sleep then you
can put all of the enemies to sleep for a massive Coup De Grace. The grave
digger will be working overtime with this spell.

-	Level 6 Spells

Ice Storm
This spell does 3d6 blunt damage + 2d6 cold damage + an additional 1d6 cold
damage per 3 caster levels for a total of 6d6 cold damage. That's a possible
maximum damage of 66. This spell is good to use to finish off a character in
flight or to damage or kill a weak mob.

Energy Immunity
You are completely immune to one type of elemental attack. This spell is good
to use when going up against a creature who uses one type of element when
attack like a Red Dragon who uses fire breath.

Mass Cure Moderate Wounds
This spell heals 2d8 points of damage +1 point per caster level for maximum of

Mass Hold Person
Good to use on a Barbarian and other class whom have or can get a Hit Dice is
over 10. (Which makes it difficult to land Deep Slumber.)


E.	Races

The humans and Aasimar are at the top. Human get an extra feat and extra skill
point for a well-balanced bard build. On the other hand, Aasimar has +2 to
Wisdom and +2 Charisma, a racial damage reduction to Fire, Ice and Electrical,
a free Light spell. Because you don't need a Wisdom score over 10 and Charisma
over 16, the Aasimar will have more points to put towards other Attributes. Be
sure to spread your points out. Remember, the bard is versatile so don't put
too many points in just one attribute.

Elves are good candidates with their spell immunity, saves against enchantment
spells, Skill Affinities to Listen, Spot and Search and +2 to
Dexterity. The -2 to Con can be overlooked and you can pick the Toughness feat
to redeem the lost +1 per level, but the Elven proficiency feat is useless
considering Bard can already get long swords and rapiers as part of their
proficiency. And while the longbow is nice, doing 2 extra points of damage
isn't a big deal considering, Bards aren't good at range no more than they are
at melee. All elves are good bard types.

Halflings (including Strongheart) are okay for Bards, but they are more liable
to get knockdown in the frontlines due to their size. The Halflings will be
doing more backline work than frontline. Their cousin race, the Rock Gnomes are
in the same boat as Halflings even though they get +2 to Constitution. The Deep
Gnome has the worse attributes with -2 to Strength and -4 to Charisma.

Half-Elves offer nothing and are in a category of their own. They only offer
part of the same immunities as their elven parents and none of their human
parent heritage such as extra feats or skill points. Steer clear of
this race unless you're playing this race for roleplaying reasons.

Half-Orc, Tiefling and Dwarves are races whom are least qualified to be
a bard. Tielfling, Dwarf, and Half-Orcs get -2 to Charisma. Tieflings
may get +2 Dexterity, +2 Intelligence, damage reduction to Fire, Ice
and Electrical, a free Darkness spell, but it doesn't make up for
the fact they get -2 towards Charisma. 

The Shield and the Gray Dwarves races get +2 to Constitution, but
getting 9 points per level and +1 towards Fortitude save doesn't
change their fact you have a low Charisma score. The Gold Dwarf is
the only candidate worth being a Bard, but -2 to Dexterity makes it
very difficult to be a true Bard as Dexterity is one of the bard's strengths.

Half-Orcs are the worse out of the last three races mention as they
get -2 towards both Intelligence and Charisma. The +2 is a waste
since Strength that attribute is for melee purpose only. Like the
Half-Elves, stay away from this race when you are considering making
a bard.


F.	Good Classes to take in consideration when multi-classing.

Duelist: Add one If you reduce your Strength to 10, Intelligence to
14 and get one level of Duelist, you'll get an AC of 16 with both Dexterity and
Intelligence bonus added. With +5 Robes, you'll gain +5
for 21, with tumble you'll gain 23, Dodge +1 for 24 and more with TWF Defense.
You can go 5 more levels for Precision

Rogue: 4 levels of Rogue will land you 2d6 sneak attack, Evasion and Uncanny

Arcane Archer: Good for both its saves and Fighter-Like BAB, even if
you don't use a bow. Get 4 levels of Arcane Archer to get a 4th

Cleric: Cleric offers medium armor, if you are looking to get the Battlecaster
feat. The cleric offers Healing Domain to make your healing spells better,
Water for Evasion and Air for Uncanny Dodge. Only one level is recommended.

Fighter or Blackguard: Blackguard offers Charisma saves, free medium armor feat
for Battlecasters and Sneak Attack while the Fighter offers additional feats
for feat combat. I recommended to level only four
levels in either one of the classes.



1.	Is this build for the original Campaign?
No, the build is for any server or campaign. I understand there are some people
turned off by the items offered in campaign mode. Some players prefer low
enchantment items while others like to indulge high enchantment items. Besides,
the Original Campaign is a push over so
offer advice on how to play a bard in that module is pointless.

2.	I want to use Medium Armor with a pure class Bard.
I wouldn't recommend it. Most Armor found in DnD and Neverwinter Night
2, will give you a total of 8 AC depending on Dexterity bonus. For example, if
you are wearing a chainmail, which grants 4 AC to a
character and you have a dexterity score of 18, you'll get +4
dexterity bonus for a total of 8. The difference between armors is,
how much of a penalty you get for dexterity-based skills.

3.	Is there any other way to build my bard?
The feats will not be the same because attribute advantages and disadvantages
as well as the number of feats and skills each race gets. A pure class bard
Aasimar only get 7 feats where as human will get 8 feats and an extra skills
point after level 1 so they will be slight difference in what the bard build
will look like, but the overall goal is to be versatile.

4.	There are other spells and feats you didn't mention here. Why?
Those spells or feat I didn't mention, weren't worth mention because they
either weren't versatile such bull's strength or the feats attempt to
specialization the Bard such as power attack. For example, a Bard doesn't need
knockdown because of his low Strength score nor does the Bard need Hold person
since Hold person isn't as affective as Sleep, which gives you the ability to
Coup De Grace your opponents.

5.	I hear Bard suck as a class.
Depend on what DnD game you've played in the pass. For example, Bards
in the original Neverwinter Nights were horribly made as a class
and were working with little. Even after epic levels, they weren't
worth getting get more than 1 or 3 levels in. However, it's in
my option that Obsidian, the crew behind Neverwinter Night 2, did
a better job in making the Bard into a strategic class. A well placed
spell can take out classes such as Fighters, Rogues, Rangers,
Paladins have a tough times is when they are faced against constructs,
undead and creature immunity to mind-saves. A well played Bard can
"Whoa" their friends by showing them a display of their feats and

6.	I keep hearing fans say "You Spoony Bard"
That's a quote made famous by Tellah the Sage from Final Fantasy II from for the
SNES. (Actually, it was the fourth sequel to the Final Fantasy series in Japan
because Final Fantasy 2 and 3 for the NES never came to America.) It was a
mistranslation on Squaresoft, now known as SquareEnix and the word
spoony is synonyms with "scoundrel."

***Spoiler Alert***

In the SNES game, Cecil, Rydia and Tellah will arrive at the footstep of a
demolished Damacyn Castle after Goblez plunder their fire crystal and killing
most of its residence. If you go to top floor in the game, Tellah will find
find his daughter Anna lying on the ground mortally wounded and spots Edward
(who is original Japanese name I believe is either Gilbert or Gilbart) and
perceives him as his daughter killer. Right before fighting Edward, Tellah
calls Edward a Spoony Bard. (Tellah also calls Edward Spoony Bard
during the fight as well.)


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