Neverwinter Nights 2: Mask of the Betrayer - Bard Guide By: DonJarlaxle 2/22/2008 Version 2.03 Game Version 1.10 ==================== TABLE OF CONTENTS: I. Introduction II. Selecting Your Race III. Stats: Born to Rock IV. Skills: More Than Strumming Your Lute V. Serenading Yourself and Your Party (and Busting Your Enemies' Eardrums) VI. Feats: How to Make Yourself Someone to Sing About VII. Singing's All Good, But Can You Spell? VIII. Music Career Just Not Working Out? IX. Single-class Bards A. Celestial Thunder B. Drow Blade X. Multiclass Builds A. Battle Caster XI. Contact Info XII. Version History XIII. Permissions and Copyright ==================== I. Introduction "You spoony bard!" -- Tellah to Edward in Final Fantasy IV Don't you just love the 1990s? You know, when 2nd Edition AD&D changed the Bard from pure Celtic-inspired badassness to a sad excuse for a Thief with the magic capabilities of a gimped Mage. Or when Japanese RPGs like the Final Fantasy game mentioned above mercilessly lampooned the class' 2nd Ed.-inspired reputation as a useless dandy by giving the Bard character the unique ability to run from battle so that his allies could win the day. Come to think of it, the 1990s weren't that great. Well, in some ways, anyway. Okay, back on track. This Bard ain't so spoony. Neverwinter Nights 2 gives him a bevy of songs that he doesn't have in pen-and-paper D&D, immensely boosting his usefulness and overall power. Add to this the improvements he got in his skill point totals between 3.0 and 3.5, and you've got a worthy character class. With this FAQ, hopefully you'll really be able to make him scream. Some notes, though. This FAQ assumes that you've already read the manual and have at least a base understanding of the way character creation and levelling works. It also assumes that you at least have a base knowledge of how the skills work, how the feats work, and the benefits of each character race. If you don't have such basic knowledge, read the manual, read another FAQ (such as a beginner's guide or walkthrough), or just play the game some and learn that way. ==================== II. Selecting Your Race Bards need a little bit of everything, seeing as how they are still in the mold of that "jack of all trades, master of none." Charisma is the stat that is universally important, which means you want to shun any race with a CHA penalty. So don't even think about playing a Shield Dwarf, Duergar, Half-Orc, Tiefling, or Deep Gnome. Don't play a Half-Elf, either. Those are just useless. Now that we have the bad Bard races out of the way, here are the races that make good Bards. Best Bard Races: - Human: No stat bonuses, but no penalties, either. The best thing a Human Bard has going is the ability to multiclass without penalty. Besides that, the extra skill point per level (4 extra at 1st level) is great for the Bard, who always has a use for more skill points. The 1st-level bonus feat is pretty much gravy. - Aasimar: +2 to CHA allows him to get his CHA to 16 (ideal CHA for any Bard) at the beginning on a 1-for-1 point buy. Those free +2 to WIS are ideal to put into other ability scores that need it more, such as STR or DEX. Level adjustment of +1 isn't that big a deal. If you're going pure Bard, particularly STR-based, Aasimar is possibly the best choice because of these factors. Multiclassers beware, however: the Aasimar's favored class is Paladin, so, barring prestige classes, a multiclassed Aasimar will eat an XP penalty. - Drow: Would be the best pure Bard race hands down if not for that +2 level adjustment. As it is, he's got some competition, but he is still easily a top-tier Bard race thanks to that +2 to DEX, INT and CHA, three very important Bard stats, as well as that lovely natural spell resistance. The Drow's favored class is Wizard, though, so multiclassing a Drow Bard will have some nasty limitations. ***EPIC NOTE*** A DEX-based TWF-ing Drow Bard qualifes for Perfect TWF more easily (read: with less takes of Great Dexterity) than all other races. Other Good Bard Races: - Moon Elf: DEX bonus helps with Armor Class, which is always nice for a Bard, plus the free weapon proficiencies in certain martial weapons are handy. Favored class is Wizard. - Rock Gnome: Bard is his favored class, and sure enough, he makes a very solid pick, particularly for a DEX-based Bard. CON bonus is always good, and +1 to attack from Small Stature either makes up for his STR penalty or adds to a DEX- based Bard's prowess. The Gnome's affinity for the Illusion magic school is good for Bards, since some of their better spells are Illusion spells. The fact that Bard is the Gnome's favored class makes multiclassing easy, too. - Strongheart Halfling: Extra feat like the Human (though not the bonus skill points). Favored class is Rogue. ==================== III. Stats: Born to Rock Bards do need a little of everything, as mentioned before. They need STR to carry stuff and do melee damage, DEX for defense, since they won't wear heavy armor, INT for skill points, CON for hit points and Concentration, and CHA for spells. Bards are what is called a MAD (multi-ability dependent) class because they need good scores in several stats to excel, just like Paladins, Rangers and Monks all do. Still, when all is said and done, Bards fall into two types: STR-based and DEX-based. In other words, how they will hit things. For when it comes to combat, Bards, despite their many talents, are physical combatants, first and foremost. They are not full casters and should not be built as such. They are spellswords, using their spells and songs to augment their combat abilities and debuff or inflict status ailments on their enemies, rather than for direct offense. So, with all that said, here is a rundown of each stat, and what they mean for Bards: Strength: Should be a positive modifier in any case. As mentioned before, Bards are either going to be STR-based or DEX-based (with Weapon Finesse and archery) in terms of how they will hit people