Why Bard?At first glance, the standard bard seems to be underpowered; he has the ability to do a little bit of everything, but is a master of none. However, it does pack a unique "music as magic" feeling, and since it's one of the most flavorful classes (along with the druid probably) in the player's handbook, it has been a crowd favorite.
The bard's abilities can be summarized as follows: high social skills, a limited ability of arcane magic (but with several unique spells) and the unique ability of bardic music. They are able to assist in combat with melee or ranged weapons, but they basically bring an array of useful buffs to the group. As such, outside combat are able to dominate the environment with their wide range of skills and are extremely fun to roleplay with. However, inside combat they rarely shine, as most buffers prefer to stay in the background, but they
are an important wheel to the group.
So, if you are a player that enjoys having a good time, serving the group as a whole and you are not particular fond of rolling for big damage, think about the bard. The bard also is one of the best characters an experienced player can use when in a team of newbies, as you will be able to make sure the party survives and does its job, without stealing the spotlight.
AttributesBecause you'll need to spread out your attribute points, don't spend too much on charisma. A score of 16 is both easy to attain and gives you a few additional points to place in your intelligence and constitution scores. Dump wisdom completely, unless you have an important reason not to. Choose between strength and dexterity for your combat stat, but don't over-do it, a score of 14 or so is quite alright. So, to sum it up, you can go (32 pb): 14/10/14/14/10/16 or 14/10/14/15/8/16 (useful if you want to get words of creation early).
- Strength: Bards are able to go melee with their buffs, but this is not a first priority. Moreover, quite a few of the best bard races are small sized.
- Dexterity: Some of your skills are keyed off this attribute. Also helps your initiative rolls and possibly your attack modifier. As above, this isn't a first priority, but try to keep it at decent levels, which means no negative modifiers.
- Constitution: Helps constitution saves and hit points. All characters benefit from a big score in this attribute and bards are not an exception.
- Intelligence: Bards are skill-monkeys at heart and getting bonus points helps them fulfill that role.
- Wisdom: You can dump this attribute. You have strong will save and only a few of your skills are tied to this ability.
- Charisma: This is your first priority. Charisma determines your spellcasting ability and several key bard skills: use magic device, bluff, diplomacy, perform. You need a minimum charisma of 16 to be able to cast your most powerful spells.
RacesWhen picking a race, it's important to remember that your bardic music is a mind-affecting effect. Which means that if you're undead (or whoever teammate of yours is) will not be affected by it. The same is true for the plant and construct creature types. There are two special feats called requiem and grean ear that enable you to affect undead and plant creatures respectively, but you gain them pretty late and cost you a feat slot, which is not a good thing.
- Human: The human race receives a bonus feat, a significant bonus to the feat starved bard and a bonus skill point per level. Also helps multiclassing with his favored class.
- Gnomes: This is a great race for bards. Small size is a benefit, since it helps your attack and sneak abilities. The constitution bonus is always welcome and strength penalty doesn't hurt you significantly. The +1 bonus to illusion spells DC and bonus spells per day are great, too.
- Half-Elf: Yup, that's right! Bards must be one of the rare few classes that can fit half-elf in, but only if the great alternative class levels from races of destiny are available to you. Other non-conventional half-elves may be more worth it, such as half-drow, forestlord half-elf or even deepwyrm half-drow.
- Dragonborn Lesser Aasimar: Lesser aasimars are humanoids, which means they can become dragonborn. Dragonborn is a great template-like race and provides you with either a breath weapon, flight or improved sensory abilities. Your attribute modifiers will be -2 dexterity, +2 constitution, +2 wisdom and +2 charisma, without any level adjustment. Note that due to creature type, an aasimar without level adjustment isn't that good without the dragonborn template.
Whatever you do, please, please,
please, don't be an elf. They have attribute bonuses that don't matter (dexterity), packed with a constitution hit. The only race worth considering is the faerunian star elf, but even these guys are trumped by the spellscales because of the latters' blood quickening ability. Both races provide a bonus to charisma and a penalty to constitution, but you're better off with a human or a dragonborn lesser aasimar.
The following are recomended *only* if LA buyoff is allowed- Jaebrin MM V: Nice ability adjustments, immunity to enchantments and various other smaller benefits along with a will debuffing bite that is charisma based.
- Aasimar: Great because of its outsider type in combination of alter self and similar spells. Now you can really dump wisdom completely. Various smaller benefits. It's worth noting that this is better that its non LA cousin, because you just lose 3000 XP at 3rd level to buy it off and keep the outsider type. Eventually you will get back the lost XP.
- Chaos Gnome RoS: Nice ability modifiers, immunities and spell-like abilities. The luck reroll ability comes handy if you use skills a lot and the spell power is handy.
- Draconic Creature template RotD: Great bonuses and the dragonblood subtype that opens up several feats and prestige classes. If LA buyoff this is a great addition to several base races. Grab this if you are a dragonborn lesser aasimar, you'll have huge ability modifiers for just +1 LA: +2 strength, -2 dexterity, +4 constitution, +2 wisdom, +4 charisma.