Of Blades and Skalds - A Baldur's Gate 1&2 class guide
TomReneth
Member Posts: 19
Some thoughts about the Blade and Skald classes for BGEE 1 and 2. Some spoilers for item locations and such.
Some abbreviations:
BG1: Baldur’s Gate Enhanced Edition 1
BG2: Baldur’s Gate Enhanced Edition 2
SoD: Siege of Dragonspear
ToB: Throne of Bhaal
AC: Armor Class
THAC0: To Hit Armor Class 0. This just means your accuracy with attacks.
Saves: Saving throws. Your defense against magical effects.
Note: AC, THAC0 and saves go down as they improve. The lower the better!
Note 2: For the sake of simplicity, I will describe a beneficial bonus as ‘+X’. For example, a +1 longsword has +1 damage and -1 THAC0, but I will just describe that as +1 damage and +1 THAC0 to make things easier to understand.
APR: Attacks Per Round
HLA: High lvl Ability - Special perks available in the very late game. Bards get their first at lvl 24.
TWF: Two-weapon fighting / two-weapon style / dual wielding
Lvl: level
Kits: Variants on a base class. The Blade and Skald are Bard kits.
CC: Crowd Control
1 round: 6 seconds.
1 turn: 10 rounds.
1 hour: 2 turns.
Martial: Refers to warrior classes. These are Fighter, Ranger, Paladin and their kits.
Priests: Cleric and Druid.
Rogues: Thief and Bard.
Casters: The wizard classes, Mage and Sorcerer.
Str: Strength
Dex: Dexterity
Con: Constitutiton
Int: Intelligence
Wis: Wisdom
Cha: Charisma
Why a Bard?
Apart from being a fun class with great flavor, the Bard is very fitting for the player character given their background. Your character grows up around books, being tutored by Gorion in the arcane arts and your childhood friend is a good hearted thief. This makes the Bard a natural fit for the player character.
There is also a rule of thumb for the BG games; nothing with arcane spells can be bad. Bards have arcane spells, so Bards aren’t bad.
Why not standard Bard?
Both the Blade and Skald are strictly speaking just better than the base kit for the Bard class at what it does. Only Jester is a reasonable alternative and it plays significantly differently due to its Jester Song.
Bard Song and Skald Song - A Crude Summation
The Bard Song provices Luck, which increases THAC0, saves and minimum physical damage done (increasing average), while reducing magical damage taken, and comes bundled with immunity to fear from lvl 1.
The Skald Song provides bonuses to weapon damage, THAC0 and AC. Later it gives immunity to fear (lvl 15) and finally stun and confusion as well (lvl 20).
The TL;DR is that the Bard Song is slightly better when fighting against magic users until lvl 15, while the Skald Song is better when fighting against martial characters. The Enhanced Bard Song (HLA) is better than both.
The Base Stats:
Bards have the following features:
May not wear armor heavier than chain mail (Spells cannot be cast while wearing armor)
May not equip shields larger than bucklers
May only become Proficient (one slot) in any weapon class
May only become Proficient (one slot) in any fighting style
Thieving abilities: Pick Pockets
Increased Lore score
May cast wizard spells starting at 2nd lvl
May use Bard Song ability. While active, the Bard Song has the following effects: Restore morale to its average value, remove fear, protection from fear.
Alignment restricted to any neutral
Hit Die: d6 (max +2 bonus from Con)
The Blade
In-game description:
The Blades are the expert fighters and adventurers whose bardic acting abilities make them appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous.
Advantages:
May place 3 slots in Two-Weapon Style
May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at lvl 1 and an additional use each every 4 lvls thereafter.
Disadvantages:
Only has one half the normal Lore value
Only has one half the normal Pick Pockets skill
Bard Song does not become better with lvls
Spin to Win:
Offensive Spin:
Increases APR by 1
Doubles movement speed
+2 THAC0 and damage
Maximized damage dice for attacks
Duration: 6 rounds / 36 seconds
Can be used in armor
Note: Does not stack with Haste or Improved Haste in the EE.
Defensive Spin:
Increases AC by 1 for each Blade lvl to a maximum of 10
Roots character (character stuck in place)
Duration: 4 rounds / 24 seconds
Can be used in armor
These abilities are powerful, but of the two, the Offensive Spin is going to be the most important for the Blade overall. Increasing AC at the cost of being able to move with Defensive Spin can often end the life of an overconfident Blade, leaving them vulnerable to AoE spells and abilities or unable to respond to teammates being in trouble. It is best used against enemy warriors when you can control their movement. Blocking doorways and similar is the best overall option.
Offensive Spin is better than the normal Haste spell and can be used in armor that normally disables spellcasting. This is a significant factor, because it allows the Blade to put on armor and go do things on the frontlines early in the game, before they come into their own as casters. It is, however, much better put to use with ranged weapons early on. A longbow will deal 10 damage per hit with a +3 THAC0 modifier and 3 APR for 6 rounds.
The Spins go on their own resources and are great for the Blade to use when they need a little more power or defense, but either don’t have anything else to use in the party or don’t want to.
Misleading Drawbacks:
The kits’ description mentions that the Blade has reduced abilities when it comes to Lore, Pickpocket and their Bard Song. The first two are accurate, as the Blade operates with 50% of the progression of a normal Bard on these points, but the Blade’s song is just as good as the regular Bard’s at lvl 1-14.