in combat. So if you're going STR-based, you'll want to start with at least a 14 STR (higher if you can), and then boost this as much as you can with levels. A DEX-based Bard can get away with a 10, but no lower. Dexterity: Should be at least a 14 in any case, even for a STR-based Bard. You'll never be in heavy armor, so you want at least a decent DEX score (again, 14 at least) to help armor class. Obviously, a DEX-based Bard is going to raise this as high as possible. Constitution: You don't want a negative modifier at all, and you want a positive modifier of some sort if you can spare it at all. That said, a 12 in CON is typically adequate. The benefits of a CON higher than that are slightly overrated and not worth giving up stat points in other key areas. Although if you find yourself able to take this to the highest score you can in a 1-for-1 point buy (14 for most races), with everything else satisfied, go right ahead. Intelligence: You NEVER want a negative modifier in this stat. NEVER. And that goes double for Bards, who have a fantastic skill list and want as many skill points as possible to spend on it. Bards do get 6 skill points per level in D&D 3.5 (and in NWN2), so a 10 INT isn't quite as crippling as it was in NWN1, but still, you want a positive modifier in INT if you can get it. INT of 12 is getting warmer, 14 is even better, and if you can get a 16 without much pain, great for you. Bards will always have a use for more skill points. Wisdom: I don't like taking a negative modifier in this stat because I don't like lowering my Will save. But if you have to, this is the stat to take the negative modifier in. A Will penalty isn't quite as crippling to Bards as it is to some other classes because Bards get a high Will save progression. Still, only take a negative modifier if you have to. A WIS of 10 is preferable. Charisma: Assuming you're going pure Bard or close to pure, CHA should be 16. No more, and no less. Bards get up to 6th-level spells, and a CHA of 16 will allow access to the Bard's entire spell list. CHA doesn't necessarily have to be 16 when you start, but it should be sometime before you're Lv. 16. You're not a full caster, so don't raise CHA any higher than 16 at the expense of your physical stats. Here are some sample starting stat lines. Obviously, you can adjust these to taste and necessity, but these typically follow the principles I outlined above: Human (STR-based): STR 14, DEX 14, CON 12, INT 14, WIS 10, CHA 15 Aasimar (STR-based): STR 16, DEX 14, CON 12, INT 14, WIS 10, CHA 16 Aasimar (DEX-based): STR 10, DEX 16, CON 12, INT 16, WIS 10, CHA 16 Drow (STR-based): STR 15, DEX 14, CON 12, INT 16, WIS 10, CHA 16 Drow (DEX-based): STR 10, DEX 18, CON 12, INT 16, WIS 10, CHA 16 ==================== IV. Skills: More Than Strumming Your Lute Bards get 6 skill points per level in D&D 3.5 and in NWN2, which is two more than what he had in NWN1. Those two extra skill points are huge for him. Only the Rogue has more, and only the Ranger has as many. Moreover, the Bard's skill list is almost as extensive as the Rogue's. In many cases, it seems like even the Bard's upgraded skill points total in 3.5, even with a 14 INT, isn't enough. Absolutely Essential Skills: - Perform: If you don't take this, pick another class to play. I'm dead serious. The whole point of the Bard is to take advantage of his inspirations and songs, and all of those are governed by his Perform score. - Concentration: Bards have spells that are round/level duration buffs, debuffs and disruptors, and some useful spells that are instantaneous effect. Which means that they will have to cast in the middle of combat. Concentration helps those castings from fizzling out when taking damage. - Use Magic Device: You are one of only three classes (Rogue and Warlock being the others) that can take this as a class skill. And you should take this, indeed, allowing you to use a whole bunch of items that would otherwise be closed to you, such as mage's robes, certain forbidden weapons, wands, rods, scrolls, etc. Very Useful Skills: - Spellcraft: Would be even better if counterspelling were in this game. As it is, gives a good boost to saves vs. spells and allows you to discern what the enemy is casting at you. - Tumble: Allows you to avoid Attacks of Opportunity when moving, which can be a lifesaver. Also gives a modest AC boost (+2 at 20 ranks). - Diplomacy and/or Bluff: Bards are one of the best role-playing classes in the game because of their compulsory high CHA, which enhances handy conversation skills like Diplomacy and Bluff. Other Good Skills: - Listen: Helps detect stealthed enemies. Synergizes well with the 1st-level Amplify spell. - Lore: Bards already get Bardic Knowledge, which is like getting a free point in Lore every Bard level. Taking ranks in Lore on top of that makes the Bard a true loremaster. Kiss the Identify spell and shop identifies goodbye forever. - Sleight of Hand: Some shopkeepers in the original campaign have some nice items you can pick off. - Hide and Move Silently: One skill without the other is useless, which is why they are mentioned together. Stealth is actually more of a nicety rather than a necessity for a Bard, especially in comparison to some of his other skills. It's also not as vital for a Bard as it is for a Ranger, Rogue or Monk, all of which tend to be better at the whole scouting thing. Still, you can make a decent stealth Bard if you wish. The fact that Hide and Move Silently are class skills for a Bard also helps when qualifying for prestige classes. Iffy Skill to Note: - Taunt: It is used in many conversations in the original campaign, and quite frankly, that is Taunt's saving grace. Its battle application is not nearly as useful as in NWN1, since the range is terrible, repeated uses do not stack, the penalties are crap compared to the myriad other debuffs Bards get, and it draws Attacks of Opportunity. Were it not for its double life as a conversation skill, it would be absolutely