Mind Flayer sorcerer


Pathfinder First Edition General Discussion


So I am creating a mind flayer sorcerer and I was wondering which bloodline you all think would be best. I am currently leaning toward the aberration bloodline because I like the idea of the tentacles having an extra reach. He is going to be a level 7 sorcerer. Also, what challenge rating would that be, I'm thinking it's about an 10-11?

Grand Lodge

whatever a basic mindflayer would be plus 5-7 I think.


many would say the Aberation bloodline would be something of a no-brainer there ... but then there are other possibilities: I would say Arcane, or Destiny could work for it as well. I would not suggest a bloodline that implies any other form of 'cross breeding' due to the fact that illithids don't strictly speaking breed ...

Liberty's Edge

Dabbler wrote:
many would say the Aberation bloodline would be something of a no-brainer there ... but then there are other possibilities: I would say Arcane, or Destiny could work for it as well. I would not suggest a bloodline that implies any other form of 'cross breeding' due to the fact that illithids don't strictly speaking breed ...

+1

Also, mind flayer PC... what's wrong with you?


General Dorsey wrote:
So I am creating a mind flayer sorcerer and I was wondering which bloodline you all think would be best. I am currently leaning toward the aberration bloodline because I like the idea of the tentacles having an extra reach. He is going to be a level 7 sorcerer. Also, what challenge rating would that be, I'm thinking it's about an 10-11?

It would be an 11 for the CR, and I would go with aberration for the bloodline.


Themetricsystem wrote:
Dabbler wrote:
many would say the Aberation bloodline would be something of a no-brainer there ... but then there are other possibilities: I would say Arcane, or Destiny could work for it as well. I would not suggest a bloodline that implies any other form of 'cross breeding' due to the fact that illithids don't strictly speaking breed ...

+1

Also, mind flayer PC... what's wrong with you?

Sorry, I'm the DM. It's an NPC.

wraithstrike wrote:
It would be an 11 for the CR, and I would go with aberration for the bloodline.

That's what my math comes out to be also. I didn't know if I should adjust it. In 3.5 the 9th level sorcerer mind flayer is CR 17 which is higher than the 16 I would have calculated. I know it's not much but I am trying to make sure that it's not too powerful. Hero Lab puts the level 7 mind flayer sorcerer at CR 14. I don't want to kill the PCs. They will probably be level 8 or 9 when they fight it along with 2 CR 6 opponents.

Here are the stats in case it helps with determining the CR. I am running the Age of Worms and it is an opponent that I am converting.

Spoiler:

