Endarire
2016-10-08, 04:32 PM
Intro
I recently started a campaign. The GM has encouraged us to play characters we want to play and is a master at making scenarios. (He's been at this longer than I've been alive!)
My character is a Savage Aasimar (LA0 version of the Aasimar with +2 CHA and slightly weaker racial stats - otherwise mostly the same as the Monster Manual version) Fun, Powerful Sorcerer (https://drive.google.com/open?id=1Qtn0MDtFABUY9upKwTZlzd9SOeNPF7DHfzv4DsAma NQ). I'm level 1 right now, but the GM encouraged me heavily to plan my build so we all know what to expect in ages to come.
The character concept is an angel of judgment who worships Pelor, the Burning Hate. (We reflavored deities in this campaign to be about the power level of cosmic generals and generally much less powerful than the standard printed versions.) The character has gotten tired of the wickness of this plane and votes to destroy and reform it. Those with the power to decide have not fully committed themselves to the task. Thus, Antavius Fin (the character) is sent down to the prime material plane once again to provide information about the situation firsthand.
Character Mechanics
The Fun, Powerful Sorcerer (https://drive.google.com/open?id=1Qtn0MDtFABUY9upKwTZlzd9SOeNPF7DHfzv4DsAma NQ) is MUCH different than the PHB Sorcerer! It's more fun and more powerful, just as the title says. Basic changes from standard Sor are gaining spell levels at the same level a Wizard would; more spells known and per day than a Sor; a very small amount of daily spell swapping; actual class features; more skill points; and spiffy class features that made me not want to multiclass ASAP.
I'm curious whether HP damage or negative levels are the way to go. Mailman relies on orb of fire (often with the energy type changed), orb of force, or/and wings of flurry to deal damage and Searing Spell does guaranteed fire damage. Enervation relies on hitting things not immune to negative energy and has no guarantee to get past hostile Constructs, Undead, or death warded creatures, but has the advantage of buffing my Undead troops.
The GM has ruled that Split Ray and Chain Spell work on Mailman orbs and enervation.
Other character plans are the locate city nuke (Fell Drain version) and generally being versatile. Crowd control spells (web, grease, stinking cloud, Evard's black tentacles...) generally don't need metamagic feats to succeed. Spells that deal killing blows may.
I'm OK with having permanent minions (animate dead, planar binding, simulacrum...), but generally in small quantities due to tracking everything.
Expected Party
-Human Druid5/Planar Shepherd of Lamannia10/Druid+5 or thereabouts. A level of Contemplative after Planar Shepherd may be worthwhile. She's going Hi Welcome (http://brilliantgameologists.com/boards/index.php?topic=9724.0) with a Magebred Warbeast Riding Dog animal companion to start and a Warbeast Fleshraker animal companion later.
-Whoever we hire, bribe, mind control, summon, planar bind, etc.
Notable House Rules & Assumptions
-No EXP for kills. We gain levels when the GM says so. Crafting EXP is handled by the GM.
-If it seems against the rules in the post, the GM has already permitted it.
-This is probably a high-power game, but it's also wish fulfillment. I at least have had many desires for D&D campaigns thus far that I've not been able to enact due to games dissolving or perceived party balance.
In Short
Enervation or orb (which orb?) or wings of flurty or otherwise? Why?
I recently started a campaign. The GM has encouraged us to play characters we want to play and is a master at making scenarios. (He's been at this longer than I've been alive!)
My character is a Savage Aasimar (LA0 version of the Aasimar with +2 CHA and slightly weaker racial stats - otherwise mostly the same as the Monster Manual version) Fun, Powerful Sorcerer (https://drive.google.com/open?id=1Qtn0MDtFABUY9upKwTZlzd9SOeNPF7DHfzv4DsAma NQ). I'm level 1 right now, but the GM encouraged me heavily to plan my build so we all know what to expect in ages to come.
The character concept is an angel of judgment who worships Pelor, the Burning Hate. (We reflavored deities in this campaign to be about the power level of cosmic generals and generally much less powerful than the standard printed versions.) The character has gotten tired of the wickness of this plane and votes to destroy and reform it. Those with the power to decide have not fully committed themselves to the task. Thus, Antavius Fin (the character) is sent down to the prime material plane once again to provide information about the situation firsthand.
Character Mechanics
The Fun, Powerful Sorcerer (https://drive.google.com/open?id=1Qtn0MDtFABUY9upKwTZlzd9SOeNPF7DHfzv4DsAma NQ) is MUCH different than the PHB Sorcerer! It's more fun and more powerful, just as the title says. Basic changes from standard Sor are gaining spell levels at the same level a Wizard would; more spells known and per day than a Sor; a very small amount of daily spell swapping; actual class features; more skill points; and spiffy class features that made me not want to multiclass ASAP.
I'm curious whether HP damage or negative levels are the way to go. Mailman relies on orb of fire (often with the energy type changed), orb of force, or/and wings of flurry to deal damage and Searing Spell does guaranteed fire damage. Enervation relies on hitting things not immune to negative energy and has no guarantee to get past hostile Constructs, Undead, or death warded creatures, but has the advantage of buffing my Undead troops.
The GM has ruled that Split Ray and Chain Spell work on Mailman orbs and enervation.
Other character plans are the locate city nuke (Fell Drain version) and generally being versatile. Crowd control spells (web, grease, stinking cloud, Evard's black tentacles...) generally don't need metamagic feats to succeed. Spells that deal killing blows may.
I'm OK with having permanent minions (animate dead, planar binding, simulacrum...), but generally in small quantities due to tracking everything.
Expected Party
-Human Druid5/Planar Shepherd of Lamannia10/Druid+5 or thereabouts. A level of Contemplative after Planar Shepherd may be worthwhile. She's going Hi Welcome (http://brilliantgameologists.com/boards/index.php?topic=9724.0) with a Magebred Warbeast Riding Dog animal companion to start and a Warbeast Fleshraker animal companion later.
-Whoever we hire, bribe, mind control, summon, planar bind, etc.
Notable House Rules & Assumptions
-No EXP for kills. We gain levels when the GM says so. Crafting EXP is handled by the GM.
-If it seems against the rules in the post, the GM has already permitted it.
-This is probably a high-power game, but it's also wish fulfillment. I at least have had many desires for D&D campaigns thus far that I've not been able to enact due to games dissolving or perceived party balance.
In Short
Enervation or orb (which orb?) or wings of flurty or otherwise? Why?