Pathfinder 1E Bard: Top Performance Builds for Buffing

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Article-At-A-Glance

  • We will compare each of the Bard builds we have put forth based on their abilities and features.
  • Explores an application of Pathfinder 1E Bard Builds for character creation and development.
  • Guide balances between Agility, Utility, and Support for optimal build strategies.
  • Emphasizes customizing builds to leverage personal play style and party composition.

Strengths & Weaknesses

Build NameStrengthsWeaknesses
Hastur’s ArchaeologistStrong thematic and powerful Dexterity based melee capabilities due to Whip Mastery. High versatility in disabling devices and stealth, with enhanced luck via Archaeologist’s Luck. Excellent rogue-like abilities with Trap Finder.Limited to melee combat, reliant on Whip proficiency. Vulnerable to ranged attacks due to lack of defensive feats or equipment.
Arcane DuelistPowerful against casters with abilities like Improved Counterspell and Spellbreaker. Strong melee combatant due to the combination of Power Attack and Arcane Strike. Versatile due to use of a shield and bonus anti spellcaster feats.Low HP can be problematic at early levels. Heavy reliance on specific equipment for optimal performance. Limited magical focus reduces overall spellcasting versatility.
Base BardExceptional versatility with a strong array of supportive and combat capabilities. Uses Versatile Performance for skill flexibility. Crossbow feats allow ranged combat proficiency, supported by a strong spellcasting repertoire.Relatively low strength limits melee effectiveness. Heavily depends on maintaining a safe distance in combat, and is reliant on crossbow equipment for significant damage output.
NecrodancerMaster of darkness and necromancy with strong illusions and the ability to animate dead. Features powerful shadow manipulation abilities. Provides excellent deception options with Bluff and Sleight of Hands.Dependency on shadows and darkness can be situational. Weak physical attributes limit combat options to distance and spellcasting. Relatively complex spell list and abilities require careful management.
Noble CourtesanSuperior in social interactions with high Diplomacy and Bluff skills. Proficient in manipulation and enchantments, with potent Charisma based abilities. Provides team support through enduring Tea Ceremony Bardic Performance.Limited combat efficacy outside of enchantment and social scenarios. In combat, heavily relies on the success of enchantments. Dependence on specific gear like Fighting Fan for thematic propriety.
Bard
Arcaeologist of Hastur

Archaeologist of Hastur

The Archaeologist of Hastur merges the Bard class with Cthulhu mystique, prioritizing Charisma and Dexterity in combat maneuvers while mastering enchantments. As a whip wielding, trap disabling skill expert, it amplifies the Bard’s versatility with a touch of Lovecraftian horror.

  • Unparalleled versatility; combining Dex-based combat with powerful enchantment spells makes this Bard a team support backbone and solo powerhouse.
  • Lacks resilience in sustained melee combat; limited armor and hit points are a vulnerability, especially against strong physical attackers.
  • Pair the Archaeologist’s Luck with the Fate’s Favored trait to significantly boost critical skill checks and saving throws, crucial for high-stakes encounters.

Arcane Duelist

The Arcane Duelist[1] archetype transforms the Bard into a formidable anti spellcaster melee character, blending charisma and strength for devastating spell and physical attacks. By selecting a Moroi Born Dhampyr, this build capitalizes on both the magical and combat elements to excel in hybrid roles.

  • Its ability to debuff opponents while countering spells and dealing significant melee damage makes it a versatile combat machine.
  • Low hit points and armor class can make the Arcane Duelist[1] vulnerable to direct damage if not properly managed with buffs.
  • Utilize Bardic Performance to enhance the team’s defenses and improve their counterspell capabilities, creating synergy in group encounters.
Arcane Duelist
Jack of All Trades

Base Bard

The base Bard[2] excels as a support spellcaster, providing buffs, debuffs, and battlefield control, all while wielding a crossbow to contribute to combat. This makes the Bard a versatile and potent Jack-of-all-trades, filling many roles from scout to secondary healer.

