tadkins
2017-11-28, 08:46 PM
Hey everyone. After some time searching I finally found a promising game with a spot open. :)
From what I understand, it will be a heavily magic-based game. We are adventurers working at the behest of a ruling council for a magical kingdom. An unknown force is manipulating the other nearby kingdoms into fearing and hating magic (and by extension our kingdom), and setting them to war against us. Ultimately it will be our job to find out what that force is and stop it.
So far this is what we have for a party.
Elf Magus (Staff Magus) - Our main frontliner. She'll basically be the closest thing we have to a "tank".
Human Cleric - Adjunct to the council. Follows a god of knowledge and magic. He'll handle the divine side of things.
Human Wizard (Conjurer) - She will focus primarily on summoning.
Gnome Sorcerer (Fire Bloodline) - A crazy pyromaniac. He exists to cackle maniacally and blow everything up.
That just leaves me. I was thinking of going with an Umbral Wildblooded Sorcerer and serving as our infiltration/recon specialist. A master of darkness, a gatherer of secrets, the unseen shadow...I like this idea and feel it fits a needed niche in this party. My goal will be to focus on scouting and gathering information, and not be seen while I do it. During combat I will focus on disorienting the enemy with darkness and illusion, and wait for the opportune moment to strike.
Just wondering how I should build this character.
-Was considering VMCing with Rogue on this character to further the theme. Good idea? If so, what would be the best way to take advantage of having sneak attack on a sorcerer?
-I plan on investing a bit into stealth (shadow bloodline gets it as a class skill) as well as bluff. As far as faces go, the cleric will be taking some diplomacy while the gnome will put some in intimidate (you read that correctly :D)
-I'm interested in some suggestions that would help synergize this character well with a party of magic-wielders.
-Any other general comments/suggestions would be welcome.
Since we are a party of T1/T2 magic wielders, the DM warned us that he will not be "pulling any punches". So I'm attempting to build something as effective as possible along those lines. Thanks in advance. :)
From what I understand, it will be a heavily magic-based game. We are adventurers working at the behest of a ruling council for a magical kingdom. An unknown force is manipulating the other nearby kingdoms into fearing and hating magic (and by extension our kingdom), and setting them to war against us. Ultimately it will be our job to find out what that force is and stop it.
So far this is what we have for a party.
Elf Magus (Staff Magus) - Our main frontliner. She'll basically be the closest thing we have to a "tank".
Human Cleric - Adjunct to the council. Follows a god of knowledge and magic. He'll handle the divine side of things.
Human Wizard (Conjurer) - She will focus primarily on summoning.
Gnome Sorcerer (Fire Bloodline) - A crazy pyromaniac. He exists to cackle maniacally and blow everything up.
That just leaves me. I was thinking of going with an Umbral Wildblooded Sorcerer and serving as our infiltration/recon specialist. A master of darkness, a gatherer of secrets, the unseen shadow...I like this idea and feel it fits a needed niche in this party. My goal will be to focus on scouting and gathering information, and not be seen while I do it. During combat I will focus on disorienting the enemy with darkness and illusion, and wait for the opportune moment to strike.
Just wondering how I should build this character.
-Was considering VMCing with Rogue on this character to further the theme. Good idea? If so, what would be the best way to take advantage of having sneak attack on a sorcerer?
-I plan on investing a bit into stealth (shadow bloodline gets it as a class skill) as well as bluff. As far as faces go, the cleric will be taking some diplomacy while the gnome will put some in intimidate (you read that correctly :D)
-I'm interested in some suggestions that would help synergize this character well with a party of magic-wielders.
-Any other general comments/suggestions would be welcome.
Since we are a party of T1/T2 magic wielders, the DM warned us that he will not be "pulling any punches". So I'm attempting to build something as effective as possible along those lines. Thanks in advance. :)