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<blockquote data-quote="Mad_Jack" data-source="post: 8948814" data-attributes="member: 6750306"><p>Hmm... Mostly average ability scores...</p><p></p><p>Archer ranger?</p><p></p><p> 1/2-elf would get you 14, 13, 13 for your abilities and two extra skills...</p><p></p><p></p><p>Have you thought about multiclassing?</p><p></p><p>1/2-elf land druid/feypact tomelock (14 cha 13 wis) makes for a great utility character and almost all of the complexity is in the creation process rather than play...</p><p>You can pick up a bunch of the support/knowledge skills (Medicine, Arcana, Nature, Survival, History, Animal Handling) with a custom background, and most of your class features are passive things that just get you more spells...</p><p>Starting as a druid lets you end up with decent saves in all three mental abilities, and if you go druid 2, then warlock 4 you'll get your first ASI (and have <strong>8</strong> cantrips) by 6th level. Another 2 druid levels put you back on track for an ASI at 8th level. If you don't grab a feat, that'll put you at 16 cha 15 wis.</p><p><em>EB</em> and <em>Hex</em> (and if necessary, <em>Shillelagh</em>) will be your go-to combat spells, and you can use most of your druid slots for healing and utility to avoid spells that require saving throws. You'll have the spell slots to drop concentration on <em>Hex</em> and recast it later if there's another concentration spell that'd be more advantageous to the party in that fight.</p><p> Take agonizing blast and armor of shadows for your invocations, and maybe pick up book of ancient secrets later on to add rituals to your repertoire.</p></blockquote><p></p>
[QUOTE="Mad_Jack, post: 8948814, member: 6750306"] Hmm... Mostly average ability scores... Archer ranger? 1/2-elf would get you 14, 13, 13 for your abilities and two extra skills... Have you thought about multiclassing? 1/2-elf land druid/feypact tomelock (14 cha 13 wis) makes for a great utility character and almost all of the complexity is in the creation process rather than play... You can pick up a bunch of the support/knowledge skills (Medicine, Arcana, Nature, Survival, History, Animal Handling) with a custom background, and most of your class features are passive things that just get you more spells... Starting as a druid lets you end up with decent saves in all three mental abilities, and if you go druid 2, then warlock 4 you'll get your first ASI (and have [B]8[/B] cantrips) by 6th level. Another 2 druid levels put you back on track for an ASI at 8th level. If you don't grab a feat, that'll put you at 16 cha 15 wis. [I]EB[/I] and [I]Hex[/I] (and if necessary, [I]Shillelagh[/I]) will be your go-to combat spells, and you can use most of your druid slots for healing and utility to avoid spells that require saving throws. You'll have the spell slots to drop concentration on [I]Hex[/I] and recast it later if there's another concentration spell that'd be more advantageous to the party in that fight. Take agonizing blast and armor of shadows for your invocations, and maybe pick up book of ancient secrets later on to add rituals to your repertoire. [/QUOTE]
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