Kali's Bard Swashbuckler HYBRID SWF CHA Melee/Caster build

Kalibano

Build Designer. Having fun since 2006!
Yes, I did deviate. You are correct in that Kalibano has very detailed builds. So... this is kind of a narrative my journey which can prove to be a confirmation of Kalibano's build. I didn't feel like I had to the time or energy to follow his plan. I did not do it justice. I thought I could be in for a penny, in for a pound, but it did not prove to be the case. Kalibano reminds frequently that he has details and specifics that compromise the effectiveness if the plan is not followed. My results were compromised and I feel to lowest common denominator of melee swashbuckler. I didn't see enough success with the insta-kill part of my bard, so I just focused on melee insta-kill and never looked back. I have never run a full bard for probably 10 or so years. I went the lazy route, and feel ok about it. Yes, I could complete quests just fine, even solo'd a bit, but I never reached lofty heights. The good news is for Kalibano is that my experience is but evidence of his builds. I have fun running R1, but with strategies like Mass Hold Monsters and the CC in Spellsinger, I could have pushed higher reaper skulls. Perhaps one day, I will keep my naive hubris uncheck and run the build as suggested and then I will learn how much I should have regretted my mistakes. I am not planning on hitting bard or anything bard adjacent for a bit, so I have time to think about it. I appreciate Kalibano's insights, and as well as the conversations as a result of his build posts. Even though I deviated, I do feel like I have benefited from the knowledge and experience shared in this thread which is why I chose to throw my two cents in.
You insight and experience is definitely appreciated, thanks for sharing it here :)

Deviations are a natural part of refining builds to suit each person's playstyle and individual aims. I personally find that a very healthy aspect of gameplay. Sharing it here means that people who are interested in the main build and come looking for inspiration, can also find possible variations and comments on what worked well or not: definitely a very welcome contribution.

I wish I had a bit more time on my hands to finally get to grips with re-specing this build to go with Handaxes. Though the pure melee variations seem enticing, I must confess that every time I think about the build, I still feel like I would try something similar my original build, in the sense of being hybrid, cause I just love the playstyle. Not the 'meta', but that's not what I am about anyway, so all good from my perspective :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build update

Though I am still planning to tweak this build to use Handaxes with the large crit bonus from the Dragonlord tree (as per this post, also quoted below), time has been limited, and with so many alts and projects to spend time on (e.g. updating builds in repository), this remains a long-term goal.

Note:
I am contemplating the possibility of transforming this build into a Dragon Lord T5/Swashbuckler using hand axes, for the strong weapon crit profile it can reach:
15-20/x5
Critical threat range
Base
> 20: Hand Axes​
Feats
> +1 feat bonus: 'Improved Critical: Slashing' (feat)​
Heroic enhancements/spells
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {base bonus}
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {*doubled bonus if you have the IC feat}
= 15-20
Critical damage multiplier
Base
> x3: Hand Axes​
Heroic enhancements/spells
> +2 competence bonus: Dragon Lord's 'Conqueror [T5]'​
= x5

Crit damage multiplier boosts = +1
Epic Destinies
> +1 on 19-20 rolls: Fatesinger's 'Blade Song [T5]'​
= x6
Expanded Vorpal threat range = +1 (19-20)
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)​
I have not done any detailed planning, just brainstorming some possibilities:
> Bard 15/Dragon Lord 5?
> Bard 14/Dragon Lord 6?
Either option would remove the trapping aspect of the build.

> Bard 12/Dragon Lord 6/Rogue 2?

Perhaps removing the bard + the caster hybrid aspects completely, and being fully melee focused?
> Dragon Lord 15/Bard 3/Rogue 2?

Perhaps leave this build as is, since it's great fun to play, and make a new alt?

Whichever choice I take, it would take a me a while to get this properly planned + at endgame in the live game, but it looks like it will make a fun variation with a slightly similar playstyle to the one I have now.

In the meantime, as this build is super fun and still being used by an active character of mine at endgame, I am working on updating its stats.


In the recent Black Friday Sales, I got an excellent deal upgrading from Standard edition to the Vecna Ultimate Fan bundle ...
Black-Friday-Sales-Vecna-Ultimate-edition.jpg

... so I now have a Universal tome (Morgrave) for all my characters. Well worth the wait for this price, and I got to enjoy the content/gear all long!


The following changes/additions 👇 were made to this build:
  • +1 Spellsinger (new total = 24 APs):
    • [T4] Arcane Aid (rank 1): Inspiration Melody: When you use your Bardic Inspiration, your target gains a +1 Music Bonus to Spell Penetration for the duration of your song. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
Swashbuckler-hybrid-Heroic-enhancs.jpg

N.B: Multi-selector choices:
> Swashbuckler​
> T3: 'Smooth Flourishes' (CHA) + 'Skirmisher' (Buckler)​
> T4: 'Low Blow'​
> Spellsinger​
> T2: 'Yellow Marigold Crown' (Enchantment)​
> T4: 'Arcane Aid'​


The sections/effect values/images that were affected have been updated accordingly in the original post.
The DDOBuilder (v2) file has also been updated with these changes.

Enjoy! :)
.
 

Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
New Epic feat + Epic Destiny feat

I have not yet levelled this alt to 34, so this is what I am aiming to try-and-test.

