xt160527 |
So I have made a multiclass character for a Scarred Lands game. The GM said the characters should be 10th level and I decided to make a necromancer/magus character.
The idea behind the character is quite unique (at least until I found out about the variant Life for necromancers but even so its not the same).
A necromancer that is a medic, using her knowledge of anatomy (necromancers being the closest to a medic on a classical fantasy setting in regards of knowledge of the body and the function of organs) to cure diseases and researching methods of making people more resistant/immune to diseases.
Unfortunally I need to tell the background of the character. Its quite long so bear with me ok guys?
Zandra's parents have always been wandering merchants, moving from caravan to caravan to the furthest corners of Scar's world. During these travels Darran Starcrow (father of Zandra) would knew and became friend of the necromancer Azun Dabrurr that was from lands of Asherak. When Darran finally managed to gather enough gold to set up his own warehouse he settled in his hometown of Vorsus, the only city away from the violent and dangerous waters of the Sea of Blood.
Years later Darran and his wife Zaldrara would have two children, Aldury and Zandra (she is the youngest) and along with the children of Darran's first marriage, Kradus (Human, Cavalier serving in Karsia's military) and Nushala (Half-Elf, traveling Hunter, Last Known Location: Somewhere in the Dragon Lands) they made the warehouse a success and prosperity seemed to have entered the family life. That changed with Darran's disease.
During his travels Darran Starcrow ended up contracting a strange disease that affected his heart and prevented him from doing much physical effort. The healers and priests could not cure their illness, at most managing to alleviate it for variable periods of time. He lived with this disease during the last years of his travels and this was one of the main reasons for him to finally return to Vorsus and start his warehouse. During the years that followed he had relapses of this disease and each time it became stronger. When the disease arrived at a certain stage the business of the warehouse began to get bad because Darran could no longer take care of business as before and Zaldrara was not as good a dealer as her husband. It was at this time of lean cows that the event that would change Zandra's life would happen.
One morning Garran's old friend, Azun Dabrurr, appeared in the warehouse to visit him. The joy and excitement of seeing his old friend was too much for Garran, and his illness struck him devastatingly. Zandra and his mother were present when this happened and as they came to Darran, Zaldrara, desperate, quickly explained to the astonished Azun what was happening. When realizing what it was Azun went to put his friend under the effect of Spell Coma and proceeded to examine Darran. He soon realized something he had already seen during autopsies of some dead people and to confirm his suspicion he used the Spell Hemophilia in Darran. The effect was immediate and Darran began to breathe in a more normal way. Azun immediately ordered Darran to be taken to his bed and left the warehouse, leaving orders for him to be left resting. Hours later, late into the night, Azun returned with a strange bottle. In this bottle was a yellow liquid with a flickering color. Azun ordered the children to leave the room and then together with Zaldrara he proceeded to open the chest of his friend and using autopsy tools typical of a necromancer, proceeded to inject the strange liquid in the heart of Darran. The effect of the alchemical product was almost immediate, and shortly afterwards Darran stood again, healthy as if he had never had the disease.
Unbeknownst to Azun and Zaldrara, Zandra and her Brother Aldury saw the whole scene hidden in the attic of the house, using a hole in the floor that made it possible to see the room below. The whole procedure left Aldury disgusted but Zandra was fascinated by what she had seen. The following morning, during breakfast at which Azun was present as a guest, she began to fill the necromancer with all sorts of questions about what had happened in the room. Both Darran and Zaldrara were astonished that the girl had seen that and even Azun himself was concerned that the girl had witnessed such practices as a living section, but at the same time he was amazed at Zandra's intelligence as she was being able to guessing tiny parts of the procedure just by observation.
In the days that followed Azun, after Zandra's almost daily insistence, explained in part what he had done in Darran's heart, that what he did was in practice the same thing he did with certain corpses that had heart arteries obstructed and that the alchemical product he used in her father served to remove this obstruction. When Zandra asked how he knew that was the explanation for her father's illness, he replied that he did not know, but that he actually remembered what he had learned in the old continent of Asherak about peoples causa mortis and how to identify them in a autopsy. He tested his theory and was successful and therefore her father was alive and probably will remain alive for many years because the alchemical product he used leaves the arteries clean and almost "varnished" and therefore the dirt that clogged the arteries of his heart would never accumulate again.
