Improvisation optimization, part 2

Post/Author/DateTimePost
#1

Senevri

Sep 30, 2008 11:05:09
The first thread got pruned, and in addition I felt I could perhaps find some new aspects if I revisited the topic.

BASICALLY, you get 4 uses per casting of Improvisation. This actually synergizes quite well with Martial Adepts who use skill checks, and who often only strike once per round.

A 32-point buy Bard would, for an example, have the following stats:
(14/14/12/14/10/16). This suffices for a single bonus-slot on levels 1-3.

At level 2, we gain our first, first-level spell; It is not actually all that necessary to pick Improvisation yet, but Inspirational boost and Improvisation, especially if you already have Melodic Casting, are not bad choices. Since you only get one slot, it's not by any means urgent, though. Let's crunch some numbers:

+1 BAB, +2 stat, +1 bard song, +1 inspirational boost, +1 improvisation,
for a total of +6 at 2nd level. However, this is only if you already have Versatile Spellcaster, which I'm not sure ifyou qualify for at this point. Unless you put some extra points in either STR or DEX, you're likely a couple of points behind a McMelee without support.

It's a shame, but improvisation is a Transmutation spell, meaning it cannot be accessed easily through most types of expanded knowledge. With a very lenient DM, an Archivist might access it, though. But onwards,

At level 3:
you gain a
feat: Arcane Thesis.
This bumps your Improvisation to CL 5. This means, you get 10 points per casting and you can use TWO points at once. This combined with an increased BAB, nets you +8 to hit. You're still most likely a point behind McMelees.

Let's look at LEVEL 6
: This is the next interesting point, as McMelees gain their second attack, also the endpoint of E6. There's also a
feat: Extend.
Many bard spells benefit from being extended, so it's not a bad pick, at all.
Your improvisation now lasts for 8 rounds, with 16 points to spend and a maximum of 4 points per round. Extended, this is 16 rounds.
Math says, we're at BAB +4, +2 stat, +2 song&spell, and +4 Improvisation, for a total of +12. We probably just caught or passed McMelee. Whoa. That being said, that's with two rounds prep time. Good thing sneak skills are class skills.

There's still something missing, and that is quicken spell. As it's thesis'd, this is only a +3 increase, so it's available from level 10 onward. As a spontaneous caster, I'd suggest going for either rapid metamagic or arcane preparation at level 9, and quicken at level 12.

McMelee is at this point, probably around +16 to hit, without items. Our math puts us at
+7 base, +2 stat, +3song&spell, +6 improvisation, or +18 to hit, We're definitely ahead here. Since we're not gaining damage boosts, making a Power Attacking Glass Cannon is one option for an Improviser Bard. Do note that at this point you can also possess Arcanists Gloves, which puts us to +19 to hit.

Now, if your DM allows you to cast your Bard spells with your Sublime Chord CL, you should definitely go thatways, as you'll net +4 Cl with a simple 2-level dip. So when we gain Quicken at level 12, our CL for this particular spell is a whoppin' 18. That's.... well, it's a good spot for medium-BABs anyway, but we're behind by 4, so we're looking at an attack bonus of 8+3+2+9, or +22 at this point, sans items. A McMelee should probably be around +19 at this point, so we're not much ahead.
...
Well, since actual games rarely go above level 16, I'll cut off at this point. Lacking feats is definitely an issue for an Improviser bard. Instead of gunning for Quicken - which is admittedly highly useful - going for rarely-useful Repeat might actually pay off, in this case. It still leaves you with an annyoingly long buffing time, though.

A Bard's caster level can, especially if DM makes sane rulings concerning Sublime Chord, reach something rather decent. With a modicum of effort, a CL of 30-40 is quite possible for bard-base build.

Effectively, this build stub only uses ONE trick-specific feat, namely Arcane Thesis, but conversely, stays strictly in BIJNTU-area, in comparison to other Bards. Rest of the build really needs to be something that:
- Uses ToB Strikes OR
- Disproportionately benefits from obscene skill checks,
to be worth more.

While this spell is intriguing and definitely a worthy pick, it's actually not all that impressive. Being better than an average BSF at fighting on every level isn't after all very hard.
#2

thevius

Sep 30, 2008 22:25:04
I do believe Improvisation from Complete Adventurer is a 5th level bard spell, not first. (I don't know of any erratas that changed it?) As a normal bard you couldn't cast it until you reached 10th, as a chameleon 7th (so 5 base+7 PrC = 12) and if by some miracle you have wizard-spell-level-progression, that's still 9th (spell level x 2 - 1).

If you know of a way to get a 5th level spell at level 2, however, I'm all ears.
#3

phoenix00

Sep 30, 2008 23:19:38
I do believe Improvisation from Complete Adventurer is a 5th level bard spell, not first. (I don't know of any erratas that changed it?) As a normal bard you couldn't cast it until you reached 10th, as a chameleon 7th (so 5 base+7 PrC = 12) and if by some miracle you have wizard-spell-level-progression, that's still 9th (spell level x 2 - 1).

If you know of a way to get a 5th level spell at level 2, however, I'm all ears.

Spell Compendium made it a 1st level spell, beside that no change.