  • The ability to use Bardic Music to enhance allies significantly shifts battle dynamics in favor of the party.
  • Lack of pure damage output compared to dedicated melee or magic damage classes.
  • Choosing the Human favored class bonus gives the Bard an extra spell known per level, expanding their versatility exponentially.

Necrodancer

Master of manipulating shadows and the undead, the Necrodancer[3] utilizes the Dirge Bard and Shadow Puppeteer archetypes alongside the Umbral Agent Prestige Class. With abilities ranging from animating shadowy minions to subjugating foes using shadow chains, this build combines potent magical prowess with strategic battlefield control.

  • Powerful crowd control through spells and shadow manipulation, making combat encounters play to your tactical favor.
  • Vulnerability to opponents who can dispel or counter illusion-based effects can undermine your core strategies.
  • Using the Wayang’s immediate action shift of healing energy, you can surprise undead with a sudden turn to negative energy healing.
Necrodancer
Noble Cortesan

Noble Courtesan

The Noble Courtesan[4] Bard excels at manipulating social encounters and controlling opponents using Enchantment spells, thanks to the Geisha archetype and Enchanting Courtesan PrC. This Kitsune focused build is ideal for players who delight in social cunning, with abilities perfectly suited for charming allies and immobilizing foes.

  • Social mastery, with high Diplomacy and Bluff checks, combined with nearly irresistible Enchantment spells.
  • Limited direct combat abilities mean reliance on tactical spell use and allies to handle combat challenges.
  • Fox Shape and Swift Kitsune Shapechange feats enable quick transformations, providing versatility in both social and combat encounters.

FAQ

How does the Archaeologist of Hastur handle traps effectively?

The Archaeologist of Hastur combines high Dexterity and the Trapfinder trait for trap disarming. With Whip Mastery and Archaeologist’s Luck, maneuverability is enhanced for safe exploration. Dexterity-based combat ensures you avoid triggering traps while engaging enemies. Skill boosts from Archaeologist’s Luck aid in making essential skill checks. Quick reflexes allow reacting swiftly to unexpected trap triggers. Pair it with gear enhancing trap detection and disarming capabilities. This makes you invaluable in dungeon crawling scenarios.

What makes the Arcane Duelist[1] effective against spellcasters?

The Arcane Duelist[1] combines Charisma and Strength for both physical attacks and spells. With Improved Counterspell and Spellbreaker, it excels at neutralizing enemy spellcasters. Power Attack and Arcane Strike enhance melee attacks against distracted foes. The use of a shield further bolsters defense in magical barrages. Select anti-magic feats to disrupt enemy spellcasting effectively. This fusion of melee prowess and spell resistance marks it formidable. Equip situational items to boost resilience against magical threats.

In what scenarios does the Base Bard[2] shine the most?

The Base Bard[2] excels in a support role, enhancing allies with Bardic Music. It can control the battlefield with spells like Grease or Glitterdust. Using a crossbow, it provides ranged support while casting. Its versatility allows for quick adaption to various combat scenarios. In social encounters, Versatile Performance aids in skill substitution effortlessly. Choosing strategic spells enhances its adaptability in problem-solving. Use Human favored class bonuses for added versatility with extra spells.

How can the Necrodancer[3] maintain control in combat?

The Necrodancer[3] thrives in manipulation using Dirge Bard and shadows. It uses shadow puppets to confound foes, taking advantage of misdirection. With crowd control spells, it turns chaos into tactical benefits. Shadow-based abilities allow evasion and surprise counterattacks. Skilled management of spell list keeps enemy unraveling attempts at bay. Equip items that support illusion-enhancing spells and shadow manipulation. Synergize group roles with complementary shadows, maximizing confusion and control.

What role does the Noble Courtesan[4] play in a party?

The Noble Courtesan[4] excels in social and diplomatic scenarios with high Charisma. It manipulates opponents using enchantments and social skills expertly. Though not a front-liner, it supports allies with Bardic Performance. In combat, it uses enchantment spells to immobilize or confuse enemies. With Fox Shape feats, adapt forms for varied tactical needs. High Diplomacy allows navigating complex social situations effortlessly. It also provides strategic information gathering, ensuring informed decision-making.