These conversations left Zandra wanting to learn more about bodies, illnesses, and the like, and near the end of Azun's stay in the city she asked her father to let her be Azun's apprentice. Darran was surprised at his younger daughter's request, but Zaldrara, a fervent Madriel devotee, was vehemently opposed when she knew of it and soon Darran and his wife were arguing. After much discussion, Darran told Zandra that he would not allow her to go with Azun. Later Azun himself would seek out Darran to talk about Zandra and the girl's possible talent for the mystical arts, but Darran told Azun that he would not allow it because of his wife and also because of the repercussions that having a necromancer on the family would cause in his business. Karsia still stood guard against a possible onslaught from the servants of the Ghoul King and having Zandra as a necromancer would not be good for business. Azun understood the situation and without any hard feelings he said goodbye to his friend because he had to continue his own projects.
Azun would leave two days later, but without knowing it would bring with him a relentless chaser ... the young Zandra.
After knowing that she could not be Azun's apprentice, Zandra did not settle and, like every good teenager, she ran away from home one day after learning that Azun had left the city. With the help of her older sister Nushala, who did not share her stepmother's opinion, Zandra was able to find out where Azun was going and with that and the little money (30 gp) she managed to snatch out of the warehouse cashier's she began her chasing of Azun. It would take two weeks, but she would finally be able to reach him in the coastal town of Safral in the kingdom of Padrinola. When Azun discovered that Zandra had run away from home his first reaction was to send the girl back to Vorsus, but after much insistence he finally granted Zandra a chance, but the final word would be of Zandra's father. In the meantime he would begin to teach the girl the basis of magic.
Azun sent a letter to Darran, explaining what had happened. By this time more than a month had already passed since Zandra had run away from home. Furious with his eldest daughter and at the same time relieved, Darran, after much arguing with Zaldrara and Nushala, finally sent a letter back to Azun allowing Zandra to be his apprentice. Zaldrara was furious but in the end she ended up admitting that her daughter, like her, was uncompromising in her opinions and she would never give up on her goals if they tried to force her into it. When Darran's answer arrived at Azun, Zandra had already mastered the first of the cantrips (Light), demonstrating without a shadow of doubt his talent for the mystic arts.
In the years that followed Zandra learned a lot from Azun and it was on one of his master's visits to his homeland of Asherak that Zandra would eventually get to know Altanthropolis's young healing academy run by the city's kallorti caste. After a serious discussion with Azun because of Zandra's interest in the healing techniques and body knowledge that the Koralli have and in the fact that the Koralli only teach members of their caste, Zandra managed to convince his master to use his contacts with the members of the Society of Sand to obtain special permission for her to be admitted to the academy.
After weeks of negotiation and collection old favors, Azun was able to get permission from the Kalalli to get Zandra to learn at the Altanthropolis healing academy. As she said goodbye to Azun that year she would not have imagined it would be the last time she would see her master. 3 years later she was formed as Healer and her knowledge about the body and its diseases even greater. She then went on to travel the world to know more and more about diseases and their ways of healing them and never looked back. It's been five years since then.
Recently Zandra learned more about the pestilence titan and the continent where he was been defeated. She gathered her savings and built a "boat" to take her to the continent of Ghelspad. It's been three months since Zandra arrived and she's following directions here and there to try and find the place where the titan fell.
The idea is that in her travels, Zandra would have meet several unique individuals and one of then was a Asaathi Samurai (reptilian race with a samurai like culture) and that it was from the lessons in self defenses from this asaathi that she developed into a Magus.
What I need the help from you guys is a way to make the Magus class more "Samurai" themed (Katana wield and etc).
I know there is the "Kensai" archetype for Magus but it is more focused on Iaijutsu and the best abilities are from 7th level and up and I am taking magus more to add some "spice" on the character (no more than 5 levels in it I hope).
Hope you guys can help me with the idea
Eltacolibre |
Quite honestly Samurai is mostly a flavor. The basic idea of a Samurai is simply to serve and be honorable.
You could add the Katana to her proficiency but really at the end of the day, a Samurai is simply about serving a lord and make her lawful.
