Ohnoeszz
2014-11-21, 08:20 PM
So this is my first game and I'm enjoying it, but I'd like some input, particularly on stats since I don't always know the game well enough to project my character decisions.
I started off as a half-elf rogue that would become an Arcane Trickster, then make a pact with a lord of the archefey. As to why no assassin, I wanted a more potent spellcaster while still being a rogue and the extra spell-slots should help.
My character has a growing affinity towards doppleganging, having just reached level 5 (3 rogue/2 warlock) and added the invocations "master of many faces" and "beguiling influence." I like this as a defining aspect of the character.
With my first ability score I will be taking the Actor feat to bump my Charisma to 16 and really specialize in impersonation. The other two feats I want for the character are Mobile and Lucky.
Str: 10
Dex: 18
Con: 12
Int: 13
Wis:10
Cha:15
Skills:
Acrobatics
Arcana
Athletics
Deception
Investigation
Perception (expertise)
Persuasion
Sleight of Hand
Stealth (expertise)
Survival
---------------
I've put a lot into figuring out how I want my character to go but I don't know every option and I have a few questions...
1. Should I put more effort into upping my CHA stat past 16? Is getting dex to 20 more important? Yes, I will be getting agonizing blast, but I want EB to be secondary to my pact weapon/sneak attack melee. I have an expertise in Stealth already and two more expertise to choose at lvl 6 rogue so I don't think Ill need either stat for an ability. Which is better for damage and should I have higher for spellcasting? (dominate and hold spells are appealing)
2. I am thinking Trickster 7/Fey Bladelock 13 as my endgoal - Planeshift looks extremely tasty as a 7th level mystic arcanum - but, I've considered some other options, and if anyone has played or considered something similar I'd like to hear about it or any suggestions:
- Trickster 4-5/Fey Bladelock 12-13/Battlemaster 3-4: this gives really cool combat options like riposte as well as action surge and more feats. I would love to add these abilities but I'm not so keen on giving up my lvls 5-7 of rougue, additional spell slots or Planeshift. This is still very much in the mix since it's something I can do later if we need more combat power.
- Trickster 9/Fey Chainlock 11: the choice here is in giving up a 7th level mystic arcanum for an extra feat for magical ambush, the lvl 9 trickster ability. I probably won't do this... But I find it extremely interesting as a shadowy charmer/enchanter type of character that isolates his victims with the help of a telepathically linked invisible familiar. That would be amazing to play in a subterfuge/intrigue type of game.
- Trickster 13/Fey Bladelock 5/Fighter 2: this one is interesting because of the ease of sneak attacking with versatile trickster, but I would be disappointed in not quite being a Battlemaster and yet not having the utility of a more warlock heavy build.
3. My group is relying on me an inordinate amount for damage. Hopefully this is just while the wizard and sorcerer are lower levels, but I would rather not get pigeonholed into being a combat specialist in my spell/class choices. Can I capably provide damage with these stats/classes? And...
3a. Minions of Chaos is an invocation that gives the ability to use the spell conjure elemental once a day using a warlock spell slot. Has anyone had experience using conjure elemental yet? Adding your choice of fire, water, earth, air elementals, salamanders or xorn to a given battle seems like a powerful ability, especially for someone who wants sneak attack whenever possible and a damage sponge up front.
I started off as a half-elf rogue that would become an Arcane Trickster, then make a pact with a lord of the archefey. As to why no assassin, I wanted a more potent spellcaster while still being a rogue and the extra spell-slots should help.
My character has a growing affinity towards doppleganging, having just reached level 5 (3 rogue/2 warlock) and added the invocations "master of many faces" and "beguiling influence." I like this as a defining aspect of the character.
With my first ability score I will be taking the Actor feat to bump my Charisma to 16 and really specialize in impersonation. The other two feats I want for the character are Mobile and Lucky.
Str: 10
Dex: 18
Con: 12
Int: 13
Wis:10
Cha:15
Skills:
Acrobatics
Arcana
Athletics
Deception
Investigation
Perception (expertise)
Persuasion
Sleight of Hand
Stealth (expertise)
Survival
---------------
I've put a lot into figuring out how I want my character to go but I don't know every option and I have a few questions...
1. Should I put more effort into upping my CHA stat past 16? Is getting dex to 20 more important? Yes, I will be getting agonizing blast, but I want EB to be secondary to my pact weapon/sneak attack melee. I have an expertise in Stealth already and two more expertise to choose at lvl 6 rogue so I don't think Ill need either stat for an ability. Which is better for damage and should I have higher for spellcasting? (dominate and hold spells are appealing)
2. I am thinking Trickster 7/Fey Bladelock 13 as my endgoal - Planeshift looks extremely tasty as a 7th level mystic arcanum - but, I've considered some other options, and if anyone has played or considered something similar I'd like to hear about it or any suggestions:
- Trickster 4-5/Fey Bladelock 12-13/Battlemaster 3-4: this gives really cool combat options like riposte as well as action surge and more feats. I would love to add these abilities but I'm not so keen on giving up my lvls 5-7 of rougue, additional spell slots or Planeshift. This is still very much in the mix since it's something I can do later if we need more combat power.
- Trickster 9/Fey Chainlock 11: the choice here is in giving up a 7th level mystic arcanum for an extra feat for magical ambush, the lvl 9 trickster ability. I probably won't do this... But I find it extremely interesting as a shadowy charmer/enchanter type of character that isolates his victims with the help of a telepathically linked invisible familiar. That would be amazing to play in a subterfuge/intrigue type of game.
- Trickster 13/Fey Bladelock 5/Fighter 2: this one is interesting because of the ease of sneak attacking with versatile trickster, but I would be disappointed in not quite being a Battlemaster and yet not having the utility of a more warlock heavy build.
3. My group is relying on me an inordinate amount for damage. Hopefully this is just while the wizard and sorcerer are lower levels, but I would rather not get pigeonholed into being a combat specialist in my spell/class choices. Can I capably provide damage with these stats/classes? And...
3a. Minions of Chaos is an invocation that gives the ability to use the spell conjure elemental once a day using a warlock spell slot. Has anyone had experience using conjure elemental yet? Adding your choice of fire, water, earth, air elementals, salamanders or xorn to a given battle seems like a powerful ability, especially for someone who wants sneak attack whenever possible and a damage sponge up front.