worthless. ==================== V. Serenading Yourself and Your Party (and Busting Your Enemies' Eardrums) Bards, by definition, are all about performance. And bardic music, more than anything else, is the heart of the class's power and utility. Songs and inspirations can swing the battle entirely off balance in favor of the Bard and his party. Bardic performance abilities are the main area where the Bard differs very strongly from his pen-and-paper form, and it's all for the better. Much, much, MUCH better. Curse Song, which must be taken as a feat, is the ultimate debuff, inflicting huge penalties to combat abilities (and even free cheap damage) to all enemies in the area. Now, combine that with complementary abilities that can do things like boost the Bard's and his allies' combat abilities by as much as Curse Song reduces those of his enemies, and the seesaw of combat balance swings topsy-turvy. Bardic performance abilities are split into two categories: Songs and Inspirations. Songs have a limited duration (Curse Song is under this category), often 10 rounds (can be lengthened with Lingering Song), and a limited number of uses per day. Inspirations, on the other hand, are always active, and they affect the entire party as long as they're close to the Bard (as well as the bard himself). However, a Bard can only have one Inspiration on at a time, so sometimes it comes down to a choice in a situation. The manual does not explain the songs and inspirations in great detail, so I will go into detail on each one of those, as well as comment on them: Inspirations: - Inspire Courage: Earned at 1st level. Gives bonuses to both physical attack and damage. +1 bonuses to start, +2 at Bard 8, +3 at Bard 14, +4 at Bard 20, and +5 at Bard 26. This is the Inspiration you will use most often in combat. It allows you and your allies to kill much faster and easier. Obviously huge, especially when coupled with a Curse Song. - Inspire Competence: Earned at 2nd level. Gives bonuses to your and your allies' skills. +2 to start, +4 at Bard 11, +6 at Bard 19, and +8 at Bard 27. You'll use this a lot in non-combat situations. Conversations, assisting the party Rogue with trap disabling and unlocking, assisting with crafting, etc. - Inspire Defense: Earned at 5th level. Gives dodge AC bonus to you and your allies. +2 to start, +3 at Bard 10, +4 at Bard 15, +5 at Bard 20, +6 at Bard 25, and +7 at Bard 30. You won't use this quite as much as Inspire Courage. I can see situations where it might be useful, but more often than not in this game, even in the more dangerous battles, the best defense is a good offense, so Inspire Courage is overall the better choice. - Inspire Regeneration: Earned at 7th level. Regenerates your and your allies' hit points by a given amount of points per round. +1 to start, +2 at Bard 12, +3 at Bard 17, +4 at bard 22, and +5 at Bard 27. This is THE Inspiration to use between fights and takes a HUGE burden off of your party's Cleric. - Inspire Toughness: Earned at 8th level. Increases your and your allies' saving throws. +1 to start, +2 at Bard 13, +3 at Bard 18, +4 at Bard 23, and +5 at Bard 28. This one's not that useful. Stick with Inspire Courage. - Inspire Slowing: Earned at 11th level. All enemies that come within 20 feet of the Bard must make a Will save against a DC of 13 + half Bard level + the Bard's CHA modifier. If they fail, their movement is slowed by 15%. At Bard 16, that movement penalty goes to 30%. This effect does not reduce enemy number of attacks or give attack penalties. This one is useless. - Inspire Jarring: Earned at 14th level. All enemies within 20 feet of the Bard are inflicted with a -4 to Concentration and -2 to Will saves. This one can actually be pretty useful. The -2 to Will saves gives the Bard's enchantment spells a markedly higher rate of success (especially coupled with Curse Song), and the -4 to Concentration is very handy in fights against magic users. Songs: - Curse Song: Must be taken as a feat. The ultimate debuff in NWN1, and it's as good as ever in NWN2. It's great from the start and only improves with Bard level and Perform score. At Lv. 16 and with a Perform score of 25 (with skill bonuses and all, not just ranks), you inflict upon your enemies penalties of -3 to attack, -3 to damage, -3 to saves and -5 to their Armor Class, and for good measure, a free 20 points of sonic damage to all enemies. Ouch. - Countersong: Earned at 1st level with 3 Perform ranks. Gives spell resistance to you or an ally for 10 rounds of 10 + your Bard level. Obviously pretty useful against magic users. - Fascinate: Earned at 1st level with 3 Perform ranks. All hostiles within 90 feet of the Bard must make a Will Save against a DC of 11 + half Bard level + the Bard's CHA modifier. If they fail, they are dazed for 10 rounds. If they are attacked or within 10 feet of an enemy that is attacked, they snap out of their daze. This song has a cooldown period of 10 rounds before you can use it again. This could be useful to freeze enemies before casting an enchantment spell (ex. Sleep, Fear) that more assuredly disables enemies. The DC is pretty good (especially after a cast of Curse Song), so in fights against larger mobs, you might want to throw this out. - Haven Song: Earned at 3rd level with 6 Perform ranks. This is essentially a Sanctuary spell with potentially far better of a DC than a Cleric can get. Enemies that want to attack the Bard must make a Will save against a DC of 11 + half Bard level + CHA modifier to do so. This effect lasts 10 rounds. Any hostile action cancels the Haven Song effect. The first Bard song you'll really love. It's great for buffing in the middle of combat, but even better when you consider that SINGING IS NOT A HOSTILE ACTION. That includes Curse Song! And Fascinate! Which means you can walk into the middle of a mob with Haven Song activated, sing your curses, Fascinate the mob with a nice penalty to Will saves already in effect (add Inspire Jarring for extra