Normally the Bard Song operates like so:
Immunity to Fear
Restores Morale (sort of dispels fear)
Luck +1
At lvl 15, Luck increases to +2
At lvl 20, Luck increases to +3
The Blade Song works like this:
Immunity to Fear
Restores Morale (sort of dispels fear)
Luck +1
This means that the regular Bard isn’t going to give his party a better buff than the Blade before we have gone all the way into the second game. So the Blade is just as useful as party support in the early game, before they accumulate the equipment and lvls needed to get into their own as spellswords, which they typically have in spades by the time they reach lvl 15.
When we reach lvl 24, the Blade can also pick the Enhanced Bard Song, making them just as good as passive buffers as every other Bard.
Lore and Pickpocket:
The Blade gets +5 Lore for each lvl as opposed to +10. This makes the Blade the character with the second higher lore score, after other Bards. In practical terms, it means you’re worse at identifying stuff in BG1, but won’t notice much in BG2. There is, as far as I’ve been able to find, no items requiring more than 100 Lore to identify and most need much, much less. The gold you accumulate in BG1 does not carry over to BG2 or even the Siege of Dragonspear, so spending a bit extra to identify stuff early isn’t a big deal.
The Blade maxes out at 57 Pickpocket (before modifiers) at lvl 16, while the baseline Bard and Jesters reach 115 and Skalds reach 28. This makes the Blade dependent on Potions of Master Thievery to effectively pickpocket, though it should be said that this skill has limited benefits without Potions of Master Thievery overall. With a stock of potions, it can break the game’s economy.
The best overall item to lift from someone’s pocket is the Ring of Regeneration in BG2, from the merchant behind the counter in the Adventurer’s Mart, which can be done right out of the initial dungeon. You probably have both a trap-finding thief/mage and a pure thief in your party in the first dungeon, letting you build your pure thief towards pickpocket to get this item. There is also a Potions of Master Thievery in the initial dungeon, letting a Blade pickpocket the item themselves.
The Skald
In-game description:
Skalds are Nordic bards who are also warriors of great strength, skill, and virtue; their songs are inspiring sagas of battle and valor, and the Skalds devote their lives to those pursuits.
Advantages:
+1 bonus to THAC0 and +1 to damage rolls with all weapons
The Skald's song is different from the typical Bard's and varies with lvl:
1st lvl: Grants allies a +2 bonus to THAC0, +2 bonus to damage rolls, and a +2 bonus to AC
15th lvl: Grants allies a +4 bonus to THAC0, +4 bonus to damage rolls, +4 bonus to AC and immunity to fear
20th lvl: Grants allies a +4 bonus to THAC0, +4 bonus to damage rolls, +4 bonus to AC, immunity to fear, stun, and confusion
Disadvantage:
Only has one quarter the normal Pick Pockets score, and one-fourth of the dex modifier to the score. At lv16 skalds will reach up to 28 in pickpocketing, and with 25 dex, they’ll have the combined score of 40.
Sing to Win:
The key to success as a Skald is often to utilize the unique benefits of the Skald Song, which plays very well with parties that are heavily reliant on weapon damage, or so the conventional wisdom goes. And this is certainly true, especially early on.
Keep in mind that the Skald Song does not give immunity to fear before lvl 15, meaning that you need to prepare a spell to deal with that.
The Worst Thief:
Skalds get the lowest Pickpocket score of all the Bards and their ability to be thieves is borderline useless. Never attempt to pick anything from anyone’s pockets without several Potions of Master Thievery.
Some abbreviations:
BG1: Baldur’s Gate Enhanced Edition 1
BG2: Baldur’s Gate Enhanced Edition 2
SoD: Siege of Dragonspear
ToB: Throne of Bhaal
AC: Armor Class
THAC0: To Hit Armor Class 0. This just means your accuracy with attacks.
Saves: Saving throws. Your defense against magical effects.
Note: AC, THAC0 and saves go down as they improve. The lower the better!
Note 2: For the sake of simplicity, I will describe a beneficial bonus as ‘+X’. For example, a +1 longsword has +1 damage and -1 THAC0, but I will just describe that as +1 damage and +1 THAC0 to make things easier to understand.
APR: Attacks Per Round
HLA: High lvl Ability - Special perks available in the very late game. Bards get their first at lvl 24.
TWF: Two-weapon fighting / two-weapon style / dual wielding
Lvl: level
Kits: Variants on a base class. The Blade and Skald are Bard kits.
CC: Crowd Control
1 round: 6 seconds.
1 turn: 10 rounds.
1 hour: 2 turns.
Martial: Refers to warrior classes. These are Fighter, Ranger, Paladin and their kits.
Priests: Cleric and Druid.
Rogues: Thief and Bard.
Casters: The wizard classes, Mage and Sorcerer.
Str: Strength
Dex: Dexterity
Con: Constitutiton
Int: Intelligence
Wis: Wisdom
Cha: Charisma
Why a Bard?
Apart from being a fun class with great flavor, the Bard is very fitting for the player character given their background. Your character grows up around books, being tutored by Gorion in the arcane arts and your childhood friend is a good hearted thief. This makes the Bard a natural fit for the player character.
There is also a rule of thumb for the BG games; nothing with arcane spells can be bad. Bards have arcane spells, so Bards aren’t bad.
Why not standard Bard?
Both the Blade and Skald are strictly speaking just better than the base kit for the Bard class at what it does. Only Jester is a reasonable alternative and it plays significantly differently due to its Jester Song.
Bard Song and Skald Song - A Crude Summation
The Bard Song provices Luck, which increases THAC0, saves and minimum physical damage done (increasing average), while reducing magical damage taken, and comes bundled with immunity to fear from lvl 1.
