Looking to build a wild magic sorcerer, but can't decide on which race to play. Basically they are half human/half extra planner being raised on their elemental plane. They have the full powers of their ancestors (genie or angel), but given their mortal body can't properly control it all, hence the wild magic surges. As such, they are looked down upon and run away to prove themselves on the material plane, which doesn't go according to plan since while they've been looked down upon by the full blooded beings, they have also been raised to see their humanity as a weakness and therefore think little of full humans.
I can't decide which race would make for a more compelling character, even though its essentially the same story. What do you think sounds more interesting? I'd being going Air Genasi most likely, but Assimars can fly at lv 3 and that's always a bonus
Or go Furbolg and make elemental plane the Feywild, and your character is looked down upon because you've accidentally pranked fey due to surges, and fey don't like being the butt of the joke most of the time.
Aasamir being Good/Lawful Good makes them really hard to legitimately play as a racist to mortals (other than Tieflings). At best you're probably gonna be pretentious or doting, thinking most mortals as children in need of guidance. Racist Genasi is way more plausible, but their elemental nature also affects their temperament. You can also pick domains of human industrialization that match your element as praise worthy or a source of offensive. Like a Fire Genasi might actually like a metal working facility, using fire to bend metal to their will; or he could be offended at the idea that they enslaved fire, and suppress its destructive tendencies. Or an Earth Genasi taking intense interest in marble stone work and masonry; or just as likely be upset that its all chopped up and glued together, rather then formed into a contiguous mass.
But the reason I suggest Furbolg, is because being more broadly nature oriented gives you a lot more ammunition to get upset at mortal society over the dumbest things. Like Rats being force to live in cobble stone squaller, when they should be in fields with plenty of food to forage. Ancient Oak trees reduced to barrels, and forced to house rotting fish. The corpses of animals (bones, leather, fur) decorating objects. Even the very idea of civilization utterly crushing nature, not even trying to coexist with it, fills you with contempt. But in contrast, you may find the many farming hamlets or quaint villages who, by necessity have to 'work around' the local environment, offer some kind of hope that mortals can be salvaged; but are still clearly inferior to your intimate understanding of wilderness environments, the community focused aspect Furbolgs live in, and any idiosyncrasy you wanna bring with you being from the Feywild AND steeped in Feywild magic. You can also feel fully justified to to use charm magic to mess with people, as its a very fey thing to do.
Depending which take (critical roll or volos) on the race you might like better affects how they look. But I suggest you ignore both, and leverage the wild magic blood to make him more Sasquatch looking..... or even go full wookie if you think is funny enough. Sorcerers don't get armor training, so a walking ball of fur with tufts spilling out of the edges of their clothing..... or have them wear a bandolier, a satchel, and never elaborate on anything else.
Looking to build a wild magic sorcerer, but can't decide on which race to play. Basically they are half human/half extra planner being raised on their elemental plane. They have the full powers of their ancestors (genie or angel), but given their mortal body can't properly control it all, hence the wild magic surges. As such, they are looked down upon and run away to prove themselves on the material plane, which doesn't go according to plan since while they've been looked down upon by the full blooded beings, they have also been raised to see their humanity as a weakness and therefore think little of full humans.
I can't decide which race would make for a more compelling character, even though its essentially the same story. What do you think sounds more interesting? I'd being going Air Genasi most likely, but Assimars can fly at lv 3 and that's always a bonus
Are you doing 2014 or 2024? If 2024, then Assimar, otherwise flip a coin.
Or go Furbolg and make elemental plane the Feywild, and your character is looked down upon because you've accidentally pranked fey due to surges, and fey don't like being the butt of the joke most of the time.
Aasamir being Good/Lawful Good makes them really hard to legitimately play as a racist to mortals (other than Tieflings). At best you're probably gonna be pretentious or doting, thinking most mortals as children in need of guidance. Racist Genasi is way more plausible, but their elemental nature also affects their temperament. You can also pick domains of human industrialization that match your element as praise worthy or a source of offensive. Like a Fire Genasi might actually like a metal working facility, using fire to bend metal to their will; or he could be offended at the idea that they enslaved fire, and suppress its destructive tendencies. Or an Earth Genasi taking intense interest in marble stone work and masonry; or just as likely be upset that its all chopped up and glued together, rather then formed into a contiguous mass.
But the reason I suggest Furbolg, is because being more broadly nature oriented gives you a lot more ammunition to get upset at mortal society over the dumbest things. Like Rats being force to live in cobble stone squaller, when they should be in fields with plenty of food to forage. Ancient Oak trees reduced to barrels, and forced to house rotting fish. The corpses of animals (bones, leather, fur) decorating objects. Even the very idea of civilization utterly crushing nature, not even trying to coexist with it, fills you with contempt. But in contrast, you may find the many farming hamlets or quaint villages who, by necessity have to 'work around' the local environment, offer some kind of hope that mortals can be salvaged; but are still clearly inferior to your intimate understanding of wilderness environments, the community focused aspect Furbolgs live in, and any idiosyncrasy you wanna bring with you being from the Feywild AND steeped in Feywild magic. You can also feel fully justified to to use charm magic to mess with people, as its a very fey thing to do.
Depending which take (critical roll or volos) on the race you might like better affects how they look. But I suggest you ignore both, and leverage the wild magic blood to make him more Sasquatch looking..... or even go full wookie if you think is funny enough. Sorcerers don't get armor training, so a walking ball of fur with tufts spilling out of the edges of their clothing..... or have them wear a bandolier, a satchel, and never elaborate on anything else.