Aberrant Bloodline Spell List [Lengthy post]


Advice


So, I thought I'd go ahead and post the spell progression I use for my Aberrant Sorcerers. I don't claim it's especially 'optimal,' nor is it supposed to be particularly amazing; it's just the one I use.

Listing is by spell level, each level organized by order of selection, with bloodline spells listed last for each level.

Cantrips: detect magic, detect poison, read magic, message, light, prestidigitation, mage hand, touch of fatigue, mending

1st level: mage armor, grease, shield, magic missile, true strike; enlarge person

2nd level: false life, resist energy, knock, blindness/deafness, touch of idiocy; see invisibility

3rd level: slow, dispel magic, gaseous form, stinking cloud; tongues

4th level: dimension door, crushing despair, phantasmal killer, bestow curse; black tentacles

5th level: baleful polymorph, dismissal, mage's private sanctum, fabricate; feeblemind

6th level: true seeing, mass suggestion, permanent image; veil

7th level: greater polymorph, project image, greater scrying; plane shift

8th level: moment of prescience, dimensional lock, polymorph any object; mind blank

9th level: time stop, mage's disjunction, imprisonment; shapechange

[I haven't actually reached even seventh level spellcasting before campaign dissolution, sadly, which also means I've only reached the end of my 0-4 progressions, so I haven't actually seen this list play out; but that 0-4 list has served me very well on a number of occasions.]

On side notes, I pick up Still Spell and Silent Spell (to go with the freebie Eschew Materials) and cast the heck outta things while in gaseous form. One of my favorite tactics.

Anyhow, I haven't seen many sorcerers close to this list, though I do see a lot of wizards running around with similar spellbooks. Just wondering how this grabs folks.

More side notes, my usual accomplices for this sorcerer were a half-orc fighter/rogue, a halfling druid, and a human "godless" cleric ('worshipping' the concept of deceit, Trickery and Travel domains). Sorcerer a gnome.


I always thought that the Long Limbs ability would be great with nasty touch spells like Calcific Touch. At least as far as a spell list that was Aberrant specific goes... although I don't know if there are enough good touch spells for it to be worth it. Although I guess you have a couple on the list, my inclination would be to make it a really defining feature of the spell list, since its such a defining ability.

Edit: on second glance, you have a lot more touch spells than I thought at first. Carry on.


There are a few spells I include specifically for that feature that I wouldn't have on another bloodline.

PS: Everything is out of the Core Rulebook; am unfamiliar with Calcific Touch, for example.


I am running an abberant sorcerer in SS. I have just hit 4th, so it is early days. I have just taken shocking graspe and an considering ghoul touch or elemental touch(APG). I am certainly looking to have a few more touch spells then you. Vampiric touch certainly. There are not enough touch spells to not have another theme. Your list has more utility spells then many sorcerers, which I think is a good thing.


Haldrick,

One of the problems I often observe with sorcerers in play is a complete lack of utility spells; yes, it can be a tough choice, given the limited number of spells known, etc. But it's really sad to see a sorcerer who's only use is in combat.

To be fair, my utility spells tend to fall towards the end of any given spell level's accumulation, just a survival issue. But I strive to make sure that my sorcerer has something to do/contribute in a non-combat situation. Enchantment spells are pretty good, useful both in and out of combat.

It helps a LOT that I've usually been fortunate with GMs -- willing to let me get creative in the application of my spells, stretch the boundaries a little, etc.

I also absolutely hoard wands and scrolls, spend gold to commission specific spells that I like but just can't squeeze onto my list, etc. Mind Fog is a perfect example; I suppose I could give up Fabricate, but I just won't do it: I like having the capacity to turn raw materials into finished goods (I tend towards a lot of craft skills anyway: this lets me take fullest advantage of them). It lets me pass myself off as a merchant but keep my wagon empty between towns. And while Mind Fog is really handy, if I can just carry a scroll or two of it, why dump one of my favorite spells?

Sometimes I drop Crushing Despair for Secure Shelter. Being able to sleep securely and comfortably means a lot.

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