I've heard constantly how one of bards biggest assets is inspire courage. Giving basically free damage accuracy to you and your team.
But i've also noticed that words of creation is basically in every build I've seen specializing in inspire courage, and for good reason as it feels like the returns you get without it are hardly worth it especially if you don't go pure bard.
Basically is inspire courage still effective without words of creation? or are you better off using inspire awe or something?
Just to further elaborate on what Keldar said: Most bard songs suck.
-Fascinate, in addition to being mind-affecting, requiring you to concentrate for the duration, AND allowing additional saves for any potential threat, it flat out does not work if your target is threatened or in danger in any way.
-Inspire Competence: Does not scale. it stays a flat +2 forever. Further, as it's a competence bonus it does not stack with magic items that boost skill checks.
-Suggestion: See Fascinate
-Song of Freedom: Are they serious with this? Break Enchantment is already on the bard's spell list. As a 4th level spell.
Two levels sooner than this class feature.
-Inspire Heroics: At level 15, you have far better things to do on your turn than grant a single ally within 30 ft. a +4 morale bonus to saves and a +4 dodge bonus to AC
-Mass Suggestion: See Fascinate
The only two that you'll ever really,
really want are Inspire Courage and Inspire Greatness. The rest of the time you are trading the others away for much more useful effects.
For the clearest example of superiority, note that while Inspire Heroics only affects allies within 30 ft, Inspire Courage affects everyone that can hear the sound of your voice, regardless of distance.
And while the competence bonuses for Inspire Greatness are a little piddly (and also competence bonuses, which are common), granting two bonus HD is invaluable.
EDIT: Oh right, Countersong. Works only on spells and abilities with the sonic descriptor, and ones that are language dependent (Geas/Quest, Suggestion, Command). Note that it also only works on things that produce on-going effects, so you could not stop a Shout Spell or a Sonic Orb. And all it does is grant you a new save (so also ineffective against something like Blasphemy).
Quite possibly the most absurdly niche class feature in all of 3.5 D&D.