Trying to pick Sorcerous Bloodline for PbP Mummy's Mask Campaign


Advice


The stats were rolled, and thus are a bit odd. You can see them if you click the alias.

This PBP has some odd home rules, including that wizard / sorcerers have their hit points based on a d4. Ouch. I think that I may have better than odds of being selected because I am the only full arcane caster that is applying so far, given this house rule.

Because of this, I am strongly leaning towards the idea of going Sylvan Sorcerer to have a nice animal companion to protect me, but there are two problems with the idea in my mind:

1) I've played a sylvan sorcerer before.
2) Sylvan eats up one feat for boon companion, one trait (to get handle animal as a class skill) and 1/4 of my precious skill points (for handle animal.) I'd like to be able to get perception as a class skill if I can.

The other options I am considering are:

  • Bedrock -- Tremor looks like an interesting first level power, and the whole bloodline seems well-suited to going into tombs and such;
  • Tattooed Arcane -- Because a tattooed familiar would be awesome;
  • Protean -- Free Tanglefoot bags at level one;
  • Tattooed Djinni -- I like everything but the 1st level power, and tattooed familiars are awesome.
I actually considered Tattooed Sage to go off int rather than charisma and get more skill points -- until I realized that Sage is an archetype, and thus the two wouldn't stack.

Since most PbPs don't last very long, I am looking for something that would be strong in level one, and that might work well in Mummy's Mask.

Ideas? Thoughts?

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Seriously, I would love ideas -- especially if anyone has played Mummy's Mask.

Scarab Sages

Undead bloodline seems like a solid choice.


Oh hi, Hayato! I see that you are applying for the same PbP with a kitsune bard. Good luck with that. I love both bard and kitsune characters.

I considered going undead bloodline, but with a dhampir necromancer cleric being one of the stronger applicants, that seemed a little redundant...


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I recommend selecting the Rakshasa bloodline and naming yourself M'aiq the Liar.

Grand Lodge

I played the first book with a crossblooded burning hands sorc. Did just fine.

If your playing a sorcerer I recommend the tattooed arcane sorcerer.

I highly recommend Arcanist. There can be some cursed items to be eaten by them. As well as solid knowledge rolls.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

None of the ACG classes are allowed by the GM, Fruian. It's a shame because I would love to do an occultist arcanist sometime. The skill points would be nice, too!

I was looking at the other applicants -- bards, inquisitors, alchemists -- and am thinking that the group may be okay for knowledge rolls. Still, I'd love to have more skill points.

Hmm

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Actually, I think I will reverse myself. I think that I will go undead bloodline, because it would actually make Color Spray useful in an undead-heavy campaign. It also works with the background since I picked Resurrected as a trait.

I don't like the first level power (requires a touch attack) so I think I will go tattooed, which would up my perception because of the alertness feat. It would also up my iniative if I go with a tattooed greensting scorpion (which fits the setting) or my perception in shadows if I go with an owl (the owl is cool because it can fly) or my horrid AC if I go turtle. A toad would up my hitpoints, but I just cannot do a toad...

Too bad the owl can't talk, because then it could scout ahead and report and be a clear winner for me.

Likely I will go greensting. If nothing else, it gives me another attack...

Hmm

Scarab Sages

Is a sorcerer set in stone? A necromancer wizard based on This guide would be a change of pace from your previous sorc and quite effective.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

A wizard could be interesting, but I've now started to fill in the background on the character. Would I have the stats for one? Could I reverse my charisma and int and do the necromancer?

Scarab Sages

It should be fine. You do need CHA for the Command Undead DC, but a 13 should be sufficient for most things.

You're really a trooper playing with these house rules though. Rolled stats and 1d4 hit die for casters brings back bad memories of older editions.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The GM promised a roleplay heavy campaign, which sounded interesting. The emphasis on LGBTQ sounded interesting and different too. Rolled stats and lower hit points don't thrill me, though. It did make me decide to go with the resurrected trait as insurance. And if I die.... I die.

Hmm

Grand Lodge

What is LGBTQ?

As for the wizard guide it is a really good one.
In my build I grabbed evolved familiar at 3. Took Natural armor on my swoop lizard and he was well armored till level 7 improved familiar then it switched to tail.

I used 13 cha and it did alright. Played both confirmation and quest for perfection. Both had undead I was able to command. Confirmation got me 3/4 of them and made the rest ofit rather easy.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

LGBTQ = Lesbian Gay Bisexual Transsexual Queer

I have never gotten to play a gay male before, and I thought it might make an interesting challenge. My one concern is that there is a necromancer cleric that is a very strong contender -- I wouldn't want to step on her turf, and she's built to command undead.