  • Patience (@ lvl 33)
    • +1 Critical Multiplier with all weapons
    • -10% attack speed, reducing the total attack speed bonus to 35% (from 45%)
The breakdowns below 👇 were updated in the main post (also here for ease of access):​
> Weapon Critical profile 15-20/ x4
Critical threat range
Base
> 19-20: Short Swords​
Feats
> +2 feat bonus: 'Improved Critical: Piercing' (feat)​
Heroic enhancements/spells
> +2 competence bonus: Bard's 'Swashbuckling [C3]'​
= 15-20
Special bonus
Heroic enhancements/spells
> +1 insightful bonus (stacking until successfully critically hit): Swashbuckler's 'Exploit Weakness [T5]'​
Critical damage multiplier
Base
> x2: Short Swords​
Feats
> +1 feat bonus: 'Patience'​
Heroic enhancements/spells
> +1 competence bonus: Bard's 'Swashbuckling [C3]'​
= x4
Average extra damage from weapon crit profile = +94%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1)

Critical threat range 15-20 = 6
Critical damage multiplier = 4
'Crit units' = (6) * (4-1) = 18
Overall Critical Profile Multiplier = 19 + 18 / 19 = 1.94 = 194% (100% base damage + 94% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)
> Crit damage multiplier boosts = +1 (15-18/ x4, 19-20/ x5):​
Epic Destinies
> +1 on 19-20 rolls: Fatesinger's 'Blade Song [T5]'​
Average total extra damage from weapon crit profile on 19-20 rolls = +105%:​
Overall Critical Profile Multiplier = 19 + 'Crit Units' / 19
'Crit Units' = (threat range) x (multiplier -1) + 2 * (19-20 bonuses)

Critical threat range 15-20 = 6
Critical damage multiplier = 4
19-20 bonuses = 1
'Crit units' = (6) * (4-1) + 2 * (1)= 20
Overall Critical Profile Multiplier = 19 + 20 / 19 = 1.73 = 205% (100% base damage + 105% extra from crit profile)
N.B. with thanks to @Hammatimes for providing the formulas and explanations :)
> Expanded Vorpal threat range = +1 (19-20):​
Feats
> +1: 'Perfect Single Weapon Fighting' (feat)​
B.Attack speed = 35%
Feats
> -10%: 'Patience'​
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Haste spell
> Attack speed boost = +30% (total 65%)
[Rogue Acrobat 'Haste Action Boost [T2]']
> 9 Charges:
Base charges
> 5
Augment
> +3: 'Legendary Moment to Legendary Moment'
Airship buffs
> +1: 'Concert Hall'


  • Doublestrike (@ lvl 34)
    • +5% Doublestrike


The sections/effect values that were affected have been updated accordingly.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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Kalibano

Build Designer. Having fun since 2006!
Magic of Myth Drannor changes
Epic Destiny points (+8)


The following additions/changes were made to Epic Destinies:
  • -11 Machrotecnic (new total spent in this tree = 0)
    • at the time this was planned, Machrotecnic was a new tree, and I wanted to try particularly the no-save damage spells (Sonic Boom + Tonquin's Thunder hammer)
    • I want to try Fury of the Wild, particularly because of:
      • 'Quick Cutter [T1]' for a extra AoE attack with nice DoT effect
      • 'Fast and Furious' for its crit multiplier bonus, but also nice to have an attack that charges forward
      • 'Primal Scream', which can scale with Sonic Spell Power
      • future potential to go into T4 and acquire:
        • extra Doublestrike
        • 'Unquenchable Rage, especially for the Heal upon using Primal Scream
        • 'The Voice of the Fury' to double (and sometimes triple) the damage from Primal Scream

  • 11+8 (=19) Fury of the Wild (new total spent in this tree = 19)
    • details as per image below


The images below were updated in the main post (also here for ease of access):

Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

N.B: ED multi-selector choices:
> Fatesinger​
> T1: 'Strike a Cord'​
> T2: 'Echoes of Discord'​
> T3: Evocation DCs​
> T4: 'Martial Resonance'​
> T4: 'Very Very Vocal'​
> T4: 'Enlarge Spell'​
> Shadowdancer​
> T3: 'Shadowstriker'​
> T3: 'Enchantment DCs'​
> Fury of the Wild​
> T1: 'Quick Cutter'​
> T2: 'Fast and Furiousr'​
> T3: 'Doublestrike'​
> T3: 'Sprit of the Beast'​

Prior to Myth Drannor's level cap raise (total 65 Destiny Points) 👇
Swashbuckler-hybrid-Epic-Destinies.jpg



The sections/effect values that were affected will be updated accordingly in the near future.
The DDOBuilder (v2) file has been updated with these changes.

Enjoy! :)
.
 
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deem of many

Active member
thanks for the updates kali.

if you don't mind me asking, would overwhelming critical be a consideration?
been wondering if it would stack with everything else here and give us another +1 multiplier on crits or it would be too much of a redundancy with perfect single weapon fighting and everything else.

and how well is patience working for you, is it really worth it?
 

Kalibano

Build Designer. Having fun since 2006!
thanks for the updates kali.

if you don't mind me asking, would overwhelming critical be a consideration?
been wondering if it would stack with everything else here and give us another +1 multiplier on crits or it would be too much of a redundancy with perfect single weapon fighting and everything else.

and how well is patience working for you, is it really worth it?
Hey there :)

Sure thing, happy to expound on aspects of the build!

