Aasimar Sorcerer Spell Selection

Vanuslux

Explorer
I don't have much time and have to design a character in fairly short order when I get home later. So I'm asking for a little advice. I'm creating an Aasimar with four levels of sorcerer and want to select his known spells in keeping with the idea that his sorcerous power derives from his celestial heritage. I have a wide range of books at my disposal.

So, what sorcerer spells from levels 0-2 jump to mind as fitting into the divine power theme despite not being able to use divine spells? For spells not in the 3rd Edition (not 3.5) Players Handbook, please let me know where I can find the spell.

- Vanuslux -
 

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Hmm... let's see...

0 - Light, Disrupt Undead, Mending
1 - Endure Elements, Protection from Evil
2 - Blindness/Deafness (maybe), Endurance

Bye
Thanee
 
Last edited:

If it intrigues you, you might want to run it by your DM. It is one of my house rules. It seems right up your ally ...

SORCERERS:

Sorcerers draw upon their heritage to gain spells (see heritage below). Regardless of the source of their spells, all sorcerer spells are considered arcane spells and run afoul of arcane spell failure issues. Sorcerers may learn spells from non-core sources with DM permission.

Divine heritage sorcerers select their spells known from the clerical spell list (and one domain list of their patron deity) instead of the arcane spell list. They also gain the domain power from the domain they have selected from which to choose their spells. In addition, they gain proficiency in the favored weapon of their deity. Knowledge: arcane is removed from their skill list and knowledge: religion is added to their skill list.

Natural and fey heritage sorcerers select their spells known from the druid spell list and are proficient in all druid weapons (including Scythe). Knowledge: arcane is removed from their spell list and knowledge: nature and survival are inserted to their list. Instead of a familiar, natural or fey heritage sorcerers gain an animal companion This animal companion advances normally as if the sorcerer were a druid. The druid may only select an animal from the first level druid list (badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper) or wolf.) THe sorcerer may not select a companion from the higher level druid lists to replace this companion. Natural or fey heritage sorcerers of 7th level or above may wildshape (like a druid) into the form of their animal companion.

Eldritch and draconic sorcerers work as per the PHB.

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HERITAGE:

Players may select a heritage when creating a character. If a player does not select a heritage, the DM will assign one. A character’s heritage reflects his or her supernatural ancestry. Characters only have one heritage (as the heritage reflects the dominant ancestral influence.) Heritage selection primarily influences sorcerers, but may have other minor effects on characters.

Pure Blood:
A pure blooded character does not have a supernatural ancestry of consequence. Pure blood characters may not be sorcerers. Only dwarves, half-orcs, humans and orcs may be pure blooded humanoids.

Divine:
A divine character has an extraplanar outsider as an ancestor. Divine heritage characters should select a subset of their heritage (good, chaotic, fire, etc...) Extraplanar character types (aasimar, tiefling, etc ...) and elemental character types (genasi, etc ...) usually have a divine heritage, but may possess another heritage which trumps their divine heritage. Divine heritage sorcerers gain one domain power from a domain of their patron deity and select their spells from the cleric spell list (including the domain spell list of their selected domain). Genasi and planetouched characters are typically of divine heritage.

Natural:
A natural character has some vaguely natural creature or a being invested with the power of nature as an ancestor (such as a powerful druid, anthropomorphic animal or a lycanthrope). Natural heritage sorcerers select their spells from the druid spell list. Natural heritage sorcerers also gain animal companions like a ranger in addition to their familiar. Natural lycanthropes are typically of natural heritage.

Fey:
Fey or faerie blood runs through the veins of fey heritage characters. Most elves and half-elves possess fey heritage. Fey heritage sorcerers select their spells from the druid spell list. Fey heritage sorcerers gain the ability to attract a fey (or psuedodragon) cohort at sixth level as if they had the leadership feat, but do not gain the service of a familiar. Elves are typically of fey heritage.

Draconic:
Draconic heritage means that the character has a draconic being in their ancestry. Kobolds are usually of draconic heritage. Draconic heritage is a prerequisite for the dragon disciple prestige class. Draconic heritage sorcerers may select clerical spells as well as arcane spells for their spells known, but do not gain the service of a familiar. Kobolds are typically of draconic heritage.

Eldritch:
Eldritch heritage refers to an infusion of magic into the blood lines of the family. Examples of characters with an eldritch heritage are characters with a great grandfather that was a powerful wizard or a character whose great grandmother lived her entire life under the cruel torture of a powerful curse. Eldritch sorcerers are standard PHB sorcerers. Gnomes are typically of eldritch heritage.

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I've used it for about a year now. I have many NPC sorcerers with different heritages running around (including a cohort), but no PCs in the party have delved into this option. The NPCs seem balanced, but it has not been put through the full paces of a PC playtest yet.
 

My suggestion

Is to use a feat and take Spell Thematics, from Magic of Faerun I believe. It allows any spell you cast to be along a theme, for instance, I used it on "Beholders". My fireball looked like a giant eye, bigby's interposing hand was an interposing "beholder", you get the idea.

For your character, this feat will allow you to take any sorceror spell/focus you want, yet still retain the flavor and RP of your sorcerous heritage. If you want fly, take it, but for you fly could make you appear to grow wings and glow slightly. Its a fun feat.


Curugul
 

Curugul said:
Is to use a feat and take Spell Thematics, from Magic of Faerun I believe.

Doesn't the PHB/DMG allow you to do this anyway? It specifically gives examples of magic missile appearing like flying daggers or flaming skulls.

Cheers
 

2nd Alter Self might be good, because you can change shape to look like anything of your type - in the case of Aasimar that includes a nice range of outsiders.
 

I just wanted to thank everyone for their responses, though I unfortunately was unable to check the forum until after the session.

Now if only I could make up my mind for what kind of familiar to choose.
 

Endure Elements would also be a fitting spell, I'll add that to my list above.

As for the familiar... I don't think there is one that is particularily suited for your theme, so I'd just choose one that you like.

I prefer the raven, because it's cool when your familiar can talk! :)

Bye
Thanee
 

An owl might look fitting (oracle type).

2nd level thingie with divine flavour... Could you use Alter Self to gain wings as Aasimar :D?
 

Doesn't the PHB/DMG allow you to do this anyway? It specifically gives examples of magic missile appearing like flying daggers or flaming skulls.

I'm not sure if that is allowed or not, but even if it is Spell Thematics takes it much further. You get to alter all of the perception based components of your spells completely (within realm of reasonability), along the lines of a common theme.

The end result is that there is a +5 DC to any Spellcraft check to identify the spell you are casting...which is not insignificant and definitely helps against counter spells.

Cedric
 

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