The Skald Song provides bonuses to weapon damage, THAC0 and AC. Later it gives immunity to fear (lvl 15) and finally stun and confusion as well (lvl 20).
The TL;DR is that the Bard Song is slightly better when fighting against magic users until lvl 15, while the Skald Song is better when fighting against martial characters. The Enhanced Bard Song (HLA) is better than both.
The Base Stats:
Bards have the following features:
May not wear armor heavier than chain mail (Spells cannot be cast while wearing armor)
May not equip shields larger than bucklers
May only become Proficient (one slot) in any weapon class
May only become Proficient (one slot) in any fighting style
Thieving abilities: Pick Pockets
Increased Lore score
May cast wizard spells starting at 2nd lvl
May use Bard Song ability. While active, the Bard Song has the following effects: Restore morale to its average value, remove fear, protection from fear.
Alignment restricted to any neutral
Hit Die: d6 (max +2 bonus from Con)
The Blade
In-game description:
The Blades are the expert fighters and adventurers whose bardic acting abilities make them appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous.
Advantages:
May place 3 slots in Two-Weapon Style
May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at lvl 1 and an additional use each every 4 lvls thereafter.
Disadvantages:
Only has one half the normal Lore value
Only has one half the normal Pick Pockets skill
Bard Song does not become better with lvls
Spin to Win:
Offensive Spin:
Increases APR by 1
Doubles movement speed
+2 THAC0 and damage
Maximized damage dice for attacks
Duration: 6 rounds / 36 seconds
Can be used in armor
Note: Does not stack with Haste or Improved Haste in the EE.
Defensive Spin:
Increases AC by 1 for each Blade lvl to a maximum of 10
Roots character (character stuck in place)
Duration: 4 rounds / 24 seconds
Can be used in armor
These abilities are powerful, but of the two, the Offensive Spin is going to be the most important for the Blade overall. Increasing AC at the cost of being able to move with Defensive Spin can often end the life of an overconfident Blade, leaving them vulnerable to AoE spells and abilities or unable to respond to teammates being in trouble. It is best used against enemy warriors when you can control their movement. Blocking doorways and similar is the best overall option.
Offensive Spin is better than the normal Haste spell and can be used in armor that normally disables spellcasting. This is a significant factor, because it allows the Blade to put on armor and go do things on the frontlines early in the game, before they come into their own as casters. It is, however, much better put to use with ranged weapons early on. A longbow will deal 10 damage per hit with a +3 THAC0 modifier and 3 APR for 6 rounds.
The Spins go on their own resources and are great for the Blade to use when they need a little more power or defense, but either don’t have anything else to use in the party or don’t want to.
Misleading Drawbacks:
The kits’ description mentions that the Blade has reduced abilities when it comes to Lore, Pickpocket and their Bard Song. The first two are accurate, as the Blade operates with 50% of the progression of a normal Bard on these points, but the Blade’s song is just as good as the regular Bard’s at lvl 1-14.
Normally the Bard Song operates like so:
Immunity to Fear
Restores Morale (sort of dispels fear)
Luck +1
At lvl 15, Luck increases to +2
At lvl 20, Luck increases to +3
The Blade Song works like this:
Immunity to Fear
Restores Morale (sort of dispels fear)
Luck +1
This means that the regular Bard isn’t going to give his party a better buff than the Blade before we have gone all the way into the second game. So the Blade is just as useful as party support in the early game, before they accumulate the equipment and lvls needed to get into their own as spellswords, which they typically have in spades by the time they reach lvl 15.
When we reach lvl 24, the Blade can also pick the Enhanced Bard Song, making them just as good as passive buffers as every other Bard.
Lore and Pickpocket:
The Blade gets +5 Lore for each lvl as opposed to +10. This makes the Blade the character with the second higher lore score, after other Bards. In practical terms, it means you’re worse at identifying stuff in BG1, but won’t notice much in BG2. There is, as far as I’ve been able to find, no items requiring more than 100 Lore to identify and most need much, much less. The gold you accumulate in BG1 does not carry over to BG2 or even the Siege of Dragonspear, so spending a bit extra to identify stuff early isn’t a big deal.
The Blade maxes out at 57 Pickpocket (before modifiers) at lvl 16, while the baseline Bard and Jesters reach 115 and Skalds reach 28. This makes the Blade dependent on Potions of Master Thievery to effectively pickpocket, though it should be said that this skill has limited benefits without Potions of Master Thievery overall. With a stock of potions, it can break the game’s economy.
The best overall item to lift from someone’s pocket is the Ring of Regeneration in BG2, from the merchant behind the counter in the Adventurer’s Mart, which can be done right out of the initial dungeon. You probably have both a trap-finding thief/mage and a pure thief in your party in the first dungeon, letting you build your pure thief towards pickpocket to get this item. There is also a Potions of Master Thievery in the initial dungeon, letting a Blade pickpocket the item themselves.
The Skald
In-game description:
Skalds are Nordic bards who are also warriors of great strength, skill, and virtue; their songs are inspiring sagas of battle and valor, and the Skalds devote their lives to those pursuits.
Advantages:
+1 bonus to THAC0 and +1 to damage rolls with all weapons
The Skald's song is different from the typical Bard's and varies with lvl:
1st lvl: Grants allies a +2 bonus to THAC0, +2 bonus to damage rolls, and a +2 bonus to AC
15th lvl: Grants allies a +4 bonus to THAC0, +4 bonus to damage rolls, +4 bonus to AC and immunity to fear
20th lvl: Grants allies a +4 bonus to THAC0, +4 bonus to damage rolls, +4 bonus to AC, immunity to fear, stun, and confusion
Disadvantage:
Only has one quarter the normal Pick Pockets score, and one-fourth of the dex modifier to the score. At lv16 skalds will reach up to 28 in pickpocketing, and with 25 dex, they’ll have the combined score of 40.