Ref the Patience feat:
I personally find it worth taking on all SWF builds because the very high attack speed bonus granted by this combat style (+30%) offsets the attack speed penalty from the feat 'Patience'. I have not noticed a major decrease in the my overall total attack speed at endgame, or better, the speed it ended at with my SWF builds still feels fast enough, for me personally.

Attack speed bonus = +135%
Base attack speed at full BAB
> +100%​
Feats
> -10%: 'Patience'​
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell

I did not feel this way about TWF nor THF: I felt it became too slow for my personal preference, and therefore, not worth it.
  • One exception was my THF Henshin Monk using staves, as it gets extra attack speed w staves. Though a bit slower, it feels worth it.


Ref the Overwhleming Critical feat:
A very strong feat indeed. I reluctantly chose to give it up to help support the hybrid aspect of the build (which is important to me personally), and only because feats are pretty tight: I basically couldn't fit it in.

I am now considering perhaps going 16 Bard / 3 Dragon Lord / 1 Rogue, as one of the benefits would be an extra feat, which could be used for Overwhelming Critical. I'd also be able to pick up a CHA trance, for a much larger insightful bonus to weapon dmg than what's available via gear (but not so much the tactical bonuses, as I expound on in the next section).

Real-life is still pretty busy, but I am slowly working towards changes along those lines (and possibly some small gear changes too).


Ref a potential 'Handaxe' revamp of this build:
I sort of changed my mind ref revamping this build to use handaxes: the more I toy with the potential concept, the more I realise I would have to give up trapping and some of the hybrid-ness, which make this current build super fun to play, for me personally ofc.

I think SWF handaxes potentially work better on a pure melee, not hybrid, possibly with majority DL levels, and Shadar-Kai for the chains (rather than the race I chose here). That's not really what I want to do. Whether it would be more 'meta' or not is frankly NOT an important/relevant consideration for me personally.

  • This build basically does not need tactical DCs:
    • the key melee/tactical abilities it uses are based on the perform skill (e.g. Low Blow, Coup de Grace, Ash Imprisonment)
    • the key spells are based on Enchantment DCs (e.g. Cut the Strings, Otto's Sphere, Hold Monster, etc.)
  • a major aspect of going Dragon Lord T5 involves getting tactical DCs: it doesn't feel as synergistic

I posted some info on the handaxe crit bonuses in another thread (quoted below): hope it's helpful, in case this is what you were thinking of doing:
Just to expand on the explanations already given, if it turns out to be helpful:


Axes tend to have very narrow critical threat range, in exchange for larger critical multipliers (i.e. you crit less often, but when you do, you dish more dmg)
  • Handaxes (light): 20/x3
  • Battle Axes (heavy): 20/x3
  • Dwarven Axes (exotic): 20/x3
  • Greataxes (2-handed): 20/x3
A brief comparison with other weapon types:
  • Shortsword (light): 19-20/x2
  • Longsword (heavy): 19-20/x2
  • Bastard Swords (exotic): 19-20/x2
  • Greatswords (2-handed): 19-20/x2
Note that 19-20 (10%) is basically double the chance to crit when compared to a weapon that only crits on 20 (5%).


The Improved Critical feat adds +1 critical threat range to axes:
Improved-critical.jpg


Critical threat range
Base
> 20: Hand Axes​
Feats
> +1 feat bonus: 'Improved Critical: Slashing' (feat)​
= 19-20


Why Swashbuckler?

Short answer: it gives a rare and exceptionally large critical threat range bonus to handaxes

Details: Swashbuckler was one of the earliest revamped heroic trees, and it can be fairly certainly assumed that one of its main goals was to help boost some weapon types to be more competitive with what was, at the time, a very narrow range of weapons that were considered 'viable'

There are a couple of things that make the swashbuckling stance such an amazing option for handaxes (amongst other weapons):
  1. bonus to critical threat range
  2. Single Weapon Fighting style
  • Swashbuckling grants a +2 competence bonus to critical range to handaxes
    • the vast majority of the trees grant a +1 bonus, so +2 is a fantastic bonus per se
    • the rare trees that also grant +2 (e.g. Ravager), grant this on tier 5, which clash with a rare/large critical multiplier bonus (further below, under 'Why Handaxes')
Swashbuckling-and-Handaxes.jpg

  • This +2 competence bonus is doubled if you also have the improved critical feat = +4 threat range
    • this is very rare indeed, especially with a low requirement of only 3 bard levels and 6 action points spent in one of its class trees
    • As a brief comparison point:
      • Rogue 'Assassin': also doubles the threat range bonus granted if you have the improved crit feat, but only from +1 to +2, and it's at tier 5 (requires 5 levels rogue, min 32 action points spent, and only works for daggers)
      • Monk 'Ninja Spy': though it does NOT require the improved crit feat, it doubles the crit range bonus granted (While you are centered with any weapon other than Handwraps or a Quarterstaff). It's also at tier 5 (requires 5 levels monk, min 32 action points spent, and only works for kamas and shurikens)
Critical threat range
Base
> 20: Hand Axes​
Feats
> +1 feat bonus: 'Improved Critical: Slashing' (feat)​
Heroic enhancements/spells
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {base bonus}
> +2 competence bonus: Bard's 'Swashbuckling* [C3]' {*doubled bonus if you have the IC feat}
= 15-20

