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<blockquote data-quote="Steve 'Raziel' Davis" data-source="post: 7336805" data-attributes="member: 6937221"><p>The race is a fey flavored winged tiefling, yes it is expected to go past 4th level. From what I understand, it is going to be more of a "journey" type game, spanning different continents in search of a lost city, (think Atlantis). As far as combat I am not sure, though I do know I am the only arcane caster in the group. </p><p></p><p>As originally stated, I had made a "tank" like character that was an immortal mystic. I offered to change so that the other person who had also made a tank character wouldn't feel as if his toes were being stepped on. In the group we have a warforged Oath of Conquest Paladin, a human Rogue Swashbuckler (with black powder pistol proficiency), an NPC dragonborn Cleric (no idea what domain), and myself, the attack every save CC caster. The Paladin is one of those "I gotta do the most damage and be unkillable" type players and the rogue is a pretty heavy role player, while I am the "I want to play the obscure combination" kind of player (not that a tiefling sorclock is that obscure).</p><p></p><p> I plan on taking the rest of my levels in mystic, getting utility from the different disciplines. Yeah, I am not going to be doing much damage, but that's why I took spells that cause status effects and plan on getting magic initiate Bard, and taking Vicious Mockery, and Bane (with Prestidigitation cause why not?).</p><p></p><p> These are my spells Cantrips/Talents; Toll the Dead, Ray of Frost, Shocking Grasp, Lightning Lure, Eldritch Blast, Frostbite, and Energy Beam.</p><p></p><p> My first level spells are Chromatic Orb, Mage Armor, Puppet, Arms of Hadar, and Healing Elixir. </p><p></p><p>My disciplines are; Nomadic Chameleon, Nomadic Step, and either Precognition or Mastery of Ice. Precognition gives advantage on Initiative and a minute long d4 self buff to attacks, saving throws, and ability checks while Mastery of Ice gives cold damage resistance, Ice spike (1/2 targets speed on failed save), and Ice Sheet (slip n' slide save or fall prone for those that try to move more than 10 ft).</p><p></p><p>As you can see, I am not the "blaster caster" one normally thinks of when building an arcane caster, but my whole thing is to try and stay in the back (or the air) and help the other two players get any advantages that they can.</p><p></p><p>The DM has been nice enough to reflavor the tiefling into less devil more fey (adding fey ancestry) and change the Raven Queen to Queen Mab (sentinel pixie instead of sentinel raven, though with only druidcraft at will and entangle and sleep once a day for spells since pixies have no attacks, still get an invisible scout though)</p><p></p><p>We all got a little reflavoring in this way, the warforged got a shield that is attached to his arm, giving him a 20 AC and the ability to still use a 2 handed weapon, and the human got proficiency with pistols and a feat to attack with it as a bonus action after making a successful melee attack (he still had to use his human variant feat to take it).</p></blockquote><p></p>
[QUOTE="Steve 'Raziel' Davis, post: 7336805, member: 6937221"] The race is a fey flavored winged tiefling, yes it is expected to go past 4th level. From what I understand, it is going to be more of a "journey" type game, spanning different continents in search of a lost city, (think Atlantis). As far as combat I am not sure, though I do know I am the only arcane caster in the group. As originally stated, I had made a "tank" like character that was an immortal mystic. I offered to change so that the other person who had also made a tank character wouldn't feel as if his toes were being stepped on. In the group we have a warforged Oath of Conquest Paladin, a human Rogue Swashbuckler (with black powder pistol proficiency), an NPC dragonborn Cleric (no idea what domain), and myself, the attack every save CC caster. The Paladin is one of those "I gotta do the most damage and be unkillable" type players and the rogue is a pretty heavy role player, while I am the "I want to play the obscure combination" kind of player (not that a tiefling sorclock is that obscure). I plan on taking the rest of my levels in mystic, getting utility from the different disciplines. Yeah, I am not going to be doing much damage, but that's why I took spells that cause status effects and plan on getting magic initiate Bard, and taking Vicious Mockery, and Bane (with Prestidigitation cause why not?). These are my spells Cantrips/Talents; Toll the Dead, Ray of Frost, Shocking Grasp, Lightning Lure, Eldritch Blast, Frostbite, and Energy Beam. My first level spells are Chromatic Orb, Mage Armor, Puppet, Arms of Hadar, and Healing Elixir. My disciplines are; Nomadic Chameleon, Nomadic Step, and either Precognition or Mastery of Ice. Precognition gives advantage on Initiative and a minute long d4 self buff to attacks, saving throws, and ability checks while Mastery of Ice gives cold damage resistance, Ice spike (1/2 targets speed on failed save), and Ice Sheet (slip n' slide save or fall prone for those that try to move more than 10 ft). As you can see, I am not the "blaster caster" one normally thinks of when building an arcane caster, but my whole thing is to try and stay in the back (or the air) and help the other two players get any advantages that they can. The DM has been nice enough to reflavor the tiefling into less devil more fey (adding fey ancestry) and change the Raven Queen to Queen Mab (sentinel pixie instead of sentinel raven, though with only druidcraft at will and entangle and sleep once a day for spells since pixies have no attacks, still get an invisible scout though) We all got a little reflavoring in this way, the warforged got a shield that is attached to his arm, giving him a 20 AC and the ability to still use a 2 handed weapon, and the human got proficiency with pistols and a feat to attack with it as a bonus action after making a successful melee attack (he still had to use his human variant feat to take it). [/QUOTE]
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