Sing to Win:
The key to success as a Skald is often to utilize the unique benefits of the Skald Song, which plays very well with parties that are heavily reliant on weapon damage, or so the conventional wisdom goes. And this is certainly true, especially early on.
Keep in mind that the Skald Song does not give immunity to fear before lvl 15, meaning that you need to prepare a spell to deal with that.
The Worst Thief:
Skalds get the lowest Pickpocket score of all the Bards and their ability to be thieves is borderline useless. Never attempt to pick anything from anyone’s pockets without several Potions of Master Thievery.
6
Comments
So what is the actual difference between the Blade and the Skald? That is going to depend on which lvl range you are playing in, in addition to which song you prefer.
1-4:
Neither class has the stats or spells to engage as frontliners for the first few lvls, meaning they both fall back on being singing party support, ideally with longbows. The Skald is a better archer most of the time, while the Blade is king as long as Offensive Spin is up.
5-7:
Here the two of them begin to come more into their own as spellswords and can begin to engage more fruitfully in melee. Blades now have 2 uses of Offensive Spin, meaning they can usually contribute as a frontliner once or twice a long rest because of it. Mirror Image is their primary survival tool on the frontlines. Now Defensive Spin begins to provide enough AC to be worth considering.
Skalds are still primarily singing ranged support, but can go at it with Bracers of Armor, a buckler and Mirror Image for some tanking.
8-10:
This is where the Blade begins to transition from a supporter to a more dedicated swordsman. They can still sing when needed, but they now have the spellslots to buff up properly for a hard fight and likely have access to equipment to compensate for their awful stats. At lvl 9 they also have 3 uses of each of their Spins, but now Haste is likely the primary buff used by the party, letting the Blades keep Offensive Spin as a backup for when that runs out. At lvl 10, they unlock 4th lvl spell slots, allowing them to use the always amazing Stoneskin.
Skalds now take their place on the frontlines alongside the Blades, albeit less reliably. Their innate +1 THAC0 bonus lets them use TWF almost as effectively as their competition, which is generally worth it because Bards do not get additional attacks per turn otherwise. Skalds likely max out their Lore around lvl 10, letting them identify anything at a glance.
11-14:
From here and out, the Blade will continue to progress much the same. Increasingly capable of engaging in melee, supported by magic and equipment to make up the difference between themselves and martial characters.
Skalds remain behind the Blades as melee characters and their song isn’t that much more powerful than the regular Bard Song. As magic becomes more powerful and common, it is arguably less useful because Luck protects from magical damage and improves saves, which the Skald Song does not.
15-23:
Blades continue as before, becoming ever more skilled spellswords.
At lvl 15 the Skald Song kicks into overdrive and becomes just better than the Bard Song. +4 to THAC0, AC and damage makes any martial character in the party a powerhouse, especially when combined with summons and Haste. At lvl 20 it becomes even better.
24+:
Now the Blade is no longer merely the superior swordsman, but with access to the Enhanced Bard Song HLA, they are also just as good as any other epic lvl Bard at song support. By now, their Lore score should have passed 100 even if they have a penalty and Potions of Master Thievery are affordable enough to compensate for their limited pickpocketing skill.
From here on out, the Skald plays like a weaker Blade. They need to dual wield to be effective, but are stuck with a -1 THAC0 penalty compared to the Blade and do not have Offensive or Defensive Spins to help them adapt to the situation.
Because of HLAs, both classes can now go beyond their normal equipment restrictions, which hypothetically lets the Skald strap on a shield for tanking, but they can’t use plate armor without disabling their spells, which would ruin their survivability. The unfortunate reality is that AC tanking just isn’t reliable without Defensive Spin at these lvls and the Bard doesn’t get enough HP to take repeated heavy hits. Stoneskin + Mirror Image + killing the enemy as fast as possible is the best bet, making the Blade overall more tanky, since the enemy won’t live as long.
Building a Bard:
Here are some pointers for how to build a Bard as your main character. The following sections will remain largely the same for Blades and Skalds.
Race:
Only humans and half-elves can be Bards and therefore Blades. Humans have no bonuses, while half-elves get some minute ones. Half-elves are the optimal choice, but it isn’t a significant difference if you prefer humans.
If you’re using a save game editor (like EEKeeper), switching to an Elf or Tiefling is worth considering. They get +1 accuracy with longswords, shortsword, shortbows and longbows, which is a decent bonus on the Bard class.
Ability Scores:
The most important ones are dexterity, intelligence and constitution. After that is Strength and charisma, followed lastly by wisdom.
Dexterity is the most important of all your stats and should be put to 18 if you want a somewhat optimized character. This will give you +4 AC and +2 THAC0 with ranged weapons, as well as a bonus to pickpocket.
Constitution has an ideal value of 16 for every class that is not a martial class, which gives +2 HP per lvl. This can be achieved either by getting 16 at character creation or by putting it at 15 and getting the Manual of Bodily Health for a +1 bonus later.
Intelligence is both important and not a big deal at the same time. If you play in a way that bypasses the chance to fail when scribing spells (normal difficulty or save/reload), it is significantly less important. It is primarily going to determine how many spells you can have in your spellbook. All Bards have a minimum int of 13, giving them 9 spells per lvl compared to 18 at lvl 18 and infinite at 19. Potions can be used to boost int if you don’t have the points to give this a high value.