  • Swashbuckling requires wielding a buckler or nothing in your offhand, making the Single Weapon Fighting combat style pretty much a requirement.
    • One of the key benefits of this combat style is a very large attack speed bonus, and attacking super fast goes very well indeed with a weapon that crits very often
Attack speed bonus = +35%
Feats
> -10%: 'Patience'​
Combat style bonus
> +30%: 'Greater Single Weapon Fighting' (feat)
Enhancement bonus
> +15%: Gear/ Augment/ Haste spell

  • Single Weapon Fighting is strong for a secondary reason: its very high attack speed bonus offsets the attack speed penalty from the feat 'Patience', which seems to be commonly chosen for swash handaxe builds because it increases your critical multiplier bonus even more (as per section below).


Why Handaxes?

Short answer: the combination of the below lets handaxes reach a very strong critical profile (threat + multiplier) = 15-20/x6
  • a strong base value for critical multiplier
  • swashbuckling stance for exceptional critical threat range
  • trees, such as Dragonlord/Frenzied Berzerker, grant a rare large critical multiplier bonus
Details:
  • Dragonlord/Frenzied Berzerker are rare exceptions, granting a +2 critical multiplier bonus
    • The vast majority of the trees grant just +1 bonus
Critical damage multiplier
Base
> x3: Hand Axes​
Heroic enhancements/spells
> +2 competence bonus: Dragon Lord's 'Conqueror [T5]' OR Frenzied Berzerker's 'Focused Wrath [T5]'​
Feats
> +1 feat bonus: 'Patience'​
= x6

  • And ya, there are some pretty cool handaxe options out there :)
Note:
Though light picks grant the highest base critical multiplier bonus value available (x4), they only get a +1 threat range from swashbuckling (also doubled by the improved crit feat), so they don't crit as often as handaxes


Add some extra crit multiplier bonuses (e.g. on rolls of 19-20)...
Feats
> +1 on 19-20 rolls: 'Overwhelming Critical'​
Epic Destinies
> +1 on 19-20 rolls: Melee + hybrid Epic Destinies @T5​
= +2x
... and the multiplier goes up to x8


And if you crit on a 19-20 while using a special attack such as..
  • Fury of the Wild's 'Fast and Furious [T2]'
    • +30% Damage / +3 Critical Multiplier
... the multiplier goes up to x11


That should be it :) Hope I haven't gotten anything wrong, and that this helps expand on the answers already given! :)



Hope this is helpful :)
 
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Kalibano

Build Designer. Having fun since 2006!
Build update

I finally managed to update this build and get it LTRed in game too.

The main post has been updated to reflect the changes.

Some of the key differences:
  • Bard 16 / Dragon Lord 3 / Rogue 1
  • Gained
    • CHA trance
    • Dragon's Roar
    • Some tactical DC bonuses
    • Spellsinger's 'Song of Arcane Might'
    • Feat - 'Overwhelming Critical'
    • Feat - 'Epic Spell Focus: Enchantment'
    • Feat - 'Spell Speciality: Evocation'
  • Lost
    • Improved Evasion (only regular Evasion now)
    • a few spells
    • Tiefling Scoundrel racial tree enhancements (the main ones were 'Ash Imprisonment' and 'Hellish Rebuke')
    • Feat - 'Doublestrike'
    • Feat - 'Insightful Reflexes' (DEX will now be used for reflexes)


In case it proves useful, the previous build (inc previous gear set) is still available in the DDOBuilder file, under the tab 'Builds'
(Life 2) B2: L34 - Scoundrel - 18 Bard, 2 Rogue, E10, L4​
DDOBuilder-previous-builds.jpg


This is also the first build for which I put together a gear set using Sun/Moon augments combined with previous set bonuses. It worked really well actually, but it does take a bit of farming to get it completed!


Enjoy! :)
 
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deem of many

Active member
Hello again Kali,

This time, would you mind diving a little on the horn slot for the weapon? How Affirmation would be better on the horn slot other than Icehorn (freeze on trigger) or Sparkhorn (shattermantle on trigger)?

Thanks again for all the work you put into these. have been heavily influenced on my own spin offs and everything is very helpful for someone like me that's trying to jump back on the saddle after some good years away from the game. I realize some of those questions might seen obvious to most hardcore old timers, but to someone who jumped from Underdark straight to Isle of Dread, there's quite a bunch to catch up.
 
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Kalibano

Build Designer. Having fun since 2006!
Hello again Kali,

This time, would you mind diving a little on the horn slot for the weapon? How Affirmation would be better on the horn slot other than Icehorn (freeze on trigger) or Sparkhorn (shattermantle on trigger)?