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Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Bard – The Arcane Duelist – Pathfinder 1E ( The Arcane Duelist )

The Arcane Duelist

So, the Bard has a neat Archetype called Arcane Duelist which turns the bard into a functioning anticaster melee build. A gish bard sounding like a fun build, I decided to go for it!

Class

Bard (Arcane Duelist) 20

Race

We will be going for a Moroi-Born Dhampyr, and no, we won’t be trying to emulate D, that’s going to be an Inquisitor build. That +2 in both Strength and Charisma is just great and a Dhampyr Mage-killer is just a very nice concept idea so we’re running with it.

Round up Strength then everything in Charisma

Ability Scores

15Point-Buy

Str 17/Dex 10/Con 10/Int 8/Wis 8/Cha 18

20Point-Buy

Str 17/Dex 11/Con 10/Int 10/Wis 10/Cha 18

25Point-Buy

Str 17/Dex 10/Con 10/Int 9/Wis 10/Cha 20

Traits

Maestro of the Society for extra Bardic Performance rounds, Reactionary for higher Initiative.

Favored Class Bonus

We are a melee character with 10 in Constitution and D8 hit dice. HP it is.

Skills

Perception, Perform(Dance) Spellcraft, Stealth, Use Magic Devices. Just do it.

Feats by Level

1-Toughness

Arcane Duelist Bonus 1-Arcane Strike Arcane Duelist Bonus

2-Combat Casting

3-Power Attack

5-Improved Initiative

Arcane Duelist Bonus

6-Disruptive

7-Improved Counterspell

9-Weapon Focus (Longsword)

Arcane Duelist Bonus 10-Spellbreaker

11-Martial Weapon Proficiency (Shield)

13-Lingering Performance

Arcane Duelist Bonus 14-Penetrating Strike

15-Shield Focus

17-Improved Shield Bash

Arcane Duelist Bonus

18-Greater Penetrating Strike

19-Weapon Focus (Shield)

Toughness because let’s be honest, your hp sucks otherwise. Arcane Strike and Power Attack will be amplifying your damage output significantly, and the Arcane Duelist bonus feats make you a great anti spellcaster build freely, so we double down on that notion with Improved Counterspell. Finally, we will be using a shield so Improved Shield Bash and Shield Focus are great feats to add to the mix.

Spells

  1. Read Magic, Detect Magic, Lullaby, Prestidigitation, Sleep, Cause Fear
  2. Spark, Duelist’s Parry
  3. Mending, Cure Light Wounds
  4. Cure Moderate Wounds, Umbral Weapon
  5. Scare
  6. Versatile Weapon
  7. Feather Fall, Fear, Dispel Magic
  8. Haste
  9. Cure Serious Wounds
  10. Shatter, Greater Invisibility, Cure Critical Wounds
  11. Grease, Dimension Door
  12. Freedom of Movement
  13. Displacement, Mass Cure Light Wounds, Greater Dispel Magic
  14. Mirror Images, Greater Bladed Dash
  15. Greater Heroism
  16. Echolocation, Mass Cure Moderate Wounds, Animate Objects
  17. Blink, Dance of a Thousand Cut
  18. Greater Shout
  19. Unwilling Shield
  20. Zone of Silence, Veil

Equipment

A Longsword, a Heavy Shield and a Chain Shirt

Final Thoughts on the Build

So we can buff ourselves to the point where our at first fairly low hp/AC doesn’t really matter, we can throw several fear spells, heal, and we can counterspell and absolutely destroy spellcasters in melee. Our damage is also quite significant between our Bardic Performance, Arcane Strike and Power Attack, with the ability to ignore some DR, we are a solid melee character and support build.

2. ↑ Bard – The Base Bard – Pathfinder 1E ( The base Bard )

The Base Bard

As I previously mentioned, the Bard is often overlooked as a class in favor of others that have ironically more flashy abilities in terms of pure damage. Let us demonstrate how foolish they were to overlook the Bard.