Strength is of limited usefulness or of paramount importance. Because Blades do not get the improved Str values martial classes do, even 18 Str only gives +1/+2 to THAC0/damage with melee weapons. Spells and items to boost Str is also very common and will overtake even a 19 Str character in BG2, making it a short term investment at best. That being said, too low Str will give you a low carrying capacity, which is inconvenient. Having base 18 Str and getting a Tome of Strength will make the late-game of BG1, SoD and early BG2 much, much easier though.
Charisma has a minimum value of 15 for Bards and only influences how people react to you, as well as prices in shops. If you can spare 3 points to make it 18, that will only benefit you, but it isn’t a priority.
Wisdom doesn’t really do anything for a Bard, apart from its effect on the Lore value. Bards only have up to 6th lvl spells, meaning they don’t use Wish or Limited Wish. It can be dumped if necessary.
Three values:
Ideal:
Str - 18
Dex - 18
Con - 16
Int - 18
Wis - 10
Cha - 18
Total roll: 98
More realistic:
Str - 10
Dex - 18
Con - 16
Int - 18
Wis - 10
Cha - 15
Total roll: 87
More realistic alternate:
Str - 18
Dex - 18
Con - 15
Int - 13
Wis - 10
Cha - 15
Total roll: 89
Budget:
Str - 10
Dex - 18
Con - 15
Int - 13
Wis - 9
Cha - 15
Total roll: 80
I’ve run the budget setup and it works out just fine. At the end of the day, as long as you get your dex and con to the right values, everything else tends to fall in place, so don’t fret spending a lot of time rolling for stats. It normally shouldn’t take more than 1-5 tries to get 80+ on a Bard, given their high minimum values.
The “more realistic” options might seem like they have very high rolls and for a lot of classes that would be the case, but Bards have some of the highest minimum stat requirements, meaning that they will roll higher a lot more often than a lot of other classes.
And as a bonus I present Imoen the Bard. Her stats are actually pretty solid for a Bard, so no wonder she makes such a good thief/mage.
Str - 9
Dex - 18
Con - 16
Int - 17
Wis - 11
Cha - 16
Total roll: 87
Weapon Proficiencies:
The Blade will get 2 points at lvl 1 and another point every 4 lvls (4, 8, 12, etc.). In BG1, you will be limited to only 4 points total, making it important to plan out how to spend them.
Blades can invest fully in TWF, but I don’t recommend picking this up at lvl 1, because it will take several lvls before the Blade can effectively engage in melee due to their low HP, AC and lack of helmets.
lvl 1:
I recommend putting 1 point into a ranged weapon, preferably the longbow because it comes with an inherent +1 to THAC0 and 2 APR.
The other point should go towards the one-handed melee weapon you wish to use in the first game, because the Blade will become an effective melee skirmisher later on. I recommend shortswords, because there is little competition for these weapons and there are several powerful ones to be found, perfect for dual wielding. You can dual wield +3 shortswords by the end of the Siege of Dragonspear.
Shortsword proficiency also gives access to Kundane in BG2, a Shortsword of Speed +2 and one of the 2 best off-hand weapons until HLAs are unlocked. Kundane, Belm and the Ninjato of the Scarlet Brotherhood increases APR by 1 for the mainhand weapon when equipped, which is incredibly useful. Wielding Kundane in the off-hand can, for example, give you an additional attack with a more powerful weapon, like the Shortsword of Mask (+4).
Shortswords are also great, because in the Enhanced Editions of BG2, you can just buy the Shortsword of Mask (+4) early on, outside Watcher’s Keep. This frees up Daystar for another companion.
lvl 4 & 8:
This is where I would invest in TWF, getting it to rank 2 by the end of the game.
lvl 12 & 16:
In the relative early game of BG2, I highly recommend picking up longsword proficiency, because it will give access to Daystar. Daystar is a +2 longsword that acts as a +4 weapon against evil creatures, meaning it is one of the most reliable ways to deal with enemies like demi liches, who are immune to +3 weapons and below.
For the longrun, longswords are also great because of The Answerer. This is a longsword found in early ToB that applies a stacking debuff to enemy AC and magic resistance, giving it the highest effective accuracy in the game, which is a significant boost to a low THAC0 class like the Bard.
After that, it comes down to what weapons you want to focus on. Daggers make for a great ranged weapon when you get a returning one, adding Str to damage and has a base 2 APR.
Other Options:
Some weapons worth considering as the game goes on are:
Scimitars, because of Spectral Brand, Belm and the Ninjato of the Scarlet Brotherhood (available with HLAs). Combining 2 speed weapons gives the Bard an APR of 4, making it really good for enemies that doesn’t require higher enchantment values.
Warhammers, because of Crom Faeyr. Arguably the single strongest weapon in the entire game and the perfect pick for a Bard. It typically gives 2-3 better THAC0 than most other equipment choices.
Bastard swords, because of Purifier (available with HLAs).
Two-handed swords, because Carosmyr is an amazing anti-mage weapon (available with HLAs).
Rank 3 TWF:
I would not put a point towards the 3rd rank of TWF. Your offhand will primarily be used for speed weapons, which improves your mainhand attack. It is more useful to pick up proficiency with a weapon type that can be used in your mainhand or as a ranged option.
Bards are limited to any Neutral alignment. Roleplaying aside, this only affects which Familiar you can summon, as there is no such thing as a “fallen” Bard. The familiars you can have are a Pseudo Dragon, a Rabbit, Ferret, Cat and Dust Mephit.
