GuJiaXian
Explorer
I need a little help conceptualizing a character. I'm looking at making a star-pact warlock, most likely of the dragonborn persuasion. That part is easy; it's the ability scores that have me worried.
Warlock powers use charisma and constitution as their primary attack stats, with a smattering of intelligence used as "bonus damage" on some powers. Fey-pact powers seem to be almost entirely charisma-based, while infernal-pact powers are constitution-based. Star, however, is a hybrid of sorts, and its associated powers seem to be split down the middle.
Now, that's fine. No one's forcing me to take only the star-pact powers. Then again, I'd really like to roleplay the heck out of this character, and I love the fluff of the star pact. So, I'm left with a class that suddenly requires high scores in three different abilities. That's tough enough when rolling for stats; with a point-buy system, it's virtually impossible (I've played enough 3rd-edition monks to know the pains of multiple primary stats).
Dragonborn give a +2 to charisma, which helps. Half-elves (which, thematically, don't interest me at all) give a +2 to both constitution and charisma, but they just don't seem fun to me. So here's the dilemma: do I create a character that's more fun to roleplay but mechanically less effective (due to dilution with regards to ability scores), or should I play a slightly less fun-to-roleplay character that mechanically hits more often and deals more damage? Or is there a third option I'm just blanking on?
Warlock powers use charisma and constitution as their primary attack stats, with a smattering of intelligence used as "bonus damage" on some powers. Fey-pact powers seem to be almost entirely charisma-based, while infernal-pact powers are constitution-based. Star, however, is a hybrid of sorts, and its associated powers seem to be split down the middle.
Now, that's fine. No one's forcing me to take only the star-pact powers. Then again, I'd really like to roleplay the heck out of this character, and I love the fluff of the star pact. So, I'm left with a class that suddenly requires high scores in three different abilities. That's tough enough when rolling for stats; with a point-buy system, it's virtually impossible (I've played enough 3rd-edition monks to know the pains of multiple primary stats).
Dragonborn give a +2 to charisma, which helps. Half-elves (which, thematically, don't interest me at all) give a +2 to both constitution and charisma, but they just don't seem fun to me. So here's the dilemma: do I create a character that's more fun to roleplay but mechanically less effective (due to dilution with regards to ability scores), or should I play a slightly less fun-to-roleplay character that mechanically hits more often and deals more damage? Or is there a third option I'm just blanking on?