Class

Bard 20

Race

We are going for Human. Put that floating +2 in Charisma. Extra Skill and Feat are useful.

Ability Scores

Throw everything into Charisma and do not look back.

15Point-Buy

Str 8/Dex 14/Con 12/Int 10/Wis 10/Cha 18

20Point-Buy

Str 8/Dex 15/Con 12/Int 10/Wis 10/Cha 19

25Point-Buy

Str 10/Dex 14/Con 12/Int 10/Wis 10/Cha 20

Traits

Maestro of the Society gives us 3 extra Rounds of Bardic Music each day, Reactionary help our Initiative helping us buffing the party as rapidly as possible.

Favored Class Bonus

Humans have an alternative FCB giving us One Extra Spell Known per level. This.

Is. Crazy. Good.

It does need to be one spell level lower than our highest spell level but that’s fine.

Skills

So, with the Bard’s Versatile Performance, we can roll certain Perform instead of certain other skills.

With that in mind, our skills will be distributed between the following skills:

Perform (Dance, Keyboard Instrument, Sing), Stealth, Perception, Use Magic Devices and Spellcraft.

Feats by Level

1-Lingering Performance

Human Bonus-Point-Blank Shot

3-Precise Shot

5-Rapid Reload(Light Crossbow)

7-Rapid Shot

9-Deadly Aim

11-Crossbow Mastery

13-Weapon Focus(Heavy Crossbow)

15-Snap Shot

17-Combat Reflexes

19-Improved Snap Shot

Lingering Performance is so vital to the Bard that just like Power Attack for melee classes, this should be a class feature. As we are a buffer, we will stay on the rear, but it doesn’t mean we can’t contribute with the Precise Shot, Rapid Shot and Deady Aim feats. Early on we will be using mainly a Light Crossbow, therefore choosing it as our target for Rapid Reload, but as soon as we hit Crossbow Mastery, we can switch to a Heavy Crossbow.

From there, the Snap Shot line of feats allows us to threaten and do Attacks of Opportunity with our Crossbow, feeding into Combat Reflexes.

Spells gained by Level

As we are a spontaneous spellcaster, we have to choose our known spells carefully. Here is my list of recommendation gained through all levels:

  1. Ghost Sound, Read Magic, Lullaby, Prestidigitation, Mage Hand, Sleep, Cure Light Wounds
  2. Light, Summon Instrument–Abundant Ammunition
  3. Oath of Anonymity, Mending–Grease
  4. Silent Image, Allegro, Hold Person 5-Touch of Gracelessness, Invisibility 6-Vanish, Mirror Image
  5. Ventriloquism, Tactical Miscalculation, Glibness, Haste
  6. Suggestion, Jester’s Jaunt
  7. Urban Step, Invisibility Sphere
  8. Whispering Wind, Major Image, Song of Healing, Greater Invisibility
  9. Feather Fall, Remove Curse, Hold Monster
  10. See Invisibility, Freedom of Movement
  11. Witness, Dimension Door, Mass Suggestion, Mass Cure Light Wounds
  12. Shatter, Cure Critical Wounds, Seeming 15-Break Enchantment, Resonating Word 16-Amnesia, Mind Fog, Greater Shout
  13. Tiny Hut, Mirage Arcana, Project Image
  14. Persistent Image, Mass Cure Moderate Wounds
  15. Music of the Spheres, Greater Heroism
  16. Contagious Suggestion, Archon’s Trumpet, Pied Piping

Equipment

A Light Crossbow and a Chain Shirt, as your main Performance is Singing you won’t need an instrument.

Final Thoughts on the Build

We are a capable Support spellcaster, with a wide variety of buffs, debuffs, battlefield control spells, we can act as a secondary healer, and we are still contributing to combat via our Crossbow, our Bardic Music and we can readily act as both scout and face, making us a potent Jack of All Trades build!

3. ↑ Bard – The Necrodancer – Pathfinder 1E ( the Necrodancer )

The Necrodancer

This one’s for you Div, as you ask, here’s a Necrodancer build.