Thanks again for all the work you put into these. have been heavily influenced on my own spin offs and everything is very helpful for someone like me that's trying to jump back on the saddle after some good years away from the game.
Hey again Deem,

Glad my builds give you some nice inspiration :)

Ref Affirmation:
{Wiki: Attacks and offensive spells have a 10~33% chance to grant 1,000 temporary hitpoints with 1 minute duration. Cooldown is also one minute}

> I use it on the vast majority of my alts (inc my healer). To be precise, I only don't use it on 3 alts:
- my Spellsinger Inquisitive build (uses Aspect of Tar: as a ranged build, I find this helps keep agro off me, while helping the party with de-buffs)​
- my Pale Master (uses Black Sands, as this helps massively with CC, which is a key role for that build specifically)​
- my Warlock caster (uses Icehorn: adds an extra source of CC, since she doesn't have as many options as my wizard)​

> It procs very frequently especially on a build like this swashbuckler:
- that uses SFW (the combat style grants a large boost to attack speed)​
- that is a hybrid, since affirmation also has a chance to proc on spellcasting​

> I personally find the extra boost to defensiveness and survival very helpful in the difficulties I normally run
- I don't tend to go 'full offense, zero defense' on pure melee and/or melee/hybrid builds: I personally find a more balanced approach more successful​
- in this thread 👇

Kali's Top 10 Suggestions for MELEE defensiveness & survival (also useful for Hard Core)

... I delve a bit deeper into my personal reasoning, in case you fins it useful :)


Ref Icehorn:
{Wiki: Attacks and Offensive Spells have a 10~20% chance to turn your target into a block of ice. (Fortitude? save, AoE, freezes target if it fails save and grants them DR 100/adamantine, does not add helpless condition)}

> Icehorn is very nice: if you find extra defensiveness is not needed for your specific build and/or difficulties you normally run, I'd say this would be a nice option.

> In my experience with this swashbuckler build, there was enough sources of CC, so I felt extra defensiveness was more valuable, particularly in situations when CC is not important (e.g. boss fights).


Hope this is helpful! :)
 
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Kalibano

Build Designer. Having fun since 2006!
With the recent addition of a new gear set for this build (includes Sun/Moon Augments; in the main post, and below for ease of access)...
Swashbuckler-hybrid-Gear-planner-1.jpg


... I just finalised including the breakdowns for the main spell DCs and main casting ability to the main post (and below for ease of access, though be advised that this specific post is not likely to get updated, only the main post).

Just thought it could be useful to place a reminder that the vast majority of the numbers in my builds are for characters with no/minimun past lives, without most (if any at all) rare bonuses, and not in reaper mode. So this is the 'core', the 'foundations' to be built upon.

K. Spell DCs:
N.B.
The values below are NOT inclusive of the de-buffs outlined earlier in section 6.
> Enchantment = 110+
Breakdown:​
A saving throw against most standard spells has a DC of :​
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)

10 + 6* + 43 + 51 = 110
* Bards cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Enchantment bonuses}
+51
Feats {+9}
> +1: 'Spell Focus: Enchantment'​
> +1: 'Greater Spell Focus: Enchantment'​
> +1: 'Epic Spell Focus: Enchantment'​
> +4: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+5}
> +3: Spellsinger cores [2-4]​
> +1: Spellsinger's 'Yellow Marigold Crown [T2]'​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Shadowdancer [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (Sun Augment)​
> +2 profane bonus (set bonus)​
> +5 equipment bonus​
> +3 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
> +1 fortune bonus (Deck Curse: I got lucky!)​
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
> +1: 'Lunar Magic' (3-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
Note1: Some ED spells reach higher DCs:​
> Cut the Strings = 20 + Highest ability modifier + Enchantment bonuses
20 + 43 + 51 = 114 (vs Will)
Note2: due to not having the Heighten feat, some spells reach slightly lower DCs:​
10 + the level of the spell + the relevant ability modifier + Enchantment bonuses
> Level 5 spells (Mind Fog)
10 + 05 + 43 + 51 = 109 (vs Will)
> Level 4 spells (Otto's Sphere of Dancing + Hold Monster)
10 + 04 + 43 + 51 = 108 (vs Will)
> Level 3 spells (Crushing Despair)
10 + 03 + 43 + 51 = 107 (vs Will)
> Evocation = 106+
Breakdown:​
A saving throw against most standard spells has a DC of :​
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)

10 + 6* + 43 + 47 = 106
* Stormsingers cast max level 6 spells.
{Spellcasting ability modifier}
+43 (CHA modifier)​
{Evocation bonuses}
+47
Feats {+7}
> +3: 'Spell Speciality: Evocation'​
> +2: 'Scion of the Feywild'​
> +2: 'Embolden Spell' (metamagic)​
Heroic {+4}
> +3: Spellsinger cores [2-4]​
> +1 morale bonus: Spellsinger's 'Spell Song Trance [T3]'​
Epic Destinies {+11}
> +4: Epic bonus: Fatesinger cores [1-4]​
> +3: Fatesinger [T3]​
> +3: Fatesinger's 'Mastering the Strings' [T5]​
> +1: Fatesinger's 'Inspire Transcendence' [T5]​
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (Sun Augment)​
> +2 profane bonus (set bonus)​
> +5 equipment bonus​
> +3 insightful bonus​
> +2 quality bonus​
> +2 sacred bonus​
> +2 enhancement bonus (Gianthold augment)​
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)​
> +2: 'Otto's Irrevocable Power' (4-piece set)​
> +1: 'Lunar Magic' (3-piece set)​
Airship Buffs {+1}
> +1: 'Archwizard'​
Note: due to not having the Heighten feat, some spells reach slightly lower DCs:​
10 + the level of the spell + the relevant ability modifier + Evocation bonuses
> Level 4 spells (SLA: Shout)
10 + 04 + 43 + 47 = 104 (vs Fortitude)
> Level 2 spells (Soundburst) [not used frequently]
10 + 02 + 43 + 51 = 102 (vs Fortitude)

