Naanomi
2015-06-20, 05:59 PM
After a TPK (second one since 5e), my group decided to coordinate their party composition a bit more, and after some discussion decided they were going to make an entirely Charisma based party. Their goal is to, unlike other adventurers, always try talking first before fighting breaks out.
Starting at 4th level...
Variant Human Devotion Paladin, Acolyte
Lawful Good
STR: 16
DEX: 8
CON: 14
INT: 8
WIS: 10
CHA: 16
Religion, Insight, Persuasion, Athletics, Perception
Common, Celestial, Infernal, Abyssal
Great Weapon Mastery, Polearm Mastery
Oath of Devotion, Great Weapon Fighting
1/2 Elf Lore Bard, Merchant
True Neutral
STR: 10
DEX: 14
CON: 14
INT: 12
WIS: 12
CHA: 18
Persuasion, Insight, Deception, Perception, Acrobatics, Stealth, Investigation, History, Nature, Survival
Common, Elven, Gnomish, Goblin, Undercommon
Dulcimer, Pan Flute, Horn
College of Lore
Expertise: Perception, Insight
Mage Hand, Minor Illusion, Vicious Mockery
Charm Person, Comprehend Languages, Cure Wounds, Tasha's Hideous Laughter
Enhance Ability, Lesser Restoration, Suggestion
Lightfoot Halfling Human Fey/Chain Warlock, Criminal
Chaotic Good
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 10
CHA: 18
Common, Halfling
Deception, Stealth, Persuasion, Perception
Thief Tools, Dice
Fey Patron, Pact of Chains (Sprite)
Agonizing Blast, Devil's Sight
Eldritch Blast, Friends, Magic Stone
Armor of Agathys, Hex, Sleep
Darkness, Calm Emotions
Variant Human Dragon Sorcerer, Noble
Lawful Neutral
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 8
CHA: 18
Common, Draconic, Dwarvish, Orcish
History, Persuasion, Arcana, Stealth, Perception
Chess
Elemental Mastery (Fire)
Gold Dragon Heritage
Twin Spell, Subtle Spell
Control Flames, Create Bonfire, Firebolt, Mending, Prestidigitation
Burning Hands, Shield
Agganzar's Scorcher, Mirror Image, Searing Ray
So... thoughts on how as a GM to allow them to flex their social muscles without completely allow them to talk through way through every problem? Anything I should look out for with this makeup?
Starting at 4th level...
Variant Human Devotion Paladin, Acolyte
Lawful Good
STR: 16
DEX: 8
CON: 14
INT: 8
WIS: 10
CHA: 16
Religion, Insight, Persuasion, Athletics, Perception
Common, Celestial, Infernal, Abyssal
Great Weapon Mastery, Polearm Mastery
Oath of Devotion, Great Weapon Fighting
1/2 Elf Lore Bard, Merchant
True Neutral
STR: 10
DEX: 14
CON: 14
INT: 12
WIS: 12
CHA: 18
Persuasion, Insight, Deception, Perception, Acrobatics, Stealth, Investigation, History, Nature, Survival
Common, Elven, Gnomish, Goblin, Undercommon
Dulcimer, Pan Flute, Horn
College of Lore
Expertise: Perception, Insight
Mage Hand, Minor Illusion, Vicious Mockery
Charm Person, Comprehend Languages, Cure Wounds, Tasha's Hideous Laughter
Enhance Ability, Lesser Restoration, Suggestion
Lightfoot Halfling Human Fey/Chain Warlock, Criminal
Chaotic Good
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 10
CHA: 18
Common, Halfling
Deception, Stealth, Persuasion, Perception
Thief Tools, Dice
Fey Patron, Pact of Chains (Sprite)
Agonizing Blast, Devil's Sight
Eldritch Blast, Friends, Magic Stone
Armor of Agathys, Hex, Sleep
Darkness, Calm Emotions
Variant Human Dragon Sorcerer, Noble
Lawful Neutral
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 8
CHA: 18
Common, Draconic, Dwarvish, Orcish
History, Persuasion, Arcana, Stealth, Perception
Chess
Elemental Mastery (Fire)
Gold Dragon Heritage
Twin Spell, Subtle Spell
Control Flames, Create Bonfire, Firebolt, Mending, Prestidigitation
Burning Hands, Shield
Agganzar's Scorcher, Mirror Image, Searing Ray
So... thoughts on how as a GM to allow them to flex their social muscles without completely allow them to talk through way through every problem? Anything I should look out for with this makeup?