We’re going with the two Archetypes Dirge Bard and Shadow Puppeteer, and with the Umbral Agent Prestige Class. Our leveling should like as follow:

Bard (Dirge Bard, Shadow Puppeteer) 10/Umbral Agent 10

Race

We are going for the Wayang race. This lets us take the Shadow Puppeteer Archetype, plus it gives us a few fun bonuses like to the DC of our Shadow Subschool spells and it allows us to Immediate Action switch our healing from positive to negative energy.

Ability Scores

Round up Constitution if odd then everything in Charisma.

15Point-Buy

Str 7/Dex 16/Con 12/Int 12/Wis 10/Cha 16

20Point-Buy

Str 7/Dex 16/Con 13/Int 13/Wis 10/Cha 17

25Point-Buy

Str 7/Dex 16/Con 13/Int 14/Wis 10/Cha 18

Traits

Maestro of the Society for those juicy extra Bardic Performance rounds, Reactionary for more Initiative.

Favored Class Bonus

We will be avoiding melee, allowing us to put our FCB into Skill Points.

Skills

As always, Perception, Stealth and Use Magic Devices are too good to pass up. Perform(Dance) is going to be our go to Perform, and as we need at least 5 points in Bluff, and 7 points in both Knowledge(Nobility and Religion), we can max out Bluff and then put everything else into Intimidation.

Feats by Level

1-Lingering Performance

3-Weapon Finesse

5-Spell Focus(Illusions)

7-Greater Spell Focus(Illusions)

9-Deceitful

11-Improved Initiative

Umbral Court Agent Bonus 11-Tenebrous Magic

Darkness Domain Bonus 11-Blind Fight

13-Solid Shadow

15-Agile Maneuvers

17-Toughness

19-Extra Performance

Lingering Performance is an absolute must, Spell Focus on Illusion spells make your illusions really, really difficult to resist. Weapon Finesse and Agile Maneuver help with your eventual Spiked Chain and Umbral Court Agent abilities.

Umbral Court Agent

So, you get to Shadow Jump like a Shadowdancer, while continuing to increase your Spellcaster level. You also get a powered up Darkness Domain, but without the spells, and we get a bunch of nasty effects such as your Shadow Chains and Unnerving Gaze.

Spells by Level

  1. Ghost Sound, Prestidigitation,Detect Magic , Lullaby, Dancing Darkness, Sleep
  2. Mage Hand, Silent Image, Ray of Enfeeblement
  3. Read Magic, Shadowtrap 4-Invisibility, Shadow Anchor 5-Umbral Weapon
  4. Mirror Image, Limp Lash
  5. Shadowfade, Assume Appearance, Shadow Enchantment
  6. Shifting Shadows
  7. Penumbral Disguise
  8. Misdirection, Animate Dead, Shadow Conjuration, Shadowform
  9. N/A
  10. Obscure Object, Shadow Jaunt
  11. Shadow Dragon Aspect
  12. Motes of Dusk and Dawn, Cloak of Shadows, Shadow Evocation
  13. N/A
  14. Ghostbane Dirge, Shadow Walk
  15. Shadowbard
  16. Shadow Step, Greater Shadow Enchantment, Shadow Transmutation
  17. N/A
  18. Martial Marionette, Baleful Shadow Transmutation

Final Thoughts on the Build

We are the master of Darkness, capable of animating shadows, walk through them, pin our adversaries and do quite a lot of shenanigans with them.

We are also no slouch as a necromancer, with spells like Animate Dead and our Dance of the Dead Bardic Performance, we can either temporarily or permanently animate zombies and skeletons to fight for us. Finally, we can summon chains from the shadows and pin down and slowly suffocate our targets, all the while dancing like a maniac, cackling as they are dragged into the shadows, our realm.

4. ↑ Bard – The Noble Courtesan – Pathfinder 1E ( The Noble Courtesan )

The Noble Courtesan

So, Bards have the reputation of being le horny. But also, of being able to seduce anyone. We are doubling down on that trope.