> Casting ability: Charisma = 97/43+
CHA breakdown:​
Base {+20}
> +18 (character creation)​
> +2 (character creation - Tiefling Scoundrel: +2 CHA)​
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)​
Tome {+8}
> +8 inherent bonus​
Feats {+2}
> +2 competence bonus (Inspiration Melody: Excellence)​
Heroic {+4}
> +2: Spellsinger [T3+4]​
> +2: Swashbuckler [T3+4]​
Racial {+1}
> +1: Tiefling Scoundrel [C2]​
Epic Destinies {+2}
> +1 Fatesinger's 'Glitter of Fame [C3]'​
> +1 Fatesinger's 'Arcane Resonance [T4]'​
Gear bonuses (inc Set bonuses) {+35}
> +3 artifact bonus (set bonus)​
> +4 profane bonus (Moon Augment)​
> +14 enhancement bonus​
> +7 insightful bonus (Augment)​
> +3 quality bonus​
> +2 festive bonus (Augment)​
> +2 exceptional bonus (Dino weapon)​
Filigrees (inc Set bonuses) {+12}
> +4: 'Raid: 'Reverberation'/'Sanctified Fervor' (single filigree x2: weapon + Minor artifact)​
> +2: 'Raid: 'To Hell and Back'/'Embraced by Light' (single filigree)​
> +2: 'Eye of the Beholder' (single filigree x2: weapon + Minor artifact)​
> +2: 'Otto's Irrevocable Power' (single filigree x2: weapon + Minor artifact)​
> +2: 'Lunar Magic' (single filigree x2: weapon + Minor artifact)​
Spells/Potions/Scrolls {+2}
> +2: 'Yugoloth: Essence of Seduction' (potion)​
Airship Buffs {+2}
> +2: 'Old Sully's Grog Cellar'​
Reaper bonus {+1}
> +1: Dire Thaumaturge tree 'Reaper's Arcanum III [C3]' {this works out of reaper mode too}
Note: it takes 11 reaper points to acquire this. I am mindful this is not something everyone will have access to, but I listed it since it seems like a goal that can potentially be achieved in the short term.​
Total = 97/43+
> buffable to 99/44+
Spells/Potions/Scrolls {+2}
> +2: 'Lasting Elixir of ability' (potion) {I personally use on high reapers only}

Some comments on 'Spell DCs: hybrids vs pure casters' in this post.

Enjoy! :)
 

jmervyn

Member
In case it proves useful, the previous build (inc previous gear set) is still available in the DDOBuilder file, under the tab 'Builds'
(Life 2) B2: L34 - Scoundrel - 18 Bard, 2 Rogue, E10, L4​
DDOBuilder-previous-builds.jpg
For some reason I can't load the new file; it says, "Life was missing StrTome element". I was trying to check out your newest (13 Bard/6DL)
 

jmervyn

Member
Some things moved around in the build file with a more recent version of the builder. Are you up to date?
I'm at 2.0.0.35 ; I have an older version of the file (7/28/2024) that loads fine. Could there be something that's not backward compatible?

EDIT - Derp, I realized you were now at 2.0.0.55 ... loaded your new version and it doesn't crash loading now. Thanks!
 
Last edited:

Kalibano

Build Designer. Having fun since 2006!
I'm at 2.0.0.35 ; I have an older version of the file (7/28/2024) that loads fine. Could there be something that's not backward compatible?

EDIT - Derp, I realized you were now at 2.0.0.55 ... loaded your new version and it doesn't crash loading now. Thanks!
Nice you got it working now :)

Just to let you know the 13 bard/ 6 Dragon Lord was like a brainstorm, an attempt at making an alternative build to do the same my current build does, to compare numbers and see how much I would gain and/or lose. It's not a tried-and-tested build like all the ones I have posted in my build repository.

I felt it deviated a bit too much from the hybrid aspect I personally like for this build, so in the end, I went with the Bard 16 / Dragon Lord 3/ Rogue 1, as in the main post of this thread.

Hope it provides some ideas, in any case.
 

Seranyssa

New member
Hi Kalibano!

Thanks for the amazing guide, this is probably my favorite D&D fantasy to imagine playing as and you did a wonderful job breaking it all down. I'm still very new as a player though, and I realised while trying to make this character without access to Faydark Illusionist or Scoundrel I'd be suffering quite a bit as compared to the OP (I realise you've since lessened the race requirement in your repository), but all the same I would be lagging quite badly not having access to Familiar's Flourish immediately with my basic stat spread.

As a free to player, maybe my initial path would be to focus on just Swashbuckling with Dex as a Half-Elf Rogue Dilettante to raise my SWF backstab damage and just stay pure Bard with Dex / Con / Cha split favoring Dex?

Then once I have Faydark Illusionist access via Favor I use my free lesser re-inc to go pure Cha (with 13 min Dex from Half-Elf still easily in reach) and dump the rest in Con? I realise I will not reach the lofty heights of this build, but maybe I get enough of a taste to figure out a TR route back into it with full glory later?
 