Note: If you talk to your familiar, you can put them in your backpack, which will keep them safe. I recommend keeping doing this and only let them out when you need their abilities, because if they die you lose 1 point of constitution permanently.
Of the five of them, I recommend the Rabbit (True Neutral), because it has the highest values in Detect Trap, which lets them find and disarm traps, rounding out the Blade’s abilities as a thief.
Familiars passively increase your max HP for as long as they are alive. The bonus HP is equal to half of the familiar’s max HP.
Possible bug: You automatically lose your familiar between BG1 and 2 without the penalties that normally comes with a familiar dying, which means you keep your bonus to max HP. This bonus then stacks with the bonus from summoning a familiar in BG2.
If you begin your character in BG2, your alignment will also determine which innate abilities you begin with. In BG1, these abilities are determined by your Reputation when you get them. As a rule of thumb, I find the good aligned abilities to be significantly better than the evil ones.
Innate Abilities:
These abilities are given to you over the course of the first game and work as instant cast spells that are not affected by your armor. The abilities are:
High reputation (10 or higher):
Cure Light Wounds
Slow Poison
Draw Upon Holy Might
Low reputation (9 or lower):
Lardoch’s Minor Drain
Horror
Vampiric Touch
BG2 characters that are not imported will begin with a selection according to their alignment.
Neutral Good: All high reputation abilities x2.
Neutral Evil: All low reputation abilities x2
Lawful Neutral: All abilities x1.
Chaotic Neutral: Slow Poison x2, Lardoch’s Minor Drain x2, Vampiric Touch x2.
True Neutral: Cure Light Wounds x2, Horror x2, Draw Upon Holy Might x2.
Spells:
Here is a list of some of the more useful spells for a Blade or Skald to have for each spell lvl. Bards only get up to 6th lvl spells.
Because the Bard comes with rather terrible base stats, mastery over their arcane tricks is key to utilizing them well.
Lvl 1:
Magic Missile - Just a fast damage spell that scales reasonably well. Useful for interrupting mages or finishing fleeing enemies.
Blindness - A powerful debuff, reducing THAC0 and AC of the enemy.
Find Familiar - Summons your familiar. Can be cast from a scroll if you don’t want to scribe it to your spellbook, since you should ideally only cast it once per game.
Armor - Gives you a bonus to AC that does not disable spellcasting. Useful until you get Bracers of Armor or Elven Chain.
Shield - A Stronger form of Armor, but with shorter duration.
Sleep - Completely breaks the lower lvls, as almost nothing will resist it. Party friendly AoE crowd control.
Spook - One of the Strongest fear spells in the game, as it comes with a significant penalty to saves as you lvl up.
Protection from Evil - A useful buff.
Protection from Petrification - Useful when useful. Makes you immune to Basilisk petrification attacks, which is necessary for some areas in the game.
Lvl 2:
Blur - Increased AC and saves. Just a solid buff.
Mirror Image - Sort of passive attack redirection, creating fakes of yourself the enemy might hit instead. This is mandatory for going into melee due to your low HP.
Web - AoE crowd control, locking enemies in place for you to pick them off with ranged weapons. Does not work on spiders, but it is amazing.
Resist Fear - Mandatory to have this or Remove Fear (Cleric spell) in the party, though the Bard Song can fill in for it when it has nothing better to do or you can’t put it up. A feared party is a dead party.
Strength (spell) - Sets your Str to 18/50, which is a +1 / +3 bonus to THAC0 / AC. Stacks with other 18/?? values to a max of 18/00, so it can be a significant buff for martial characters. If you have 18 Str, this is not worth using a spellslot on.
Invisibility - Become invisible until you attack, cast a spell or interact with something. Useful for scouting or running away.
Glitterdust - AoE blind and dispel invisibility. Useful to have.
Vocalize - Allows you to cast spells while silenced. Mandatory for casters.
Lvl 3:
Skull Trap - The fireball for Bards, as it does pure magic damage and scales to lvl 20 instead of 10, taking advantage of the Bards having the highest caster lvl in the game.
Ghost Armor - A better Armor spell, but worse than the lvl 4 spell Spirit Armor. Mostly usable in BG1 and SoD, when you don’t have spellslots for using Spirit Armor.
Haste - Amazing group buff, giving +1 APR and doubling movement speed.
Melf’s Minute Meteors - Summons 1-20 ‘meteors’ for the caster to throw, which bypasses almost all weapon resistances and attacks 5 times per turn at a +5 THAC0 bonus. This is, in short, an absolutely amazing spell and should be in everyone's spellbooks.
Invisibility 10ft - AoE invisibility. Useful for the same reasons invisibility is, just better.
Protection from Fire / Cold - Useful defensive buffs when engaging enemies using said elements. Makes you immune.
Remove Magic - Enemy only dispel that scales in effectiveness with your lvl. This makes Bards the best users of this spell.
Slow - Reduces enemy movement, lowers THAC0 and AC and dispels Haste. Really good to have.
Spell Thrust - Removes spell protections of 5th lvl and lower.
Lvl 4:
Confusion - AoE CC. Useful.
Greater Malison - AoE reduction of enemy saves. Super helpful against harder enemies.
Improved Invisibility - A fantastic buff, giving you an invisibility that only partially breaks when you attack someone. Gives you increased THAC0, AC and saves.
Minor Globe of Invulnerability - Makes you immune to nearly all spells of lvl 1, 2 and 3. Useful if you have spare spellslots.