Even Samurai in pathfinder, don't have any special fighting styles, they just can challenge some opponents in a different way but beside that, uses the same stuffs as other martial classes.
Guess you could pick up pick up the feat quick draw but that's pretty much it.
Asaathi samurai have a racial samurai archetype with the following bonus feats:
-Alertness, Blind-fight and Eagle eyes as bonus feats...so if you really want to imitate the Asathi guy, you could pick up these three feats but not sure that you want to do that.
xt160527 |
Quite honestly Samurai is mostly a flavor. The basic idea of a Samurai is simply to serve and be honorable.
You could add the Katana to her proficiency but really at the end of the day, a Samurai is simply about serving a lord and make her lawful.
Even Samurai in pathfinder, don't have any special fighting styles, they just can challenge some opponents in a different way but beside that, uses the same stuffs as other martial classes.
Guess you could pick up pick up the feat quick draw but that's pretty much it.
Asaathi samurai have a racial samurai archetype with the following bonus feats:
-Alertness, Blind-fight and Eagle eyes as bonus feats...so if you really want to imitate the Asathi guy, you could pick up these three feats but not sure that you want to do that.
But those are not "class" options and more generic "character" options.
I apreciate the sugestion but I was thinking more on the customization of the Magus class abilities to fit a more Samurai theme playstyle.
Dark Midian |
So you want a samurai... necromancer... magus... That's also a doctor? I'm gonna tell you straight up, you're basically mixing too many character concepts for Pathfinder to handle.
There is no real "class" options for magus to make them more "samurai" except maybe myrmidarch to symbolize their pursuit of martial prowess over the 50/50 martial/magic focus of a normal magus.
cavernshark |
I apreciate the sugestion but I was thinking more on the customization of the Magus class abilities to fit a more Samurai theme playstyle.
What do you consider to be "Samurai theme" playstyle. I don't think anyone's going to be able to help you without specifics of what that phrase means to you.
For what it's worth, necromancy specific Magus is a little hard to do just based on their spell list. You might have more success doing something like Occultist (necromancy implement obviously) on top of the Samurai base class. Alternately, the Phantom Blade spiritualist might be better to keep Magus like abilities with slightly more thematic spells. You could pick up heavy armor proficiency and have a phantom katana.
VampByDay |
The Kensai archetype is meant to be very Asian inspired character. It also nets you one free exotic weapon prof which you could use to use the Katana.
Another option that would be more medically inclined is to go with the phantom-blade spiritualist, as they get cure spells and a ghost-blade. They can't arcane mark-spell combat, but they can do it with virtue.
Gisher |
xt160527 wrote:I apreciate the sugestion but I was thinking more on the customization of the Magus class abilities to fit a more Samurai theme playstyle.What do you consider to be "Samurai theme" playstyle. I don't think anyone's going to be able to help you without specifics of what that phrase means to you.
For what it's worth, necromancy specific Magus is a little hard to do just based on their spell list. You might have more success doing something like Occultist (necromancy implement obviously) on top of the Samurai base class.
...
Interestingly, the artwork for the Necroccultist archetype is very Samurai-like.
xt160527 |
So you want a samurai... necromancer... magus... That's also a doctor? I'm gonna tell you straight up, you're basically mixing too many character concepts for Pathfinder to handle.
There is no real "class" options for magus to make them more "samurai" except maybe myrmidarch to symbolize their pursuit of martial prowess over the 50/50 martial/magic focus of a normal magus.
Actually I just a samurai "flavor" in the magus class. Something thematic that makes that magus class a bit diferent.
That dont mean anything that makes the class unbalanced. I am up for options that replace one or two magus class abilities.
xt160527 |
xt160527 wrote:I apreciate the sugestion but I was thinking more on the customization of the Magus class abilities to fit a more Samurai theme playstyle.What do you consider to be "Samurai theme" playstyle. I don't think anyone's going to be able to help you without specifics of what that phrase means to you.
For what it's worth, necromancy specific Magus is a little hard to do just based on their spell list. You might have more success doing something like Occultist (necromancy implement obviously) on top of the Samurai base class. Alternately, the Phantom Blade spiritualist might be better to keep Magus like abilities with slightly more thematic spells. You could pick up heavy armor proficiency and have a phantom katana.