success), then come out of your Haven by dropping your enchantment spell of choice. - Cloud Mind: Earned at 6th level with 9 Perform ranks. This is a more powerful, single-target version of Fascinate. The Will save DC the enemy must make is 14 + half Bard level + CHA modifier. Plus any enemies attacked near the dazed enemy does not snap the enemy out of the daze. The effect lasts 10 rounds, and the song has a cooldown period of 5 rounds before you can use it again. I don't get much use out of this one, personally. - Ironskin Chant: Earned at 9th level with 12 Perform ranks. Gives you and allies DR of 5/- (that's 5 points against all physical attacks) for 4 rounds. Not too useful, unless by chance you don't have a Wizard or Druid that can cast the more powerful and long-lasting Stoneskin on the entire party. - Song of Freedom: Earned at 12th level with 15 Perform ranks. This breaks all enchantments and curses on you and your allies with a check of a d20 + your Bard level versus a DC of 11 + caster level of the curse or enchantment spell. Obviously useful when your party is cursed or under an enchantment spell. - Song of Heroism: Earned at 15th level with 18 Perform ranks. This grants a single target (you or an ally) a +4 to AC, a +4 to all saves, and +4 temporary hit points per level for 5 rounds. This song has a cooldown of 20 rounds between uses. Obviously huge. With Inspire Courage in effect, this covers defense for one character, preferably the member of the party that is charging in headlong into danger. This is the first of two songs that REALLY justifies the importance of the Lingering Song feat, so it will last 10 rounds. - Legionnaire's March: Earned at 18th level with 21 Perform ranks. This affects you and all allies within 60 feet. It grants all affected a +4 damage bonus in physical combat, and in addition sets everybody's base attack bonus equal to the highest member in the party. The effect lasts 10 rounds, and there is a cooldown period of 5 minutes game time (300 seconds, or 50 rounds) between uses. This is pretty obviously a badass ability of epic proportions. With a full BAB character in the party (such as a Fighter, Barbarian, Paladin or Ranger), this song gets even better, making you fight as well as your ally. But this song has an enormous cooldown period between uses, so use it wisely. Lingering Song is an absolute must here, so to make this song last 15 rounds. Epic Singing (these are all epic feats): - Chorus of Heroism: Not really a separate song, but actually a seriously badass upgrade to Song of Heroism, making it affect the entire party all at once. Available as soon as you hit Epic levels. A note for multiclassers: You can still take the feat in Epic levels as long as you have 15 Bard levels (and Song of Heroism, of course). - Song of Requiem: Must have 21 Bard levels and 24 Perform ranks. It lasts 5 rounds (10 with Lingering Song) and inflicts all enemies within 20 feet with sonic damage once per every round it is in effect. There is no save against it, and the only way to reduce or eliminate the damage is reduction or immunity against sonic damage. The total damage inflicted per round is equal to twice your Perform skill, and this damage is spread between all your surrounding enemies (minimum damage caused is Perform skill divided by 3). For example, if your Perform skill is 30, your song can do 60 points of damage to one enemy per round. If you're surrounded by four enemies, it'll do 15 points to each surrounding enemy (60/4). If you're surrounded by six or more, it'll do the minimum 10 points to all surrounding enemies. Great reward for staying a pure Bard for 21 levels, turning you into walking death. - Hymn of Requiem: An upgrade to Song of Requiem that requires 30 Perform ranks (so you'll be a 27th-level character when you qualify). Multiclassers take note that your Bard levels can be as low as 21 to get this, though. Anyway, this upgrade makes your Song of Requiem heal your party by as many points as it damages your enemies every round. Just as the damage was among your enemies, the total healing (Perform x2) is divided equally among you and your party members, and the minimum healing per character is Perform/3. Now your Bard is a healing siphon. ==================== VI. Feats: How to Make Yourself Someone to Sing About Your feat selection will vary depending on whether you're going STR-based or DEX-based. You might also want to focus entirely on combat, or focus more on your music's power and duration. Or you might want to take a metamagic feat to enhance the duration of your buffing spells. Five feats are just plain essential for every Bard no matter what his focus is, though, which are: - Luck of Heroes: Can only take at 1st level. This is THE defensive feat to take. Period. If you're going to take ANY defense-boosting feat at all, make it this one. And really, you should take it. - Curse Song: Just in case you forgot about it already. I just had to mention it again because it really is that damn good. - Blind-Fight: A lifesaver of a feat against Rogues and enemies that can cast Invisibility. Absolutely necessary to maximize offensive and defensive potential of any melee combatant, which all Bards are, in the end. - Lingering Song: Makes songs last 5 rounds longer. This is a gamebreaking bonus with some of the Bard's more potent songs that have a large cooldown period afterwards, namely Song of Heroism and Legionnaire's March. You can go for a while without this feat, but once you hit Lv. 15 and get Song of Heroism, this feat becomes a must. - Toughness: Gained in status thanks to the lovely Epic Resilience (described below), and this feat is a prerequisite for it. You can delay taking this feat until Epic levels if you need to. In Epic levels, Bards get a few more feats that are universally essential: - Chorus of Heroism: Just a *small* reminder that, yes, you'd better take this. - Song of Requiem: Described in the Songs section above. Just take it. - Hymn of Requiem: Described in the Songs section above. Just take it. - Epic Toughness: Toughness required for it. +30 HP is nice, but it unlocks the real prize of ... - Epic Resilience: Never worry about that damn natural 1 on a saving throw ever again. More important for Bards than most since many of your songs and spells boost saves. - Great Strength/Dexterity: Great for when you have nothing else left to take. If you're a DEX-based dual-wielder, you may have to take a few Great Dexterity feats if you're going for Perfect Two-Weapon Fighting. These Epic feats aren't quite as essential, but are still nice: - Epic Prowess: +1 permanent bonus to attack rolls. Why not? ***MANUAL ERROR NOTE*** The manual tells a few lies, and it apparently lies about Bards qualifying for the Epic Spells Mass Fowl and Epic Gate. Even with the prescribed Spellcraft ranks, those spells (which are taken as feats) are MIA. For Those Looking to Be Better Musicians: - Skill Focus (Perform): +3 to Perform score. One thing to note: the maximum Curse Song penalties require 16 Bard levels AND a Perform score of 25. If you have Perform ranks maxed out for Lv. 16 (19 ranks), plus a CHA of 16 (max spellcasting and +3 modifier), and this feat, you get the Perform score of 25 naturally, with no other enhancements needed. This is worthy to consider in a multiclass build, particularly. Not that a jacked-up Perform score isn't valuable otherwise (Curse Song sonic damage can still increase past the 16-25 penalties cap, plus there's Song/Hymn of Requiem that only gets better with Perform score). Metamagic Feat of Note: - Extend Spell: The only metamagic feat worth taking for a Bard. It's a worthy consideration, though. Extended War Cries and Greater Heroisms are as good a use of 5th- and 6th-level spell uses as anything else. Essential for STR-based *MULTICLASSED* Bards: - Battle Caster: If you get Medium Armor Proficiency from taking a Fighter or Barbarian level, this feat is a no-brainer to take. Casting in Mithral Full Plate with impunity is pretty damn sexy no matter how you look at it. I wouldn't spend on Medium Armor Proficiency (and by extension, Battle Caster) as a pure Bard, though. You have precious few feats, and those are really better spent elsewhere. Pure Bards should just be content with the still-pretty-nice Mithral Breastplate. Noteworthy STR-based combat feats: - Power Attack: Your source of cheap extra damage, especially if you wield a single non-finessable weapon in two hands, in which case your damage bonus doubles. And with the legion AB boosts Bards get, you can afford the -3 to AB. Required to qualify for Blackguard, if you're going for that. - Cleave and Great Cleave: Not as essential as some will have you believe, but far from as worthless as others will have you believe. It's in the middle. Also, some misunderstand how Great Cleave works. It does not necessarily require you to kill every enemy in one hit to get any use out of it. It simply removes the once-per-round limitation of Cleave. Say, you are a Lv. 20 Bard with 3 attacks per round. On your first hit, you kill an enemy, so you Great Cleave an adjacent foe. You do not kill that foe with the Great Cleave, but you kill him with the second attack in your normal routine, which follows. You get to Great Cleave again. If you didn't have Great Cleave, you would not get another Cleave Attack after you killed that second enemy. As is evident, the hits can add up over time and make some battles against rather dangerous enemies easier. ***MOTB CAMPAIGN NOTE*** If the expansion campaign is your primary concern, I'll go ahead and tell you that Cleave (unless you're going for Blackguard) and Great Cleave are not worth it. The significance of these feats diminishes severely when even the "scrubs" can survive flurries of hits doing 35-40 points of damage each. Absolutely essential for a DEX-based Bard: - Weapon Finesse: Goes without saying. You have to hit in melee, and this is how you're going to do it when boosting DEX. Noteworthy DEX-based combat feats: - Two-Weapon Fighting (and Improved/Greater/Perfect versions): Two-weapon fighting is a pretty good choice for Bards because of the numerous damage bonuses they get from their songs and spells, all of which get added in full with each hit. With more hits per round, that's just more hits that the Bard's damage bonuses will take effect. Beware that Perfect TWF requires a DEX of 25. A Drow will get PTWF with a couple small sacrifices, but other races will struggle. Other noteworthy combat feats: - Weapon Focus: Not truly essential, but every bit of attack bonus helps. - Improved Critical: Too bad Bards can't cast Keen Edge. So that makes this feat worth a look. If you're travelling with a Wizard who can cast Keen Edge, you can skip this feat in favor of something else. Iffy (for STR-based characters): - Knockdown and Improved Knockdown: These feats were once hideously broken. Now, with the expansion, they're barely even worth considering anymore. I suppose that's a good thing, though. The expansion versions of these feats require an attack roll, and moreover, have a cooldown timer of 12 seconds (2 rounds) between uses. Avoid These Feats (They really do suck): - Extra Music: You get enough uses of songs as you level up. Four extra really doesn't make a difference in the long run. - Armor Skin: Luck of Heroes is better and is available at 1st level, rather than Epic. ==================== VII. Singing's All Good, But Can You Spell? Bards cast spells spontaneously like a Sorceror does. Which means that a Bard's repertoire of spells is limited to the spells he chooses to know with each level, but it also means that he can cast a given spell in a level as often as he has castings for that level. The Bard's knowledge of spells is very limited per spell level, so he must choose wisely. One thing people might not know about is the ability to switch out spells. NWN2 follows the D&D 3.5 rules regarding this. At Bard levels 5, 8, 11, 14, 17 and 20, the Bard