Minor Sequencer - A complicated effect. You can ‘pre-cast’ two weaker spells so you can activate them instantly later. Really useful.
Secret Word - Removes a spell protection. Useful against mages.
Spirit Armor - A better Ghost Armor that can be cast on others. Very useful until you get more powerful elven chain armors.
Stoneskin - Gives you layered protection from physical attacks. Mandatory when engaging in melee.
Lvl 5:
Animate Dead - One of the best summons in the game. Lvls with the caster, so it remains useful into higher lvls, particularly against Beholders and mages.
Breach - Removes combat protections. Super useful against magic wielders.
Chaos - A better confusion that gives the enemies a penalty to save.
Cloudkill - AoE poison damage over time. Super powerful.
Lower Resistance - Nearly irresistible debuff to one’s magic resistance. Useful against most powerful foes.
Spell Immunity - Makes you immune to a specific school of magic. Very powerful.
Lvl 6:
Contingency - Like Minor Sequencer, but works on a trigger. Very useful.
Death Spell - Instantly kills weaker enemies and all summons.
Improved Haste - One of the best buffs in the game. Doubles movement speed and APR, to a max of 10.
Protection From Magic Energy - Makes you immune to ‘magic damage’.
Protection from Magical Weapons - Makes you outright immune to all weapons that are considered magical. Short duration, but absolutely amazing defensively.
Tenser’s Transformation - Disables spellcasting, but buffs the caster significantly. Makes you ‘into a fighter’ for the duration. Be careful when casting it around enemy casters, as they can dispel it.
True Sight - Continually dispel enemy illusions for 1 turn.
Equipment:
In addition to spells, it is access to power magical items that define the Blade and let them become a true powerhouse. Items that boost THAC0 and damage are particularly valuable. This section will be divided into BG1, SoD and BG2, seeing as there is a great divide between the games in terms of item power. This also means that Blades will naturally be better off in BG2.
BG1 Items of Note:
Body armor
The ideal set of armor is the Elven Chain, which is a rare type of chainmail that does not disable spellcasting. It can be found during Dorn Ill-Khan’s companion quest after you can reach the city of Baldur’s Gate.
Helmet
You cannot wear headgear, except Ioun Stones, which show up in SoD at the earliest.
Gauntlets
Gauntlets of Ogre Power - Sets your Str to 18/00. Looted in the Low Lantern from the bodies of the women who want to teach you about ‘entropy’.
Legacy of the Masters - A somewhat common set of gauntlets that gives you a +1 / +2 bonus to THAC0 / damage. If you have 18 base Str and use a Tome to increase it to 19, these are the best gauntlets.
Bracers of Armor - Bracers that can be used to increase AC in place of armor until you get the Elven Chain without disabling spellcasting. The best ones are found during the main quest. Weaker versions are commonly found on enemies.
Boots
Paws of the Cheetah - Doubles movement speed, making combat positioning much easier. Stacks with Haste, but not Offensive Spin. Found in the Cloakwood.
Cloak
Cloak of Balduran - +1 AC, +1 saves, 25% magic resistance. Found in a sidequest in Baldur’s Gate.
Cloak of Displacement: Good alternative to Balduran. Bought in Ulgoth's Beard at the Inn. Ugly visual effect though.
Amulet
Amulet of Spell Warding - Looted in Dorn Ill-Khan’s companion quest.
The Amplifier - One additional 2nd lvl arcane spell slot. Looted from Ramazith.
Rings
Ring of Protection +2 - Looted from Ramazith.
Batalista’s Passport - 40% resist fire.
Belt
Destroyer of the Hills - Increases AC against crushing/blunt damage, removing the weakness of chainmail armor.
Weapons
Whatever the highest enchanted weapon you can find, usually a +2 item. Sometimes +3 items exist. Some are easier to find than others.
SoD Items of Note:
As an initial note, you will keep everything from BG1 when going into SoD, so some of these items will likely remain the best for the duration of SoD. So here is a list of some items of note in no particular order:
Weapons
Severance - +2 bastard sword. +5 HP and can drain HP from enemies.
Spell Breaker - +2 longsword that casts Dispel Magic on target on a critical hit.
Fractal Blade - +3 shortsword that has a chance to trigger Mirror Image for the user and a very high chance to dispel illusions on enemies.
Body armor
Elven Chain +1 - The +1 bonus does not stack with a Ring of Protection, limiting the usefulness of this item, but it is an option even so.
Amulets
Lon’s Amulet - Permanently gives the wearer Bless. This is a +1 to THAC0, dmg and morale.
Medal of Valor - +2 THAC0.
Amulet of Whispers - Vocalized.
Belts
Cloverleaf - +Luck.
Cloaks
Cloak of the Gargoyle - Protects from critical hits.
Ioun Stones
Troolblood / Pearly White - Regenerate HP.
Rings
BG2 Items of Note:
Body armor
Melodic Chain - Elven chain +3. Found during the Bard class quest.
Bladesinger Chain - Elven chain +4. Found during the endgame. Can be upgraded to +5 in ToB with a Scroll of Protection from Normal Weapons. It should be worth noting that the defensive benefits of the +5 version compared to the normal one is limited, because nothing dangerous will use non-magical weapons and +1 AC is not a significant bonus in ToB.
Robe of Vecna - Usable with HLAs. Unique Archmage Robe that speeds up spellcasting. Usually better used by dedicated casters, like Aerie.
Helmets
Helmet of Balduran - Usable with HLAs.
Ious Stones
Pale Green - +1 THAC0. +10% max HP.
Pearly White - Regenerate HP.
