| lemeres |
| 1 person marked this as a favorite. |
Bagpipe. Obviously.
The idea is not as bad as it seems mechanically if you use voluntary flaw rules (a net negative in stats, but it lets you work in ideas like this; or gnome barbarians). I would probably dump wisdom since you have good will saves anyway.
Yeah, you don't really have your hands free with bagpipes. But even with flaws, it is hard to be a dwarf that both does charisma magic AND is good at hitting things. Bards have some surprising blast and summoning options along with their buffs, so it isn't too bad to go full caster.
The Raven Black
|
Perform like a Drill Sergeant. Maestro for Lingering Composition and Soothe. Remind them how much their ancestors, who are watching and judging their every action, expect of them. But are also there for them in their hour of need.
Proficiency in Medium Armor, Sentinel archetype and Unburdened Iron : Full Plate with bagpipes included through the wonders of dwarven craftmanship. Maybe ask to get the Noisy trait for it.
Toughness and Mountain's Stoutness to withstand a few Strikes.
Fleet or Reach Spell feats, depending on how close to the melee you want to be.
| Ventnor |
If your instrument is a Battle Lute, you'd strike with your instrument.
If you're playing a drum with one hand, then the other can be holding a rapier, longsword, or warhammer, and you'd strike with that.
| AlastarOG |
Beginning to play this dwarf bard and I wanted to under stand better what to do round by round.
If I use an instrument to play and cast true strike. How would I attack ?
I play a drum -bodhran held in one hand struck with the other.
I am in need of help with my combat strategy
Ty
Q
Most likely you don't want to be attacking so a dead round (a round where your conserving ressources or waiting to see what the ennemy does or is) would most likely be
Action 1: inspire courage
Action 2: telekinetic projectile.
You can use lingering composition if you think you want to perform more than that in following rounds.
Alternatively look at Marshall as an archetype they turn inspire courage into an aura (more or less)
You could use a club as your melee weapon? Then what you can do if you want to stay near your defenders (which is a good idea if you have a paladin) is then inspire courage, shield, aid.
Alternatively, inspire courage, demoralize, aid.
All of this is at low levels, eventually you'll have spell slots to use. I'd go with sonic damage spells if I were you.
Bonus cool points for flavoring haunting hymn as throat singing.