may switch out one (and ONLY one) spell that he knows and replace it with another spell from that spell level. The spell switched out must be 2 levels lower than the maximum spell level the Bard can cast. One general guideline: I wouldn't select the animal buffs as a Bard. At all. In 3.5, and consequently NWN2, those do not stack on top of the enhancement gear you will no doubt be decked in over the course of your adventures. Failing that, you'll have a Wizard, Druid or Cleric that can cast those spells as needed without being "committed" to them. Most of a Bard's useful spells are either defenses, offensive buffs, debuffs, or status effects and enchantments. The debuffs and enchantments are especially effective after you've popped out a Curse Song and Inspire Jarring to drop their Will saves like a rock. Bards actually got treated pretty well in the expansion, spells-wise, getting some nice extra options especially in their higher levels, where they were lacking before the expansion came out. Here are the noteworthy spells by level: 1st level: - Sleep: The ultimate spell at low levels, while your enemies are below 5 HD. Cause mobs of enemies to fall asleep, then coup de grace them. Bada bing. At Lv. 8, you switch this spell out, since by then it's long since useless. - Amplify: Adds +20 to Listen skill, which pretty much defeats all attempts at stealth, especially since you already have Listen as a class skill. - Remove Fear: Just what it says. Keeps your party from running around uncontrollably. - Joyful Noise: Immunity to silence is good for a spellcaster. - Grease: Good low-level battlefield control spell. 2nd level: - Mirror Image: Great defensive spell that is useful throughout your entire career. - Heroism: A nice, cheap +2 to attack, saves and skills. Just one of the many boosts in melee the Bard gets. - Hold Person: Good enchantment against humanoids to make them die really easily. - Curse of Impending Blades: New for MotB, this is a great spell. It inflicts a -2 penalty to an enemy's armor class, there is no saving throw against it, and it can only be removed with a Remove Curse spell. Rangers and Wizards can cast it as well, though, so if you have one of those in the party, you can hold off on selecting it. - Cloud of Bewilderment: Creates a cloud that stuns and blinds for 1d6 rounds. Beautiful, if you can lay it down in a situation where it won't affect your party. 3rd level: - Displacement: 50% concealment? Which means 50% miss chance? Yes, please. - Confusion: Possibly makes the enemy do the dirty work for you by killing each other. Or they may just stand there. In any case, this is a great staple enchantment, and you get access to it at about the time Sleep stops being useful. - Haste: Pretty much THE buff for 3rd level in terms of offense. However, if you're traveling with a Wizard, you might be able to get away with delaying or ignoring this spell. Still worth considering, though. - Mass Curse of Impending Blades: Same effects as its 2nd-level brother, except it affects multiple enemies. Great spell, but consider who you're traveling with before committing to it early, as Rangers and Wizards can also cast it. - Slow: Better than Inspire Slowing, at least, as it removes one attack per round from the enemy and inflicts an attack penalty. 4th level: - War Cry: Not only do you get yet another nice buff to your melee ability in the form of +2 to hit and damage, but you can make everyone uncontrollably scared of you in the process. It's a wonderful combo buff/enchantment, centered around you. - Greater Invisibility: Turn invisible, then have some 50% concealment goodness after you've hit something. Woohoo! - Shout: A core Player's Handbook spell that just now made it into MotB (hah). Does 5d6 sonic damage, but more importantly, it causes 2d6 rounds worth of deafness if the enemies fail their Fortitude saves. Deafness causes 20% spell failure, which is fairly significant against spellcasters. Great against the arcane spellcasters, especially, since their Fortitude saves tend to suck. - Hold Monster: To freeze what Hold Person won't freeze. Enables coup de grace. - Freedom of Movement: Pretty much everyone that can cast spells can cast this. But it's still better than any of the 4th-level spells remaining after you selected the above. 5th level: - Greater Heroism: Extra hit points and +4 to hit, saves and skills. Great buff. - Mind Fog: Drops enemies' Will saves by -10 as long as they're in the fog and for 2d6 rounds after. Interestingly, tests the Will save to negate the effect. It's still a wonderful spell to lay out after a Curse Song or Inspire Jarring. Follow through with your enchantment of choice (War Cry, Confusion, etc.) - Ethereal Visage: The 20/magic DR is actually overrated, as everyone and his mother will have enchanted weapons by the time you get this. However, ironically enough, the immunity to 2nd level spells and below is underrated, as almost all the spellcasters' 2nd-level arsenals have some debuffs and enchantments that stay effective even on up into the middle and high levels (hell, even Rangers have the no-save-allowed Curse of Impending Blades in their 2nd-level repertoires). - Song of Discord: Confusion with a range of effect centered around the Bard. Also, since it's a 5th-level spell, it also has a +2 advantage on its DC compared to plain ol' Confusion (a 3rd-level spell). Not super-high priority if you already have Confusion, but hey, it's better than the other 5th-level spells left. - Greater Dispel Magic: Good against anything that can buff with magic. 