Sjappo
2017-02-19, 03:42 PM
I've been playing my Lore Bard in EE for some time now and we finally hit level 4. I do enjoy my Bard but I feel very bored in combat. Most are due to character creation choices. (I choose to focus entirely on mental stats going 16,14,16 for INT, WIS, CHA). But, being bored, I asked my DM if I could change some things to get more options in combat. And I could. I'm not looking for the most optimized character but for a more fun character for me. I like being able to do damage, something I don't do well now, and throwing dice, which I don't get to do since I focused on spells with saves. I like to have options. I'm the kind of player who, in 3.5, played a cleric/crusader and strung lots op prestige classes to get as much single use abilities as possible.
Anyway, I'll tell you what I have now, and what I plan to do. Any input is appreciated. FYI, I'll try to stay close to the original character since I like the background still. Also, we play terribly slow. I need a character with is playable from lvl 4 to lvl 12 (or so, don't know where EE ends) with no dead or little levels.
Allan a'Dale: Half-Elf lore Bard lvl 3
Background: Wandering Entertainer (Allan wanders the Sword Coast for 100+ years now. History gives info on sites, people, shakers, movers etc.)
Allan used to be the quartermaster of a mercenary company. With the player playing the captain leaving, Allan is now acting captain. Much to his dismay.
STR 8, DEX 12, CON 10, INT 16, WIS 14, CHA 16.
Skills: Acrobatics, Deception, History, Insight, Investigation, Nature, Perception, Performance, Persuasion, Survival
Expertise: History, Persuasion
Spells: Vicious Mockery, Minor Illusion. 1st Healing Word, Bane, Dissonant Whispers, Fairie Fire. 2nd Invisibility, Phantasmal Force.
Problem: Lots of concentration spells, little to no attack spells, few direct damage spells.
Plan: Half moon-elf Lore Bard lvl 4
STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14
Skills: Ditching Performance and Nature. (getting lots of mileage out of survival for some reason)
Expertise: History stays (needed for custom background). Insight (playing up the captain role?)
lvl 4 ASI: Sharp Shooter. Combined with Fairie Fire this would give a nice damage boost.
Spells: Sun Elf cantrip: GFB or BB which would go a long way towards making an occasional melee attack viable. Adding Friends cantrip. I'm not using Minor Illusion much but cannot see much use in others.
1st: ditching Bane for Thunderwave. Fairie Fire does well against multiple opponents and with a Rogue and hopefully a GWM fighter we get a lot of mileage out of advantage.
2nd ditching Invisibility for Heat Metal.
4th level spell? I don't know. I have a LOT of concentration spells. Pyrotechnics seems a fun concentrationless debuff.
Future:
lvl 5: bard for more bardiness with Font of Inspiration and lvl 3 spells
6th: Fighter for Weapon Style Archery
7th+ bard
So comments please?
Should I go Valor for extra attack, armor and shield? Focus more on melee?
Any tips on spells? I've perused the various handbooks but blindly choosing purple spells doesn't seem the way.
Anything I've overlooked? Am I spreading myself to thin?
Anyway, I'll tell you what I have now, and what I plan to do. Any input is appreciated. FYI, I'll try to stay close to the original character since I like the background still. Also, we play terribly slow. I need a character with is playable from lvl 4 to lvl 12 (or so, don't know where EE ends) with no dead or little levels.
Allan a'Dale: Half-Elf lore Bard lvl 3
Background: Wandering Entertainer (Allan wanders the Sword Coast for 100+ years now. History gives info on sites, people, shakers, movers etc.)
Allan used to be the quartermaster of a mercenary company. With the player playing the captain leaving, Allan is now acting captain. Much to his dismay.
STR 8, DEX 12, CON 10, INT 16, WIS 14, CHA 16.
Skills: Acrobatics, Deception, History, Insight, Investigation, Nature, Perception, Performance, Persuasion, Survival
Expertise: History, Persuasion
Spells: Vicious Mockery, Minor Illusion. 1st Healing Word, Bane, Dissonant Whispers, Fairie Fire. 2nd Invisibility, Phantasmal Force.
Problem: Lots of concentration spells, little to no attack spells, few direct damage spells.
Plan: Half moon-elf Lore Bard lvl 4
STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14
Skills: Ditching Performance and Nature. (getting lots of mileage out of survival for some reason)
Expertise: History stays (needed for custom background). Insight (playing up the captain role?)
lvl 4 ASI: Sharp Shooter. Combined with Fairie Fire this would give a nice damage boost.
Spells: Sun Elf cantrip: GFB or BB which would go a long way towards making an occasional melee attack viable. Adding Friends cantrip. I'm not using Minor Illusion much but cannot see much use in others.
1st: ditching Bane for Thunderwave. Fairie Fire does well against multiple opponents and with a Rogue and hopefully a GWM fighter we get a lot of mileage out of advantage.
2nd ditching Invisibility for Heat Metal.
4th level spell? I don't know. I have a LOT of concentration spells. Pyrotechnics seems a fun concentrationless debuff.
Future:
lvl 5: bard for more bardiness with Font of Inspiration and lvl 3 spells
6th: Fighter for Weapon Style Archery
7th+ bard
So comments please?
Should I go Valor for extra attack, armor and shield? Focus more on melee?
Any tips on spells? I've perused the various handbooks but blindly choosing purple spells doesn't seem the way.
Anything I've overlooked? Am I spreading myself to thin?