Seranyssa

New member
Also I would edit the post above to mention I also don't have access to Dragon Lord yet, so I would likely remain pure Bard and just use Half-Elf Dilettante Rogue in place of that if it wouldn't cost the build too much. I am not allowed to edit posts yet, though :(
 

Kalibano

Build Designer. Having fun since 2006!
Hi Kalibano!

Thanks for the amazing guide, this is probably my favorite D&D fantasy to imagine playing as and you did a wonderful job breaking it all down. I'm still very new as a player though, and I realised while trying to make this character without access to Faydark Illusionist or Scoundrel I'd be suffering quite a bit as compared to the OP (I realise you've since lessened the race requirement in your repository), but all the same I would be lagging quite badly not having access to Familiar's Flourish immediately with my basic stat spread.

As a free to player, maybe my initial path would be to focus on just Swashbuckling with Dex as a Half-Elf Rogue Dilettante to raise my SWF backstab damage and just stay pure Bard with Dex / Con / Cha split favoring Dex?

Then once I have Faydark Illusionist access via Favor I use my free lesser re-inc to go pure Cha (with 13 min Dex from Half-Elf still easily in reach) and dump the rest in Con? I realise I will not reach the lofty heights of this build, but maybe I get enough of a taste to figure out a TR route back into it with full glory later?
Hey again :)

Please bear in mind I don't have a build fully specced/synergised for brand new players with limited access to classes, races, trees and tomes. Even experienced players sometimes get in trouble due to a specific feat pre-requisites they happened to overlook, so I strongly recommend you create your build fully in the DDOBuilder before heading into the game.

I am happy to share some thoughts, hopefully they are helpful :)

- I don't personally find it worth going deep into bard with any main stat other than CHA
- without being CHA-based, you'll probably need to dip your feet into bard only a handful of levels (likely 3 levels only to get the swashbuckler stance in C2, which still lets you go up to T3 if there are things you like): the rest would likely need to be a different class.​
- this isn't to say this kind of build wouldn't work, on the contrary, this is a somewhat popular multiclass strategy for some builds, but I don;t have any builds ready for this kind of class split.​
- I did post on someone else's thread about this kind of split being used for Handaxe builds: link here in case this proves helpful​


- I personally find you get the most out of bards going CHA based, especially if you go swashbuckler T5, with abilities such as Low Blow and Coup de Grace being CHA based. The other advantage being taking full advantage of bard spells.
- Swashbuckler lets you use Charisma for damage in tier 3 (T3 becomes available to pick from as early as level 3)​
- to-hit could be either INT or DEX, depending on another aspect of the build that needs to be considered if you want to be a trapper:​


- If you go with a couple of rogue levels for the trapping aspect, you'll need
- INT for traps, but this can be on the trapping items themselves, like in the helm I use for this build (below)​
Swashbuckler-hybrid-Trapping-gear.jpg
- DEX for reflex saves, which supports your evasion​

That's a LOT of abilities to focus on, especially if you don't yet have access to tomes:
Primary: CHA for spells and dmg​
Secondary: CON (I always recommend starting min 16, perhaps 14 as a push)​
Then INT AND DEX

One way around that is to go with just INT, but taking the feat Insightful Reflexes, which lets you use INT for reflexes and evasion.
Then there is the Harper Universal tree, where pretty low in T1 you get to pick INT to hit with weapons (and swashbuckler cover dmg via CHA). A major advantage of going INT is far more skill points, which are much needed to make the trapping aspect work. This is what I had done with the previous version of this build 18 Bard/2 Rogue. This is easier for trapping, since you wear INT gear permanently.
In this scenario, you only need as much DEX as the pre-reqs of the feats you choose to take. A word of warning: acquiring DEX via trees in game does not let you qualify for feats. You need a tome of Dexterity, or increasing your DEX when you level up (you get to do that every 4 levels from level 4).

The other alternative, which can work well too, is to basically 'forget' about INT as an ability you would need to wear gear with bonuses for permanently, and instead go full in with DEX. The feat Weapon Finesse lets you apply DEX modifier to hit, instead of STR, when making melee attacks with light weapons and rapiers, which are the weapons supported by the Swashbucking style. The advantage here is not needing to buy a tree like Harper, but it does require an extra feat slot.
- This makes me think that Human could be a good race choice, since it grants an extra feat slot, allowing you to stick to the feat choices I proposed in the build​
- Being a hybrid means needing to ivnest both on melee AND spellcasting, so feat slots are always VERY tight. For a hybrid that wants to cover spell DCs successfully, I would personally value an extra feat slot far more highly than going Half Elf for an extra Sneak Attack dice.​

In this scenario, DEX covers to-hit, reflex saves and evasion. You will need to make sure you can equip INT items + trap items before searching and disabling traps: it's slightly annoying, but it pays off if this doesn't seem too bothersome to you.


So you could go CHA as main stat (start with 18, or 20 depending on race choice), CON secondary (try to start with 16, but if too tight, perhaps 14), and then DEX (whatever is left, depends on race too), Human race. If you have the Harper tree, I would probably go full INT instead of DEX (with just enough DEX to qualify for feat pre-reqs, bearing in mind you get a free +2 tome of your choice when you reach 1,750 total favor).

