(This is ridiculously long as usual...)
I've gotten several requests for my Victorrea build when I mentioned it in other threads, so I thought I'd publish it in one place to be able to link to it.
The basic idea of this build is to get most of the party benefits of being a Warchanter while also having quite high individual DPS and better-than-expected defenses. This isn't a true "beginner's" build because it requires some +1 Tomes eventually, but this build is very accessible to the non-Power-Gamer.
Secondarily, I wanted to put down a couple of common myths: 1) Bards can only be built with 32-points. I'm not sure where this one comes from. We'll see that the extra 4 points really don't change much here. 2) Bards aren't suitable to soloing. This build is very soloable through mid levels, and possibly beyond.
Goals:
- High DPS. May even lead in kills in some not-very-uber parties. This is one of the highest "realistic" DPS Bard builds available currently. Net contribution to DPS from songs and axes is hard to beat.
- Near full Song value, including the probably-very-important-in-Mod-9 DR song.
- Passable spell buffs, mostly for self.
- Good saves, Evasion, and marginally useful AC
- Passable HP -- enough to avoid sudden death
Warnings:
- This is not a good caster! If you are looking for a caster, look elsewhere. Heck, my "Paladin" Killer Frog build has more spell points at some levels! This build is about Songs and DPS, but the spell bar does contribute several handy things, including backup healing.
- This build misses the 3rd tier of Warchanter. I predict that will be rather ho-hum, because the first tier is too good to continue. (See Tempest.) If you predict otherwise, don't build this!
- Despite Bard and Rogue levels, you don't get trap skills out of this, except passable Open Lock. (A 32-point build probably could get trap skills if strongly desired, but I think that's a waste of the points, personally.)
One question some may have is: Why Dwarf? There are a lot of small reasons, and one bigger one. Small reasons include the best possible AC (though still only marginally valuable), and free use of a very good melee weapon with racial enhancements (but Human could get Khopesh with bonus feat so Dwarven Axe alone would be a weak reason). The big reason is the saves. The higher CON and the Dwarven spell save bonuses mean this build has decent saves accross the board, which is very significant and hard to achieve in any other race. Halfing could come close, but not on Fortitude.
EDIT: A compelling case has been made for the final level to be Rogue rather than Bard, so updated accordingly. Since most of the numbers I figured were for 16, these don't change much of my post.
Axesinger
28-point Dwarf Bard 15/Fighter 2/Rogue 3
STR 16 [10] +5 bumps + 1 Fighter + 6 item + 2 Rage = 30 [+2 Tome + 2 exceptional = 34]
DEX 16 [10] +1 Tome (rqrd for iTWF) + 6 item + 1 Rogue = 24
CON 12 [2] +1 Dwarf + 6 item +1 tome +2 Rage = 22 [+3 Tome = 24]
CHA 12 [6] +1 Tome (rqrd for Force of Personality) +2 Bard + 6 item = 21 [+2 Tome = 22]
INT 8 [0]
WIS 8 [0]
If you have 32-point builds, I suggest starting CON at 16. Significant extra hit points and a little more help on Fort save is nice-to-have, but hardly critical to the build.
Putting more points in CHA doesn't seem the best investment, as you'll still be a craptastic caster -- the +1 Will save would be a benefit, but +2 Fort save seems better.
If you are a real Power-Gamer, then you can also consider: Take DEX down to 15, and count on a +2 Tome to meet the TWF prereqs, and this allows you start STR at 18. For a nearly-all-out DPS Bard, this is certainly nice, but personally I'd take the +40 hp/+2 fort save instead.
Alignment: Anything except Lawful (as Bards can't be). The "ideal" end-game alignment is True Neutral -- that avoids all alignment damage and you have plenty of UMD to ignore alignment requirements on gear. However, a new player will probably have an easier time of it as Chaotic Good, which allows using Iron Manacles and Pure Good weapons at a much lower level before UMD really gets good.
Levels and Feats
EDIT 2009/10/30: Switch the order of FoP and Focus, due to new min level on +1 Tomes. That's actually kind of unfortunate, but in the end it all ends up the in the same place.
1: Rogue. Toughness
2: Fighter. FBF: TWF
3: Bard. Focus: Slashing
4/5: Bard
6: Bard. Force of Personality (Important: Can take Iron Will here until find +1 CHA Tome)
7: Rogue
8: Fighter. FBF: iTWF ("must" find +1 DEX Tome by here)
9: Bard. Power Attack
10: Bard (Warchanter hits here)
11: Bard
12: Bard. Extend
13/14: Bard
15: Bard. gTWF (BAB is exactly 11 here)
16/17: Bard
18: Bard. iCrit:Slashing (or Maximize if going for Bard 16/backup healer route)
19: Bard
20: Rogue
DPS
DPS is quite solid here. gfunk has shown a similar build can achieve 80% of The Monster, and this one actually has slightly better best-case DPS than the 18/2 builds he examined. For solo DPS, it's tough to beat this build, since you can Haste and Warchant yourself.
