Hi all,
This is my first time posting, so bear with me. I've been having a little trouble with my character in a Savage Tide campaign, and a friend pointed me at these boards.
First, the background: The campaign I'm in is small (4 players plus the GM), and none of us has chosen overpowered concepts (I think. I freely admit my knowledge is limited.) That being said, I'm feeling somewhat ineffective in some situations, and I'd like help optimizing within the constraints of my core concepts.
Second, the concept: Derryn Dirkson was a mercenary. During that background career, he became, essentially, a warrior Skald. He's a storyteller bard. He also apprenticed under the company armorer, and learned weapon smithing. After a few years, and several grim experiences, he felt he could no longer stomach working for a mercenary company. He left and took passage to Sassarine, where the campaign began. Basically, at the start of the campaign, he was somewhere between true neutral and chaotic good, and his alignment has shifted over 10 levels to be solidly chaotic good. He continues to feel deep involvement with crafting both stories and more tangible things. This was brought to a head when he was touched accidentally by a force of pure goodness, and exposed to a glimpse of true holy creation (Words of Creation). Now, while still retaining some of the pragmatic style of a mercenary, he has become solidly a force for good.
The details:
My feats to date:Dodge, Mobility, Combat Expertise, Elusive Target, Words of creation.
I've replaced Fascinate with Hymn of Healing, and competence with Hymn of Fortification.
My current Stats: 12 STR, 14 DEX, 14 CON, 16 INT, 16 CHA, 10 WIS.
Current gear: +4 Mithral BP, +1 Buckler, +1 spiked gauntlet of Wounding, Boots of striding and Springing, Ring of mind shield, ring of swim, +2 cha cloak, +1 ac ioun stone, +1 natural armor neck.
Skills of note: Bluff, Craft(weapon), Craft(Armor), Diplomacy (with all 3 synergies), Move Silently, Perform(Oratory),Sense Motive, Tumble, Various Knowledges, Some Languages. I also have the Collector of Stories skill trick, as well as a few points scattered randomly among Jump, swim, Gather info, disguise, hide.
Spells:
1st:
Inspirational Boost
Cure Light
Accelerated movement
Grease
2nd:
Glitterdust
Blind/Deaf
Harmonize
Unseen Crafter
3rd:
Glibness
Slow
Refreshment ( to help with Words of Creation damage)
Here's where I feel weak most often: Spells. I didn't just want to be a buff monkey... but my offensive spells are feeling more and more like skipping a turn. Glitterdust is at least still useful against hiding/invisible stuff... but I can't remember the last time a non chump failed one of my spell saves.
My GM will let us use downtime to retrain spells and skills.. so suggestions are welcome. I'd also welcome suggestions for the future. I'm tentatively thinking of Leadership for lvl 12 and craft magic arms and armor for 15.. but toss out stuff you think might be helpful. Spells, feats, skills. Next level is my first level of Troubador, so I'd like to have a plan.
Thanks ahead of time!