Our group is finally getting together again after the end of our last campaign some time ago, and everyone else is mostly set on their characters, so I need some help with my concept. We're playing on Greyhawk, but probably an unexplored part (Idk where but nowhere near the more detailed places, probably somewhere isolated or just mentioned in books).Besides the magical classes we've been told that we're going to find almost no magical item (but we got some crazy trinkets from our backstories), but many mechanical or clockwork ones, which makes me believe we're going to play on Blackmoor or somewhere near (or beyond) the sea of dust.
Our group consists, at this moment, of A CN high elven Diviner Sage, LG Half-elven Bard dipping life cleric Guild Merchant, a LN Fighter that is undecided on his race and subclass (S&B, thinking about using dragonmarks and getting a rune) Outlander and a CG Svirfneblin Arcane Trickster or Thief Acolyte of Nebelun.
We generate our stats by everyone rolling 4d6b3 6 times, then we can choose which set to use, considering that some guys are really lucky while others get things like every stat under 9. My chosen stats were 18 18 14 13 10 6 and we start at lv 3, with everyone getting a bonus feat, all materials allowed, including all UAs.
I'm thinking of A paladin, warlock(light), sorlock or similar multiclass with a bit of staying power, considering that everyone (maybe not the fighter) is taking classes with limited slots and our campaigns always involved a short-rest-like pause after encounters even during 3e and before (with no benefits attached back then).
My character's backstory may be changed, but as it is atm, he received his powers from a cursed sapient insane NN pendant that shines light that only I can see, and returns to me if we're separated.
Any input or help will be appreciated. Thank you for reading.