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Spell Picks for Paladin 2/Bard 1/Socerer 1
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<blockquote data-quote="FrogReaver" data-source="post: 7548707" data-attributes="member: 6795602"><p>I am making a new character for our ongoing campaign.</p><p></p><p><strong>A little about my game:</strong></p><p>The party currently consists of a Dwarf Wizard, A Human Rogue and a Human Paladin. This is a featless game. We roll stats. We roll for level up hp. Death occurs at 0. Each class starts with bonus hp equal to their starting classes hp maximum. Adventuring Days generally consist of 2-3 encounters at most and often enough just a single encounter.</p><p></p><p><strong>A little about me:</strong></p><p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'">My level 5 cleric died to a roper last night. He had a nice magical battleaxe and some adamantine armour and a +3 shield. </span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p>My new character starts at level 4. I have decided to be a Tiefling Paldin 2/Bard 1/Sorcerer 1. I plan to take sorcerer levels for the forseeable future. My stats are 16str, 6dex, 16con, 10int, 6wis, 18cha. I have 48 hp. I am trained in History, Investigation, Persuasion and Religion. I have a custom background, anthropologist, and I get to learn new languages and cultures quickly. Exact benefit is DM discretion.</p><p></p><p><strong>Why Paladin 2/Bard 1/Sorcerer X?</strong></p><p>Overall I wanted a front line character with lots of out of combat utility.</p><p></p><p>Paladin 2 because I wanted a front line character that could trade spell slots for greater melee ability. I also wanted to have the proficiencies to use my clerics old equipment.</p><p></p><p>Bard 1 because it allows me to keep full caster spell progression and 4 additional spells known while giving me bardic inspiration.</p><p></p><p>Sorcerer X because it gives access to the melee cantrips, full caster progression, sorcery points for quicken spell which allows me to get an extra attack when used and since my combat spell slots will be used primarily on smiting and or defensive abilities that leaves the sorcerer spells known to further enhance out of combat abilities.</p><p></p><p><strong>What cantrips and spells should I choose?</strong></p><p><strong></strong>I get access to 2 bard cantrips and 4 known bard 1st level spells</p><p>I get access to 5 paladin spells prepared</p><p>I get access to 4 sorcerer cantrips and 2 sorcerer spells known (3 if you count the divine soul sorcerer bonus spell)</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7548707, member: 6795602"] I am making a new character for our ongoing campaign. [B]A little about my game:[/B] The party currently consists of a Dwarf Wizard, A Human Rogue and a Human Paladin. This is a featless game. We roll stats. We roll for level up hp. Death occurs at 0. Each class starts with bonus hp equal to their starting classes hp maximum. Adventuring Days generally consist of 2-3 encounters at most and often enough just a single encounter. [B]A little about me:[/B] [LEFT][COLOR=#222222][FONT=Verdana]My level 5 cleric died to a roper last night. He had a nice magical battleaxe and some adamantine armour and a +3 shield. [/FONT][/COLOR][/LEFT] My new character starts at level 4. I have decided to be a Tiefling Paldin 2/Bard 1/Sorcerer 1. I plan to take sorcerer levels for the forseeable future. My stats are 16str, 6dex, 16con, 10int, 6wis, 18cha. I have 48 hp. I am trained in History, Investigation, Persuasion and Religion. I have a custom background, anthropologist, and I get to learn new languages and cultures quickly. Exact benefit is DM discretion. [B]Why Paladin 2/Bard 1/Sorcerer X?[/B] Overall I wanted a front line character with lots of out of combat utility. Paladin 2 because I wanted a front line character that could trade spell slots for greater melee ability. I also wanted to have the proficiencies to use my clerics old equipment. Bard 1 because it allows me to keep full caster spell progression and 4 additional spells known while giving me bardic inspiration. Sorcerer X because it gives access to the melee cantrips, full caster progression, sorcery points for quicken spell which allows me to get an extra attack when used and since my combat spell slots will be used primarily on smiting and or defensive abilities that leaves the sorcerer spells known to further enhance out of combat abilities. [B]What cantrips and spells should I choose? [/B]I get access to 2 bard cantrips and 4 known bard 1st level spells I get access to 5 paladin spells prepared I get access to 4 sorcerer cantrips and 2 sorcerer spells known (3 if you count the divine soul sorcerer bonus spell) [/QUOTE]
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