Hmm

Grand Lodge

Ehh the more minions the better to be honest.

Whats better than 1 undead army? 2.

But when I did my n ecromancer I started the dungeon with a magic jar into animate dead to start the steam roll. The touch spells happen after the army starts to walk deeper in.

. You could focus more upon other n ecromancer spells and let the cleric animate. Im a huge fan of necromancy school.


Pathfinder Adventure Path Subscriber

I am a bit confused. Was "roleplay heavy" used as a justification to set your class hp as a d4? If hp don't matter because it's rp heavy, cool. Every class should then rock with the same d4, no? For that matter, all foes and monsters as well.

On a build note...I'd probably go straight blaster. Orc bloodline works pretty well, especially with say a gnome. Having that extra con won't hurt and gnome have that nice pyro racial option. Wayang Spellhunter and Magical Lineage to Fireball. Bump up your evocation with Varisian Tattoo. With gnome pyro that's +2 CL on a level 1 Burning Hands. With Orc bloodline as well it's 3d4+3, which is fair to start with. Plus a CL 3 Produce Flame (gnome racial plus your fire bumps) as a backup.

After low levels work on prepping for mega-fireballs. Int 13 and Spell Specialization. At level 6 you will have 10d6+10 fireballs...plus 2 free levels of metamagic to tack on. Empower for punch, or Persistent to help with saves.

Just a suggestion, go with what works for you.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

GMs are free to set their own house rules. I don't understand the choice (and would have done the opposite for a heavy RP campaign) but I'll abide by it. I strongly suspect that this character will get one-shotted at some point, but I hope to get in a little interesting roleplay before that happens.

While I know blaster is a popular choice for sorcerers, I usually prefer to do battlefield control, setting things up to make it easier for the martial characters to shine. That is not to say that I am anti-blast... I see the value in burning hands (especially against swarms), magic missile when things are otherwise impossible to hit, or my favorite blast: snowball. Though I think even with blasts I'm thinking in terms of battlefield control. Snowball does good damage, but its staggering effect is what makes it cool (pun intended.) To be able to hit a creature with multiple attacks and high movement and reduce it to either one attack or one movement? Golden.

I'm actually surprisingly good at battlefield control, and I find it a lot of fun to figure out new ways to tilt the battlefield. Unfortunately, I think this guy is destined to die at level one before I can get to having enough spells to really mix things up.

Hmm


Pathfinder Adventure Path Subscriber
Hmm wrote:

GMs are free to set their own house rules. I don't understand the choice (and would have done the opposite for a heavy RP campaign) but I'll abide by it. I strongly suspect that this character will get one-shotted at some point, but I hope to get in a little interesting roleplay before that happens.

While I know blaster is a popular choice for sorcerers, I usually prefer to do battlefield control, setting things up to make it easier for the martial characters to shine...to really mix things up.

Hmm

Played battlefield control arcanists exclusively in Living Greyhawk.

In PFS have a old-school Conjurer which was a reboot of my Living Greyhawk Conjurer. Until he played a session with a Summoner and found out how much his summoning sucked by comparison. He then retired to the bottom of an ale barrel. My next arcanist was a controller as well (witch.) did okay for a while and then semi-retired him at 7th.

Decided it was time for a change so I rolled an evoker. Took a while to get used to it, but finding so far that inflicting the status effect of "dead" works just as well as "held/dazed/paralyzed/blinded" in many cases and sometimes it's better. Vapors don't shoot back.

With d4 hit dice, it's better to have the foe taken down, and not just set up. Case in point, I had several sessions where I set the enemies up, and the gnome with 5 str and a sword cane proceeded to CDG the monsters, inflicting 1 point of damage and waking them up. The monsters didn't have any trouble making DC 11 Fort saves and shredding the party. I switched to lightning bolts at that point.

The Exchange

*snickers at Hmm*

I see some similarities here. Now I'm also one of those people who would rather do anything but hitpoint damage, and prefer to spend time playing tricks on monsters, which puzzles the locals no end, cos they just like to hit things dead.

Blasting never used to be one of those things I really cared for, until I realized the presence of dazing spell(pls check with gm if he's going to allow it). The advantages that it turns your blast into a save or lose spell, targetting reflex. Now lots of monsters have high fort and will, but as they grow exceeding large, their reflex saves are relatively weaker due to their dex penalty. Why not a save or suck targetting their weakest saves instead of tbeir strongest? Also - Mummy's Mask literally screams out undead, which are generally immune to most stop-them-in their tracks spells like colourspray, hideous laughter, suffocate etc. They aren't immune to dazing fireballs. And everyone knows Mummys burn incredibly well.

And as a local evoker said, dead is a form of battlefield control. Monsters don't do anything to you once they are dead.

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