Would a Clone Master / Internal Alchemist cause the DM problems in Mummys mask? [no spoilers]


Mummy's Mask


So I have an idea for an Clone Master/ Internal Alchemist from Ustalav who is searching for immortality in Osirion for Mummy's Mask.

However, my DM is worried that it would cause problems for the Adventure Path.

Is this true?


We had some folks wanted to play necromancers. In the end we scrapped them because the good guys and the bad guys can't be THAT similar.

I would guess your GM is thinking the same thing in this regard.


He has not actually started reading Mummy's Mask yet.
He is concerned about the archetype itself.
How much downtime is in Mummy's Mask?

Scarab Sages

Downtime Windows.
In Module 1 - there could be a couple of days between exploring the 3 sites.
Between 1 and 2 there are a few days (though it is easily stretched out if need be).
Module 2 is non-stop, no rest.
Between 2 and 3 there is no clock so it is a great time to allow PCs to do some construction.
Module 3 Part 1 is semi-clocked.
Between M3 Part 1 and Part 2 you could reasonably some time.
M3 Part 2 is world exploration so the clock is more driven by your ability to find and create food and water.
M4 Part 1 is world exploration there is again the same clock as M3 Part 2.
M4 wraps up nicely and this is the last chance of the GM introducing some breathing space, because in M5-M6 you are crisis mode.

Dark Archive

There is very limited downtime, entirely dependent on the GM you would have a very hard time getting use out of the class features of the Archetype you want to use, I had to be nice to my parties Golem Constructor for him to be able to get use out of his (and he had the ability to produce constructs in 1/4 of the normal time).

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