We will take the Geisha Archetype. We will also take all ten levels in the Enchanting Courtesan PrC.

Our Leveling should look like this:

Class

Bard (Geisha) 5/Enchanting Courtesan 10/Bard (Geisha) +5

Race: We will be going with Kitsune. Kitsune Magic works extremely well with our focus on Enchantment spells and effects. And since we have very few combat abilities otherwise, the Kitsune feats will allow us more flexibility on that matter.

Ability Scores

Round up Constitution if odd, everything else in Charisma.

15Point-Buy

Str 8/Dex 14/Con 13/Int 10/Wis 10/Cha 18

20Point-Buy

Str 7/Dex 16/Con 13/Int 10/Wis 10/Cha 19

25Point-Buy

Str 6/Dex 16/Con 14/Int 10/Wis 10/Cha 20

Traits

Maestro of the Society and Reactionary are our two go to traits for the same reasons as usual.

Favored Class Bonus

We will be putting those in Skills as our Constitution is actually fairly decent.

Skills

Perform (Dance, Sing and Keyboard Instrument) will all combine greatly with Versatile Performance, Stealth and Perception are both no-brainers, we also need at least 5 points in Bluff and Sense Motive, and 2 points in Knowledge(Arcana). Once we take our PrC, investing in Sleight of Hands is not a bad idea at all. Craft(Alchemy) will also be extremely useful for poison purposes.

Feats by Level

1-Weapon Finesse

Bonus Geisha Feat 1-Scribe Scroll

3-Lingering Performance

5-Spell Focus(Enchantment)

7-Piranha Strike

9-Fox Shape

11-Swift Kitsune Shapechange

13-Greater Spell Focus(Enchantment)

15-Toughness

17-Improved Initiative

19-Vulpine Pounce

Weapon Finesse and Piranha Strike are two no-brainers due to our mediocre strength, Lingering Performance is a damn must and Spell Focus just makes our already difficult to resist Enchantment spells even harder to resist. Fox Shape enables our Fox Shape as a Kitsune, Swift Kitsune Shapechange and Vulpine Pounce let us change forms and Pounce in the same round which is huge for damage output.

Geisha

As a Geisha, we can use certain of our Bardic Performances as a Tea Ceremony which makes the effects last for 10 minutes. A ten minute Inspire Courage is nothing to laugh at. We also get to be proficient in a single Monk Weapon. Take the Fighting Fan for thematic reasons.

Enchanting Courtesan

We can hide our spellcasting via Bluff and Sleight of Hands checks. We become extremely proficient with Poisons and can raise our spells when people are unaware of our presence or don’t consider us a threat. And if we deliver our Enchantment Spells by touch, enemies will have the hardest of times to resist them.

Spells Gained by Level

  1. Ghost Sounds, Prestidigitation, Lullaby, Detect Magic, Charm Person, Sleep
  2. Daze, Comprehend Languages 3-Unwitting Ally, Dancing Lantern 4-Detect Thoughts, Suggestion

5-Enthrall 6-N/A

  1. Invisibility
  2. Fumbletongue, Glibness, Charm Monster
  3. Haste 10-Fear
  4. Seducer’s Eyes, Dominate Person, Dimension Door
  5. Innocence, Mass Charm Person
  6. Freedom of Movement
  7. Displacement, Death Pact, Greater Heroism
  8. Alter Self, Mind Fog
  9. Phobia
  10. Hold Monster, Mass Charm Monster, Irresistible Dance
  11. Enticing Adulation, Overwhelming Presence
  12. Waves of Ecstasy
  13. Mass Suggestion

Equipment

A Fighting Fan, good clothes that will allow you to fit within noble society.

Final Thoughts on the Build

You can fight decently well yourself, but you are ten times more adept at forcing others to fight for you instead. As a mastermind behind the scenes, buffing your allies and completely overwhelming your enemies senses into complete obedience, you control the flow of events. Being the single best social build I can think of in Pathfinder, between your crazy high Diplomacy and Bluff checks and your impossible to resist Enchantments, social scenes will pose no problem to you at all.

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