| Heather 540 |
I've been going through my character sheets and realized that I never finished my fetchling sorcerer. I wanted to do the Tattooed archetype and still kinda want to, but I'm not sure how viable it actually is.
This character is a part of a group of siblings, 9 characters in all. I built them as if they were going to be played together since it helped me narrow down choices for their builds. (I like to make characters and pre-building one makes it easier for me to adjust any character to any group.)
Originally I was planning on having the sorcerer takes Inscribe Magical Tattoo so he could give himself and his siblings (or party members) magic tattoos. Other crafting was covered by other siblings so I wasn't going to give him any other crafting feats.
Can a tattooed sorcerer be viable? Or should I switch to a different archetype or no archetype at all?
| Mysterious Stranger |
The big problem with a crafting sorcerer is their limited number of spells, and that CHA is their casting stat. The wizard (or other INT based caster) does not have much problem taking a -5 to the spellcraft (or other skill) to ignore a requirement, but for a CHA based caster with few skill points it is a lot more difficult. Inscribe magical tattoo also used a craft skill instead of spell craft. If you were using spellcraft to create the items, you would at least be able to get some benefit from those points besides creating items.
The sorcerer gets very few skill points so maxing out a craft skill will take half the base skill points of the class. Fetchlings do not get a bonus to INT or extra skill points, so you only option to increase skill points is FCB. But even that is going to leave you with very few skill points. Unless you are using a very high point buy you will probably want to focus on CHA, DEX and CON. Since your crafting skill is INT based dumping INT is not an option. Dumping WIS on a race that already has a WIS penalty is a verry bad idea. You can probably afford to sacrifice some STR to get a bit of INT, but this might cause issues with encumbrance.
The archetype is not the problem, because it does not use the craft skill. But creating any more than a few tattoos at a time will require the feat and using the craft skill. As far as I know Pathfinder has no way to use CHA for a craft skill.
| Mysterious Stranger |
This character would work better as a human instead of a fetchling. Humans get an extra skill point so they can better afford to max out the craft skill. Their FCB for sorcerer is extra spells known, which will give them more spells they can use to meet the requirements. And finally, they can take focused study instead of the extra feat and put that into their craft and later use the others to boost other skills. If they take prodigy by 10th level, they can get a +10 to the craft skill which would more than enough to handle the -5 penalty. If you go with the sage bloodline for a human that would be ideal.
If you have enough spells that are worth making into tattoos, and you do not mind only being able to make a few tattoos the archetype could still work without taking the feat.
| Azothath |
there are a couple of points for Tattooed Sorcerer archetype;
Create Spell Tattoo (Su): At 7th level... there is no cost. The sorcerer can maintain only 1@7, 2@11, 3@15th. There is no Craft Tattoo skill check but for RP purposes the PC should have some ranks in it.
Overall this is not as flexible as a bonded object or pearl of power. Sorcerers pay double for a runestone.
Inscribe Magic Tattoo is a magic item crafting feat and outlines the sorcerer's above ability. It's paid for and permanent until used (like a scroll). It is also quite expensive (scroll cost +slotless(*2)) with std actn activation. I think they should be silent and activate as a command word touch item.
I agree that if you know what you're doing a specialist wizard is a more effective PC.
| I grok do u |
May want to plan on getting headbands of vast knowledge with skill craft (tattoo), or rather, mental prowess (INT + CHA).
Needles of Fleshgraving will eventually help.
Scrolls or wands of Crafter's Fortune.
Taking the valet archetype for your familiar may be excessively focused on crafting, but an option as well.
The Impossible bloodline's 3rd level power lets you ignore a spell prerequisite for magic tattoos (except spell tattoos). The free craft wondrous item may be extraneous to your family-concept character though.
| Mysterious Stranger |
According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype.
The headband might help a bit, but the character is still not going to max out INT. Basing a character of access to a late game magic item is not a good idea, especially if the character is not starting out at high levels. Nor is taking feats that the magic item fulfills the prerequisite.
| Azothath |
According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype. ...
FYI AoN is the online PRD and RAW, Hero Labs is just an application. Thus Wildblooded replaces the bloodline.
see alsoUltMAg FAQ Archetypes and Gaining Powers: If an archetype like wildblooded sorcerer ..., 2015
UltMAg FAQ Sorcerer, Crossblooded and Wildblooded: Can I take both of these archetypes for the same character, 2013 so a GM can allow it as Home Rule, but not standard.
Headbands of Vast Intelligence unless your GM assigns a skill have a Knowledge skill (not a Craft skill) and should have a language.
| Azothath |
• Wizard (Diviner) Bonded obj (Amulet) with SplFcs Ill, Var Tattoo Ill, then Tenebrous, Umbral, mayyybe Shadow Grasp. It's a mixed illusion build. I can't recommend shadow caster.
• Sorcerer (Arcane BL), Cha based, Bonded Obj is good.
• Sorcerer (Umbral BL), Cha based, fetchling thematic but party problematic unless they have darkvision.
• Sorcerer Wildblooded Sage(Arcane BL), Int based but Arcane Bolt at 1st is junk. Probably best for a skill monkey or crafter.
• Sorcerer (Sylvan BL), Cha based, AnmlCmpn>Famlr.
• Sorcerer (Psychic BL), Cha based & Psychic caster.
F:Eldritch Heritage is problematic. You could choose Arcane with Wildblooded(arcane){as it replaces the bloodline} but 2 feats and 3rd level and your bonded object operates at (Sor-2)... that is a lot of investment.
| I grok do u |
According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype.
The headband might help a bit, but the character is still not going to max out INT. Basing a character of access to a late game magic item is not a good idea, especially if the character is not starting out at high levels. Nor is taking feats that the magic item fulfills the prerequisite.
Wildblooded is still an archetype so it comes down to whether GM decides bloodline changes, so nothing can also alter anything with bloodline, or that it can just be treated as another bloodline. Azothath linked FAQs.
Maxing INT to max craft(tattoo) isn't really necessary. DC is 5 + CL, which is usually 1 or 5, with max of 8 for any tattoo other than spell tattoos. Only caster's tattoos and runeward tattoo have more than 1 prerequisite. 5 ranks and taking 10 cover almost everything. The INT headband would only come into play when making spell tattoos at higher CL's, by which time the item should be easy to procure. Crafter's Fortune or True Skill (which is a decent spell to make up for a sorcerer's lack of skill points), can replace the need for high INT.
Headbands of Vast Intelligence unless your GM assigns a skill have a Knowledge skill (not a Craft skill) and should have a language.
Sounds like PCs are doing crafting, so I figured optimal skills would be chosen by crafters, as any skill is legal.
| Heather 540 |
For now, I'm going to avoid the Sage bloodline. If I ever put him in a game, I'll ask the GM what he thinks.
Whether or not I take Inscribe Magical Tattoo, I'm definitely not adding any other crafting to him. He just does tattoos.
I'm looking through the bloodlines, and I'm kinda leaning towards either Elemental or Solar. Both are pretty handy for blasting with elemental spells. And Solar would be ironic since he's a Fetchling.