ZYRXOG CR 14
Male Mind Flayer Sorcerer 7
Medium Aberration
Init +8; Senses Darkvision (60 feet); Perception +15
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+4 Dex, +3 natural)
hp 117 (8d8+7d6+30)
Fort +8, Ref +10, Will +17
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Tentacle x4 (Mind Flayer) +13 x4 (1d4) and
. . Unarmed Strike +13/+8 (1d3)
Special Attacks Acidic Ray, Long Limbs +5'
Spell-Like Abilities Charm Monster, Detect Thoughts, Levitate, Plane Shift, Spell-like Abilities, Suggestion
Sorcerer Spells Known (CL 7, +9 melee touch, +13 ranged touch):
3 (5/day) Tongues, Displacement (DC 19), Lightning Bolt (DC 19)
2 (8/day) Resist Energy, False Life, Scorching Ray, See Invisibility
1 (8/day) Enlarge Person (DC 17), Alarm, Magic Missile, Ray of Enfeeblement (DC 17), Shield, Grease (DC 17)
0 (at will) Mage Hand, Read Magic, Detect Magic, Acid Splash, Arcane Mark, Flare (DC 16), Touch of Fatigue (DC 16)
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 14, Int 19, Wis 19, Cha 22
Base Atk +9/+4; CMB +13; CMD 29
Feats Agile Maneuvers, Combat Casting, Combat Expertise +/-3, Craft Wondrous Item, Defensive Combat Training, Eschew Materials, Improved Initiative, Silent Spell, Toughness +15, Weapon Finesse
Skills Acrobatics +9, Bluff +20, Diplomacy +20, Escape Artist +15, Fly +15, Intimidate +20, Knowledge: Arcana +19, Perception +15, Sense Motive +19, Spellcraft +20, Stealth +20, Use Magic Device +15
Languages Common, Draconic, Drow Sign Language, Elven, Undercommon
SQ Aberrant, Extract (Ex), Improved Grab (Ex), Ring of Counterspells, Rod of Metamagic, Empower, Lesser
Other Gear Boots of Elvenkind, Cloak of Resistance, +2, Necklace of Fireballs III, Potion of Cure Serious Wounds, Ring of Counterspells, Rod of Metamagic, Empower, Lesser
--------------------
TRACKED RESOURCES
--------------------
Acidic Ray (9/day) (Sp) - 0/9
Charm Monster (Sp) - 0/0
Detect Thoughts (Sp) - 0/0
Fireball (3d6) (Necklace of Fireballs III) - 0/4
Fireball (5d6) (Necklace of Fireballs III) - 0/2
Fireball (7d6) (Necklace of Fireballs III) - 0/1
Levitate (Sp) - 0/0
Plane Shift (Sp) - 0/0
Potion of Cure Serious Wounds - 0/1
Rod of Metamagic, Empower, Lesser - 0/3
Suggestion (Sp) - 0/0
--------------------
SPECIAL ABILITIES
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (9/day) (Sp) Ranged touch attack deals 1d6+3 acid damage.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast without materials, if material cost is <= 1gp.
Extract (Ex) A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature.
Improved Grab (Ex) If you hit with a slam, you can start a grapple as a free action.
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Ring of Counterspells This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.
Rod of Metamagic, Empower, Lesser The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell-like Abilities (At will) (Sp)

Liberty's Edge

General Dorsey wrote:


Sorry, I'm the DM. It's an NPC.

Oh, ok! S'all good. Hope he wrecks face then.


General Dorsey wrote:
Themetricsystem wrote:
Dabbler wrote:
many would say the Aberation bloodline would be something of a no-brainer there ... but then there are other possibilities: I would say Arcane, or Destiny could work for it as well. I would not suggest a bloodline that implies any other form of 'cross breeding' due to the fact that illithids don't strictly speaking breed ...

+1

Also, mind flayer PC... what's wrong with you?

Sorry, I'm the DM. It's an NPC.

wraithstrike wrote:
It would be an 11 for the CR, and I would go with aberration for the bloodline.

That's what my math comes out to be also. I didn't know if I should adjust it. In 3.5 the 9th level sorcerer mind flayer is CR 17 which is higher than the 16 I would have calculated. I know it's not much but I am trying to make sure that it's not too powerful. Hero Lab puts the level 7 mind flayer sorcerer at CR 14. I don't want to kill the PCs. They will probably be level 8 or 9 when they fight it along with 2 CR 6 opponents.

Here are the stats in case it helps with determining the CR. I am running the Age of Worms and it is an opponent that I am converting.

** spoiler omitted **...

You are nicer than me. If I can find my version of Z I will post it. I had a feeling it was the same guy.

Edit: Well in any event I gave him defensive combat training so it would be hard the PC's to escape his grapples. I also gave him the feat that allows him to use his dex mod in place of his strength, and dont forget that every attached tentacles gives another +2 for grappling. He is a tough 11, but an 11.

I would drop tongues and put sleet storm in there. Cast it when they enter the room. If you are in Eberron the dolgaunts should be able to pick them off while they are trying to get through since they have blind sight. Since the mindflayer is telepathic he can tell the dolgaunts where to stand without speaking so they dont get hit with mind blast. The dolguants can also tell the mindflayer where the PC's are. This allows him to mind blast the area they are in without being able to see them.


wraithstrike wrote:

You are nicer than me. If I can find my version of Z I will post it. I had a feeling it was the same guy.

Edit: Well in any event I gave him defensive combat training so it would be hard the PC's to escape his grapples. I also gave him the feat that allows him to use his dex mod in place of his strength, and dont forget that every attached tentacles gives another +2 for grappling. He is a tough 11, but an 11.