Purification - Immunity to poison and disease. Neutralize Poison 1/day.
Gauntlets
Wondrous Gloves - +1 THAC0 and AC. Additional Bard spell slots.
Xarrnous’ Second Sword Arm - THAC0 +1. Found during Bard class quest.
Boots
Paws of the Cheetah - Doubles movement speed. Stacks with Haste, but not Offensive Spin. Found during the Bard class quest.
Cloaks
Cloak of Mirroring - Immunity to a load of different magical damage effects.
Amulets
Amulet of Power - Vocalized. Magic resistance +5%. Immunity to lvl drain. Improves casting speed by 1. Found during the main quest.
Rings
Ring of Regeneration - Pickpocketed from the man behind the counter at the Adventurer’s Mart.
Belts
Girdle of Fire / Frost Giant Strength - Sets Str to 22 / 21.
Weapons
Usually you can just go with whatever the highest enchantment you have in your proficiencies.
Shortsword of Mask +4 - Of particular note, because it can be bought early in BG2, outside Watcher’s Keep.
Kundane +2 - Shortsword of Speed. Found during Bard class quest.
Belm +2 - Scimitar of Speed. Found near the Druid Grove.
Ninjato of the Scarlet Botherhood +3 - Bought in the Copper Coronet. Can be used once you get HLAs.
The Answerer +4 - Longsword found in ToB that puts a stacking penalty to AC and magic resistance on the enemy, making it one of the best weapons to give to a Blade, as it passively deals with their largest hindrance; THAC0. And one of the best weapons to have in your party, as it provides significant benefits to everyone.
Once your Bard reaches lvl 24, they can pick up HLAs. Here is an overview of these abilities.
Enhanced Bard Song:
Massively improves the Bard Song. Should be picked up as one of the 2 first HLAs on every Bard, with the possible exception of Jester. It is really that good. Defensive Spin + Enhanced Bard Song gives the Blade a +20 bonus to AC, making it one of few classes capable of AC tanking on higher levels.
Use Any Item:
Removes normal class restrictions on equipment. This pushes the Bards into overdrive, as much of their power comes from equipment. Helmets and class-locked items (like the Robes of Vecna and Ninjato of the Scarlet Brotherhood) are the primary draw of this HLA, but don’t forget the usefulness of having your Bard or Thief capable of using any spell scroll or potion in the game.
Magic Flute:
A 1/rest summonable ‘flute’ (it’s a Bard only wand) that contains 5 spells. Resist Fear x1, Globe of Invulnerability x1 and Delayed Fireball x3. That’s 1 HLA in return for 5 spellslots, so I’d say it is worth it.
Evasion, Greater Evasion:
A good boost to AC, saves and movement speed, but has a laughably short duration of 5 rounds. Generally speaking, you don’t want these abilities.
Alchemy, Scribe Scrolls (Rogue)
Makes a random potion or scroll 1/rest. The scrolls are cast at “scroll lvl” and the selection is made up of spells that scale in important ways with the casting lvl. Setting up 3 rounds of Haste, which is one of the better spells you can get, is a waste of a round at this point in the game.
The potions have a better, overall more useful selection. If you want one of these HLAs, go for Alchemy. The potions have better durations and effects, by and large.
Scribe Scrolls can give any of the following:
Magic Missile
Haste
Fireball
Dispel Magic
Dire Charm
Invisibility
Cone of Cold
Monster Summoning 2
Monster Summoning 3
Alchemy can result in any of the following:
Potion of...
Master Thievery
Perception
Extra Healing
Superior Healing
Regeneration
Antidote
Oil of Speed
Frost Giant Strength (Rogue version)
Avoid Death
Short duration buff that increases Death saves, HP and makes them immune to certain spells. Can be useful, but is overshadowed by the spell ‘Spell Immunity’.
Set Exploding Trap
AoE fire damage trap. It is generally just a weaker Spike Trap as a trap and a weaker Magic Flute as a AoE fire damage ability, so pick those instead.
Set Spike Trap
A strong AoE damage effect that seems to be irresistible. This is arguably the most important HLA after Enhanced Bard Song and Use Any Item for Bards. The more you have, the more you can use between rests. It deals 20d6 irresistible damage, meaning proper use of these traps can end even difficult fights in seconds.
Set Time Trap
The broken Time Stop spell, but as a trap. Powerful, but hard to make use of.
SoD adds some hats, which can be worn by non-helmet classes. One of those is the "Bard Hat", which dramatically increases song duration so you can easily mix singing and other actions. And if you have it with you at the end of the game, it'll show up again in BG2.
I don't think I've ever used enchanted elven chain on an endgame bard. I've had one that used the robe of Vecna for instant Remove Magic. I've had some that used archmage robes. I've even had one that wore nonmagical full plate, in a run that forbade casting spells. But giving up the chance to wear a protection item for boosted saves? No way.
The nonmagical elven chain in BG1, of course, is a different story. No interference with protection items, and you can't wear mage robes without UAI anyway.
On Int and spell scribing ... because of a bug in the system, all of the bard kits (but not vanilla bards) have a hidden disadvantage. -15% to spell learning chance. If you're not playing with certainty in spell learning, you need to boost your Int to at least 24 for guaranteed success. Anything less is at least a 15% chance of failure. And the minimum 13 gives you only a 41% chance of success.
Potions of genius/mind focusing are plentiful in BG2 (sold at every temple) but not in BG1. You'll have to save up for a few big scribing sprees. Two potions needed for certain success if you have 16-19 Int naturally, at least three if you're at 13-15.