Originally Posted by
Freeman
Inspire Competence seems to stack with everything, including items, morale bonuses, and luck bonuses. Rage is a Morale bonus, but it increases you Strength and Constitution. Since it buffs your stats directly, it works side by side with any of the other songs/spells you mention. Focusing Chant, the 1st level bard spell provides a +1 Circumstance bonus to attacks and skills. To my knowledge, no other item, spell, or effect gives a circumstance bonus, so it should stack with everything. However, it is self only, so I don't include it in the discussion below, as this is focused mainly on what you can buff others with.
Now, as to Inspire Courage, Heroism, and Good Hope, it is a bit more complicated. You also need to throw in Greater Heroism in there as well, since it is also a Morale bonus. Since they are all Morale bonuses, none of them stack. However, they can overlap to give you better bonuses than they would individually. For example, a level 4 bard(No enhancements) can cast Heroism for +2 to attack, skills, and saves. If he also sings Inspire Courage, it becomes +2 attack, +1 damage, +2 saves, +2 skills. The attack bonus doesn't stack, but Inspire Courage adds damage.
At level 7, you'll gain access to Good Hope, which provides +2 to attack, damage, skills, and saves to the entire party. At this point, there's no point in having Heroism anymore, since it is either 15sp to cast Heroism on one person or 20sp to cast Good Hope on the whole party. At this point, the best your Inspire Courage song could be is +2 attack and +3 damage with all the enhancements. While slightly better, the difference is negligible. However, at 8th level, Inspire Courage gets its base bumped up to +2/+2, and with enhancements, you can now reach +4/+4, which is better than Good Hope. However, if you both cast Good Hope and sing, you now have +4 attack, +4 damage, +2 skills, and +2 saves. Again, you'll get the most benefit by using both.
Once you gain access to Greater Heroism (+4 to attack, skills, and saves), the same idea is still true. Since it doesn't add damage, your bard songs will still give you added benefit. At level 14, Inspire Courage will increase in power again to +3/+3 base, and enhancements will increase as well. With all the enhancements, Inspire Courage will give you +6/+6 attack and damage. You can gain even more than that as a Warchanter. At 20th level, all bards gain another +1/+1 to Inspire Courage, bringing the total up to +7/+7, +8/+9 for a Warchanter.
Oh, and for those who are still interested, here's what any bard can buff someone with:
- Inspire Courage: +7 attack(Morale), +7 damage(Morale) (+8/+9 for Warchanters)
- Inspire Greatness: +2 attack(Competence), +1 Fort saves, +20 HP
- Inspire Heroics: +4 Dodge AC, +4 Saves(Morale) (Single Target Only)
- Inspire Competence: +2 Skill checks (Single Target Only/Not Self)
- Greater Heroism: +4 skill checks, Fear Immunity, +16 HP (Single Target Only)
- Haste: +1 attack, +1 AC, +1 Reflex
Combined, you'll get this:
+10 attack(Warchanter can be +11 attack)
+7 damage(Warchanter can be +9 damage)
+4 Will save
+5 Fort save
+5 Reflex save
+36 HP
+6 Skill checks
+4 Dodge AC
Fear Immunity