I would drop tongues and put sleet storm in there. Cast it when they enter the room. If you are in Eberron the dolgaunts should be able to pick them off while they are trying to get through since they have blind sight. Since the mindflayer is telepathic he can tell the dolgaunts where to stand without speaking so they dont get hit with mind blast. The dolguants can also tell the mindflayer...

I would like to see what you did if you can find it. It's probably going to be next week when they encounter him so I should have time to make adjustments. For some reason I didn't list all of his feats. He does have Defensive Combat Training. When I updated the mind flayer, I gave Agile Maneuvers as a racial feat. Tongues is part of his bloodline so I can't drop it.

I'm not using Eberron but that is an interesting idea if I ever do run it again.


General Dorsey wrote:
wraithstrike wrote:

You are nicer than me. If I can find my version of Z I will post it. I had a feeling it was the same guy.

Edit: Well in any event I gave him defensive combat training so it would be hard the PC's to escape his grapples. I also gave him the feat that allows him to use his dex mod in place of his strength, and dont forget that every attached tentacles gives another +2 for grappling. He is a tough 11, but an 11.

I would drop tongues and put sleet storm in there. Cast it when they enter the room. If you are in Eberron the dolgaunts should be able to pick them off while they are trying to get through since they have blind sight. Since the mindflayer is telepathic he can tell the dolgaunts where to stand without speaking so they dont get hit with mind blast. The dolguants can also tell the mindflayer...

I would like to see what you did if you can find it. It's probably going to be next week when they encounter him so I should have time to make adjustments. For some reason I didn't list all of his feats. He does have Defensive Combat Training. When I updated the mind flayer, I gave Agile Maneuvers as a racial feat. Tongues is part of his bloodline so I can't drop it.

I'm not using Eberron but that is an interesting idea if I ever do run it again.

I will look for it again. I would replace lightening bolt with fireball, but if you really want an electricity based spell use scintillating sphere(spell compendium). It is exactly like fireball, but it does electricity based damage instead. If they spread out to avoid it the minions gang up on one PC. If they try to gang up on the minion use the AoE spells. Making the minions immune are at least resistant to the AoE spell is not a bad idea either. I think there are three of those monsters with gaze attacks(CR 6 each IIRC). You could replace them with something more useful that works in conjuction with the mindflayer. 3 CR'6s = CR 9 or two CR 7's.


I don't want to make it too dangerous. The party doesn't have a primary healer or arcane caster. The party consists of a rogue, druid, ranger/sorcerer, inquisitor, knight, and paladin. They are already going to have problems since the mind flayer will be levitating and they don't have a lot of ranged options. The ranger will probably be the first to be grappled since he has focused on his ranged combat.

The mind flayer already has fireballs since he has the necklace of fireballs. I might still change out a few spells though. He has a pretty solid spell list though.


General Dorsey wrote:

I don't want to make it too dangerous. The party doesn't have a primary healer or arcane caster. The party consists of a rogue, druid, ranger/sorcerer, inquisitor, knight, and paladin. They are already going to have problems since the mind flayer will be levitating and they don't have a lot of ranged options. The ranger will probably be the first to be grappled since he has focused on his ranged combat.

The mind flayer already has fireballs since he has the necklace of fireballs. I might still change out a few spells though. He has a pretty solid spell list though.

The 6 party members should be able to win since my setup was only for a four man party, but that also depends on player ability, and how you modify it. The paladin should be able to use his divine bond on his bow(please tell me he has a ranged weapon). Druids can cast dispel magic. You want to suggest he starting having a least one prepped from now on. The druid and paladin together should be able to handle healing. The druid might also be able to summon monsters to eat up some of the attacks from the minions. Every attack against a summon is not an attack against the party. If things start to go against the party too much, a little help/advice from the DM(disguised as divine insight)goes a long way.


I completely forgot about the Divine Bond. That's going to help quite a bit. Smite Evil can also be used with ranged attacks as far as I can tell so that's going to be helpful. I tend to not make suggestions for spells to my players unless they are new. I like to let them learn from their mistakes. I also have not had a druid in any party since 3rd edition started so I forgot about the summon nature's ally spells. Those will come in very handy.

You're right though, I may be getting worried over nothing. They will probably be level 8 or 9 by the time they encounter him so it shouldn't be as bad.

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