Don't forget to run whatever you are planning in the DDOBuilder planner to see if things will work. The planner will warn you if a pre-req for a feat is not being met (either see via hovering over a feat, or the feat simply won't be available to select).


Hope this is helpful! :)
 
Last edited:

Seranyssa

New member
Hey again :)

Please bear in mind I don't have a build fully specced/synergised for brand new players with limited access to classes, races, trees and tomes. Even experienced players sometimes get in trouble due to a specific feat pre-requisites they happened to overlook, so I strongly recommend you create your build fully in the DDOBuilder before heading into the game.

I am happy to share some thoughts, hopefully they are helpful :)

- I don't personally find it worth going deep into bard with any main stat other than CHA
- without being CHA-based, you'll probably need to dip your feet into bard only a handful of levels (likely 3 levels only to get the swashbuckler stance in C2, which still lets you go up to T3 if there are things you like): the rest would likely need to be a different class.​
- this isn't to say this kind of build wouldn't work, on the contrary, this is a somewhat popular multiclass strategy for some builds, but I don;t have any builds ready for this kind of class split.​
- I did post on someone else's thread about this kind of split being used for Handaxe builds: link here in case this proves helpful​


- I personally find you get the most out of bards going CHA based, especially if you go swashbuckler T5, with abilities such as Low Blow and Coup de Grace being CHA based. The other advantage being taking full advantage of bard spells.
- Swashbuckler lets you use Charisma for damage in tier 3 (T3 becomes available to pick from as early as level 3)​
- to-hit could be either INT or DEX, depending on another aspect of the build that needs to be considered if you want to be a trapper:​


- If you go with a couple of rogue levels for the trapping aspect, you'll need
- INT for traps, but this can be on the trapping items themselves, like in the helm I use for this build (below)​
Swashbuckler-hybrid-Trapping-gear.jpg
- DEX for reflex saves, which supports your evasion​

That's a LOT of abilities to focus on, especially if you don't yet have access to tomes:
Primary: CHA for spells and dmg​
Secondary: CON (I always recommend starting min 16, perhaps 14 as a push)​
Then INT AND DEX

One way around that is to go with just INT, but taking the feat Insightful Reflexes, which lets you use INT for reflexes and evasion.
Then there is the Harper Universal tree, where pretty low in T1 you get to pick INT to hit with weapons (and swashbuckler cover dmg via CHA). A major advantage of going INT is far more skill points, which are much needed to make the trapping aspect work. This is what I had done with the previous version of this build 18 Bard/2 Rogue. This is easier for trapping, since you wear INT gear permanently.
In this scenario, you only need as much DEX as the pre-reqs of the feats you choose to take. A word of warning: acquiring DEX via trees in game does not let you qualify for feats. You need a tome of Dexterity, or increasing your DEX when you level up (you get to do that every 4 levels from level 4).

The other alternative, which can work well too, is to basically 'forget' about INT as an ability you would need to wear gear with bonuses for permanently, and instead go full in with DEX. The feat Weapon Finesse lets you apply DEX modifier to hit, instead of STR, when making melee attacks with light weapons and rapiers, which are the weapons supported by the Swashbucking style. The advantage here is not needing to buy a tree like Harper, but it does require an extra feat slot.
- This makes me think that Human could be a good race choice, since it grants an extra feat slot, allowing you to stick to the feat choices I proposed in the build​
- Being a hybrid means needing to ivnest both on melee AND spellcasting, so feat slots are always VERY tight. For a hybrid that wants to cover spell DCs successfully, I would personally value an extra feat slot far more highly than going Half Elf for an extra Sneak Attack dice.​

In this scenario, DEX covers to-hit, reflex saves and evasion. You will need to make sure you can equip INT items + trap items before searching and disabling traps: it's slightly annoying, but it pays off if this doesn't seem too bothersome to you.


So you could go CHA as main stat (start with 18, or 20 depending on race choice), CON secondary (try to start with 16, but if too tight, perhaps 14), and then DEX (whatever is left, depends on race too), Human race. If you have the Harper tree, I would probably go full INT instead of DEX (with just enough DEX to qualify for feat pre-reqs, bearing in mind you get a free +2 tome of your choice when you reach 1,750 total favor).

Don't forget to run whatever you are planning in the DDOBuilder planner to see if things will work. The planner will warn you if a pre-req for a feat is not being met (either see via hovering over a feat, or the feat simply won't be available to select).


Hope this is helpful! :)
For sure! I did start tinkering in DDOBuilder when I saw your original post / guide. I did wonder though, about your opinion on the extra sneak attack dice from Half Elf Dil Rogue? So you could stay 40 Bard, but get more Sneak dice. Is that worthwhile?
 

Kalibano

Build Designer. Having fun since 2006!
For sure! I did start tinkering in DDOBuilder when I saw your original post / guide. I did wonder though, about your opinion on the extra sneak attack dice from Half Elf Dil Rogue? So you could stay 40 Bard, but get more Sneak dice. Is that worthwhile?
The one extra sneak attack dice is nice, but not amazing. I mean, if you don't have access to Tiefling Scoundrel nor Shadar-kai, then Half-Elf seems a good enough option. Human would be good too, as some feats are powerful enough to make it worth getting an extra feat slot.
 
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