Saves @ 16
Non-uber equipment
Bard 12: 4/8/8
Fighter 2: 3/0/0
Rogue 2: 0/3/0
Stats: 5/7/6
Dwarven Resist: 4/4/4
Resist: 5/5/5
GH: 4/4/4
Luck: 1/1/1
---
26/32/28 (with Evasion)
Almost tank-like saves: possibly my favorite thing about the build. While careful play and buffs like Displacement can make AC less important, only saves work when mass-effect spells are flying everywhere. Don't try to run Elite traps, though -- Dwarven Resist doesn't count against those, leaving you far short at 28.
Victorrea was actually the winner of a Bard-Off with a Human Spellsinger idea I had. The two builds were completely different, but one of the key reasons I chose Victorrea was that the other guy was just blowing too many saves.
AC @ 16
10 base
10 armor (+5 Mithral Breast Plate; DT light armor is kinda sucky and Icy Raiments/Armored bracers can only tie)
1 Alchemical
7 dex (with enhancements)
5 Protection
2 Chaosgarde
Standard self-buff
4 Shield (UMDed from wand)
1 Haste (cast)
3 Bark (potion)
---
43
Party buffs
+5 Paladin aura
+2 real Ranger
+2 Recitation
---
52
Possibly unrealistic equipment (due to lack of slots)
+3 Dodge
+4 Insight
---
59
This just in: You're not the tank! (And even less so with Rage, which should usually be on.)
That said, AC here is sometimes useful! A-O and Yargore have demonstrated that low 50s can provide full protection in some parts of some end-game content on Normal. So in those spots even low-40s stops half the incoming damage. That's significant, especially combined with Displacement. Starting at 19, we can also AC-song ourselves. So don't count on AC to save you from all damage, but don't give up on it either.
Enhancements through 20
(in no particular order)
EDIT 2009/10/27: Two typos were present below, including an important incorrect value. AND Mod 9 increased the cost of the Dwarven Axe Damage line. So several minor changes were necessitated.
6 Dwarven Armor Mastery II
6 Dwarven spell Resist III
6 Dwarven Axe Attack II
6 Dwarven Axe Damage II
3 Bard Lingering Song II
3 Bard Song Magic II
3 Bard Energy of Music II
1 Bard Wand and Scroll Mastery I
6 Bard Inspired Damage III
12 Bard Inspired Attack III
3 Bard Inspired Bravery II (Warchanter prereq)
4 Bard Warchanter I
6 Bard CHA II
2 Fighter STR I
2 Rogue DEX I
2 Dwarf CON I
1 Rogue Sneak Attack Training I
1 Fighter Toughness I
1 Fighter Haste Boost I
6 Dwarven Toughness III
---
80
Note: At low levels, you probably want Extra Song I and maybe II. But long term respec those out as you'll have plenty of songs and have other needs.
By the end-game, Dwarven Armor Mastery may drop (replaced by Bard CHA III), if superceded by better equipment that gets the same AC without it. But I wouldn't give up the AC -- it really is useful.
Skills
Perform: Full ranks (easy to top off on Bard levels)
UMD: Full ranks
Jump: A few ranks when you can spare them (notably 4 at level 1)
Balance: A few ranks when you can spare them (notably 4 at level 1)
Open Lock: Half ranks (note massive catchup at level 7 when take Rogue 2)
This build isn't really about skills, except Perform and UMD are key. The others are all skills that can make a nice contribution without full ranks, so why not?
UMD is probably the one skill we care where ends up (EDITED; forgot Shroud item is Exceptional so stacks with Cartouche):
At 16: 19 ranks + 6 CHA + 3 Cartouche + 6 Shroud Item + 4 GH = 38. Full success on Resurrect, and 95% on Heal. Not all that impressive for a Bard, but still a tremendous asset. Note 100% on Heal by level 17.
Spells in order taken
1: Cure Light Wounds, Expeditious Retreat, Focusing Chant, Remove Fear
2: Cure Moderate Wounds, Blur, Heroism, Rage
3: Haste, Displacement, Cure Serious Wounds, Remove Curse
4: Freedom of Movement, DDoor, Cure Critical Wounds, Break Enchantment
5: Greater Heroism, Cure Light (Mass), Greater Dispel
Toward the end of each level's selection is pretty lame (except Rage which some may prefer to take even earlier), but there are a few spells above that are extremely helpful, even from a short spell point bar.
Spell points @ 16
Without heavy farming
126 CHA bonus points
325 Bard 12
100 Pearl of Power X
40 Energy of Music II
---
591
With farming
+50 Wizardry 6 (Shroud item)
100 Elemental bonus (Shroud item)
---
741
Not a lot. Don't expect it to be. But plenty to keep key buffs on yourself.
Hit points @ 16
Without effort
20: base
72: 12 Bard
20: 2 Fighter
12: 2 Rogue
18: Toughness
40: Toughness Enhancements
20: IFL
96: CON (including Rage but not a +3 Tome)
20: Minos Hat (added 8/12/09)
---
318
With effort
+10: Draconic
+45: Shroud Item
+10: GFL over IFL
+16: +3 CON Tome over +1 CON Tome
---
399
+32: 32-point build with 16 starting CON
---
431
Obviously HP were never going to be amazing, but pretty darned solid for a Bard.
Phew, that's the end.