6th level: - Dirge: -2 penalties to STR and DEX per round for anyone who enters the centered area of effect around the Bard, unless they make Fortitude saves. The effects of this spell become a more real threat to melee enemies after a Curse Song. - Greater Shout: Like its little brother, it's a Core spell that was only introduced with MotB. Go figure. Anyway, it sure helps to fatten up the Bard's previously lacking 6th-level list. The deafness effect lasts 4d6 rounds and it does 10d6 sonic damage. It also stuns for one round, which regular Shout does not do, so this spell is good against melee and spellcasting threats alike. Fortitude negates stunning and deafness. Again, best used after a Curse Song. - Energy Immunity: Almost too good. Worth taking even with a Cleric or Wizard in the party, who can use their own 6th level spell slots for their other spells, instead. - Superior Resistance: New for MotB. A flat +6 to all saves for one target, either an ally or yourself. This one actually is worth a pick. ==================== VIII. Music Career Just Not Working Out? There is only one reason for cherry-picking a few levels of Bard: to get the Red Dragon Disciple prestige class for those cheesy Red Dragon Disciple builds. Since RDD is a whole 'nother animal altogether, this guide won't go into those. We're interested in Bard-dominant builds, here. Other than those RDD abberations, the Bard class is meant to be taken pure or close to pure. Note that in Epic levels, feat selection is accelerated to every two levels (21, 23, 25, 27, 29). *In addition* to that acceleration, pure Bards get a bonus feat at class levels 23, 26 and 29. And unlike in NWN1, these pure class bonus feats are *NOT* restricted to a list. They work just like the general feats do. Multiclassing a Bard should be limited to a few levels in any given class, for example, to get Martial Weapons Proficiency for Eldritch Knight or Medium Armor Proficiency for Battle Caster. Another common goal for a multiclass is to get 6 attacks per round by Lv. 30, which a pure Bard doesn't get. This requires a larger sacrifice, however. To get the BAB of 26 that is necessary for 6 attacks, you need at least 14 levels total of full BAB classes in your build, so the most Bard levels you'd be able to get for that to work would be 16. 16 Bard levels gives you the maximum Curse Song penalties. No Legionnaire's March, though. Boo. You shouldn't dip below 15 Bard levels in any build (when you get the Song of Heroism). The rest of your songs and inspirations are still quite powerful at that level. Good multiclass choices include: - Fighter: 1 level of Fighter gets you Medium Armor Proficiency for free, Martial Weapons Proficiency for free, and a bonus feat of your choosing, which essentially makes up for the Battle Caster feat you will no doubt select. It will also help you qualify for Eldritch Knight. A one-level cherry pick of this class is very good for an "almost" pure STR-based Human Bard. - Barbarian: Another 1-level dip class for a Bard that wants Medium Armor Proficiency, Battle Caster, Martial Weapon Proficiency, and possible Eldritch Knight progression. Instead of a bonus feat, gets faster movement and Rage, and a couple more hit points. Some prefer this over a Fighter level. - Eldritch Knight: The chief class you'll use if you're going for 26 BAB and 6 attacks/round, as it boosts both your BAB and your spellcasting. One Fighter, Barbarian, Blackguard or Divine Champion level will qualify you for this. If you're trying for the 26 BAB Bard builds, you should typically go for at least the full Lv. 20 Bard spellcasting (for that, your Bard and Eldritch Knight levels must add up to 21). Beyond Bard + EK = 21, you won't get any new spells, but you will increase your caster level, which determines how hard you are to dispel, durations of spells, and your ability to penetrate Spell Resistance. - Blackguard: Must be evil, obviously. "Black-Bards" with 3 levels of this class are infamous. Where to start? How about Aura of Despair? An automatic -2 penalty to all enemies' saving throws within 10 feet that happens to stack with Curse Song. Yeah, that's pretty nasty. Dark Blessing at this class' 2nd level adds your CHA modifier to your saves. Those abilities alone are enough to consider a 3-level dip in this class. But wait, it gets even better. Blackguards gain Medium Armor Proficiency and Martial Weapon Proficiency for free, which means you get easy access to Battle Caster and Eldritch Knight to make up for the two entry feats for this class. And since Blackguard is a prestige class, which does not invoke a multiclass XP penalty, this works in favor of Aasimar and Drow. It's also a full BAB class, so if 6 attacks/round is your goal, this helps you toward it. I could go into detail about delaying the 3rd level of Blackguard for a level where you get a feat to take Divine Might, and later Epic Divine Might (STR 21, CHA 21), but that particular path is best for certain RDD builds, not builds where Bard is the dominant class. - Divine Champion: Another potential Eldritch Knight qualifier, as you do get free Martial Weapons Proficiency, and it's a full BAB class. However, you do not get Medium Armor Proficiency, so Battle Caster isn't an option. It is a prestige class, so Aasimar and Drow can take this without a multiclass XP penalty, and only at the cost of taking a Weapon Focus feat, which isn't bad. Four levels in this class can be pretty good, as you get free bonuses to saves as well as a couple of bonus feats to be used for Blind Fight or Improved Critical. Don't go beyond four levels, though, at least not until Epic levels, where Epic Toughness and Epic Prowess get added to the bonus feat list. ==================== IX. Single-class Bards A. Celestial Thunder Aasimar is probably the best overall for this type of pure Bard, a STR-based build. Race: Aasimar Starting Stats: STR 16 DEX 14 CON 12 INT 14 WIS 10 CHA 16 Skills: Perform, Concentration, Use Magic Device, Spellcraft, Tumble, Diplomacy (and/or Bluff), Listen, Lore Background: Ladies' Man/Flirt Level progression (all Bard): 1) Luck of Heroes 2) Sleep (1st), Grease (1st) 3) Curse Song, Remove Fear (1st) 4) STR +1 (17), Mirror Image (2nd), Heroism (2nd) 5) Joyful Noise (1st), Hold Person (2nd) 6) Blind-Fight 7) Curse of Impending Blades (2nd), Displacement (3rd), Confusion (3rd) 8) STR +1 (18), Amplify (1st, replacing Sleep), Haste (3rd) 9) Skill Focus (Perform) 10) Mass Curse of Impending Blades (3rd), War Cry (4th)*, Greater Invisibility (4th)* * Note that NWN2 lets you select the spells at these levels, but if your Charisma isn't high enough, you can't cast the spell until the level after you selected it. For example, at Lv. 10 you're allowed to select War Cry (4th-level). But unless you have a CHA of 18 (+4 modifier, corresponding to the score where you get 4th-level bonus spells), you can't cast it until you're Lv. 11. 11) Shout (4th) 12) Improved Critical (Longsword), STR +1 (19) 13) Hold Monster (4th), Greater Heroism (5th)*, Mind Fog (5th)* 14) Ethereal Visage (5th) 15) Lingering Song 16) STR +1 (20), (Whatever 1st-level spell), Song of Discord (5th), Dirge (6th)*, Greater Shout (6th)* 17) Cloud of Bewilderment (2nd), Energy Immunity (6th) 18) Extend Spell, Slow (3rd) 19) Freedom of Movement (4th), Superior Resistance (6th) 20) STR +1 (21), Greater Dispel Magic (5th) 21) Song of Requiem 22) 23) Chorus of Heroism, Toughness (bonus) 24) STR +1 (22) 25) Epic Toughness 26) Epic Resilience (bonus) 27) Hymn of Requiem 28) STR +1 (23) 29) Great Strength (24), Epic Prowess (bonus) 30) Final stats (no gear/buffs): STR 24 DEX 14 CON 12 INT 14 WIS 10 CHA 16 -------------------- B. Drow Blade Sadly, you've got to make sacrifices, and in this build, that sacrifice is Luck of Heroes. Race: Drow Starting Stats: STR 10 DEX 18 CON 12 INT 16 WIS 10 CHA 16 Skills: Perform, Concentration, Use Magic Device, Spellcraft, Tumble, Diplomacy (and/or Bluff), Listen, Lore Background: Ladies' Man/Flirt Level progression (all Bard): 1) Weapon Finesse 2) Sleep (1st), Grease (1st) 3) Curse Song, Remove Fear (1st) 4) DEX +1 (19), Mirror Image (2nd), Heroism (2nd) 5) Joyful Noise (1st), Hold Person (2nd) 6) Blind-Fight 7) Curse of Impending Blades (2nd), Displacement (3rd), Confusion (3rd) 8) DEX +1 (20), Amplify (1st, replacing Sleep), Haste (3rd) 9) Two-Weapon Fighting 10) Mass Curse of Impending Blades (3rd), War Cry (4th)*, Greater Invisibility (4th)* 11) Shout (4th) 12) Improved Two-Weapon Fighting, DEX +1 (21) 13) Hold Monster (4th), Greater Heroism (5th)*, Mind Fog (5th)* 14) Ethereal Visage (5th) 15) Lingering Song 16) DEX +1 (22), (Whatever 1st-level spell), Song of Discord (5th), Dirge (6th)*, Greater Shout (6th)* 17) Cloud of Bewilderment (2nd), Energy Immunity (6th) 18) Greater Two-Weapon Fighting, Slow (3rd) 19) Freedom of Movement (4th), Superior Resistance (6th) 20) DEX +1 (23), Greater Dispel Magic (5th) 21) Song of Requiem 22) 23) Chorus of Heroism, Toughness (bonus) 24) DEX +1 (24) 25) Epic Toughness 26) Epic Resilience (bonus) 27) Hymn of Requiem 28) DEX +1 (25) 29) Perfect Two-Weapon Fighting, Great Dexterity (26) (bonus) 30) Final stats: STR 10 DEX 26 CON 12 INT 16 WIS 10 CHA 16 ==================== X. Multiclass Builds A. Battle Caster (Bard 29/Fighter 1) This almost-pure Bard adds a Fighter level, which allows easy access to Battle Caster. Must be Human to avoid a multiclass XP penalty. A variant of this is to take a Barbarian level instead, which results in one less feat (nix Extend Spell or Improved Critical in that case). Race: Human Starting Stats: STR 14 DEX 14 CON 12 INT 14 WIS 10 CHA 15 Skills: Perform, Concentration, Use Magic Device, Spellcraft, Tumble, Diplomacy (and/or Bluff), Listen, Lore Background: Ladies' Man/Flirt Level progression: 1) Bard 1 - Luck of Heroes, Curse Song 2) Ftr 1 - Blind-Fight 3) Bard 2 - Battle Caster, Sleep (1st), Grease (1st) 4) Bard 3 - CHA +1 (16), Remove Fear (1st) 5) Bard 4 - Mirror Image (2nd), Heroism (2nd) 6) Bard 5 - Skill Focus (Perform), Joyful Noise (1st), Hold Person (2nd) 7) Bard 6 8) Bard 7 - STR +1 (15), Curse of Impending Blades (2nd), Displacement (3rd), Confusion (3rd) 9) Bard 8 - Lingering Song, Amplify (1st, replacing Sleep), Haste (3rd) 10) Bard 9 11) Bard 10 - Mass Curse of Impending Blades (3rd), War Cry (4th)*, Greater Invisibility (4th)* 12) Bard 11 - Improved Critical (weapon of choice), STR +1 (16), Shout (4th) 13) Bard 12 14) Bard 13 - Hold Monster (4th), Greater Heroism (5th)*, Mind Fog (5th)* 15) Bard 14 - Extend Spell, Ethereal Visage (5th) 16) Bard 15 - STR +1 (17) 17) Bard 16 - (Whatever 1st-level spell), Song of Discord (5th), Dirge (6th)*, Greater Shout (6th)* 18) Bard 17 - Toughness, Cloud of Bewilderment (2nd), Energy Immunity (6th) 19) Bard 18 - Slow (3rd) 20) Bard 19 - STR +1 (18), Freedom of Movement (4th), Superior Resistance (6th) 21) Bard 20 - Chorus of Heroism, Greater Dispel Magic (5th) 22) Bard 21 23) Bard 22 - Song of Requiem 24) Bard 23 - STR +1 (19), Epic Toughness (bonus) 25) Bard 24 - Epic Resilience 26) Bard 25 27) Bard 26 - Hymn of Requiem (bonus), Epic Prowess 28) Bard 27 - STR +1 (20) 29) Bard 28 - Great Strength (21) 30) Bard 29 - Great Strength (22) (bonus) Final stats (no gear/buffs): STR 22 DEX 14 CON 12 INT 14 WIS 10 CHA 16 XI. Contact Info E-mail: elbrigadier@comcast.net. Suggestions, rebuttals, etc. to this FAQ should be titled, "ATTN: NWN2 Bard FAQ." ==================== XII. Version History Version 2.03 - Expanded the multiclassing and builds sections. Version 2.02 - Rewrote some stuff, added some sample Bard builds. Version 2.01 - Updated description of Knockdown and Improved Knockdown. Version 2.00 - Bumping up a full number for all MotB-compatible editions. - Added a few notes here and there. Version 1.00 (MotB) - First full MotB-compatible edition. Version 1.03 - Moved Version History to the end. Why? Because I don't think too many people care to read it. - Updated for game patch 1.04. Version 1.02 - Added notes about Knockdown and Improved Knockdown. Version 1.01 - Minor edits to multiclassing section. - Slight changes in philosophy in the feats section. Version 1.00 - First edition of the Bard Guide. ==================== XIII. Permissions and Copyright This FAQ will be hosted on the following sites: GameFAQs Permission to reproduce this FAQ must be granted by me, and will be granted on a case-for-case basis. (c) Drew Garcia, 2007, 2008