I consider it the use of Katana/Wakizashi and something related to it.
But what I want is something related to the Magus class and not some option outside the class like geting a feat to be able to use a Katana.
xt160527 |
The Kensai archetype is meant to be very Asian inspired character. It also nets you one free exotic weapon prof which you could use to use the Katana.
Another option that would be more medically inclined is to go with the phantom-blade spiritualist, as they get cure spells and a ghost-blade. They can't arcane mark-spell combat, but they can do it with virtue.
Yeah but the loss of use of armor and the begining of cool abilities only really coming after 7th level just scared me from it since I dont intent to level that class past 5th level.
VampByDay |
VampByDay wrote:Yeah but the loss of use of armor and the begining of cool abilities only really coming after 7th level just scared me from it since I dont intent to level that class past 5th level.The Kensai archetype is meant to be very Asian inspired character. It also nets you one free exotic weapon prof which you could use to use the Katana.
Another option that would be more medically inclined is to go with the phantom-blade spiritualist, as they get cure spells and a ghost-blade. They can't arcane mark-spell combat, but they can do it with virtue.
So Kensai make up for lack of armor with int-to-AC. Add in some UMD (or a friend) and you can get mage armor. Or just go Phantom blade spiritualist, which doesn't give up armor.
Cyrad RPG Superstar Season 9 Top 16 |
Being a samurai isn't about being a dude with a katana. It's about being a member of high society in service of a lord, clan, or country. There's a huge amount of depth about samurai culture. By focusing only on the weapon, you miss a huge opportunity in making the character more deep than just being a necromancer with a katana.
Is there any particular reason why you want to multiclass? Magi are typically not good to multiclass.
The phantom blade spiritualist might be worth looking at. They get many magus abilities and have a spell list that better fits a necromancer.
xt160527 |
Being a samurai isn't about being a dude with a katana. It's about being a member of high society in service of a lord, clan, or country. There's a huge amount of depth about samurai culture. By focusing only on the weapon, you miss a huge opportunity in making the character more deep than just being a necromancer with a katana.
Is there any particular reason why you want to multiclass? Magi are typically not good to multiclass.
The phantom blade spiritualist might be worth looking at. They get many magus abilities and have a spell list that better fits a necromancer.
I know that quite well since I play L5R a lot, but that option, to be part of a order/swear an oath to a daimio is not something that will be used in the campaign since the GM will be only using Ghelspald as the main setting.
The idea for multiclassing is more because of background, to show that the character have travelled a lot around the world and from such travels she meet and made friendship to several unique individuals. One of these a Asaathi Samurai.
The Asaathi didnt train her to become a samurai. That would be a matter totally different. He only helped her so that Zandra could defend herself better in the future. From these "training" sessions she came with the principles that would lead her in the magus path.
Now I just need a good way to make that "apprenticeship" to show in the class.
Cyrad RPG Superstar Season 9 Top 16 |
Darksol the Painbringer |
For the record, true multi-classes aren't particularly worthwhile except in the most extreme of circumstances. A lot of published APs usually have an 80-20 level difference for NPCs that multiclass (i.e. PC and NPC levels), so those are more like level dips than true multi-classes (such as an Invulnerable Rager Barbarian 10/Witchguard Ranger 10).
The problem is that you're taking two classes whose possibility for effective multi-classing does not mesh well at all. In my above example, you have a full BAB martial who can self-buff himself (and/or others) with spells like Haste, provide powerful bonuses to ally spellcasters (and himself), Raging, Rage Powers (Pounce becomes a capstone), and so on.
If we combined Magus and Wizard (Necromancer), you'll have too many different class features and two different spell lists that have crap caster level in comparison to what you're expected to fight (seriously, Mystic Theurges would have better spells and caster levels than you, and they're designed to be "the most effective dual spellcaster"). Spellcasters (even Magi), mechanically speaking, do not benefit from excessive multiclassing. And in this case, Wizard dipping Magus (or vice-versa) is equally pointless, since Magus can get access to specific Wizard spells via Arcanas.
xt160527 |
For the record, true multi-classes aren't particularly worthwhile except in the most extreme of circumstances. A lot of published APs usually have an 80-20 level difference for NPCs that multiclass (i.e. PC and NPC levels), so those are more like level dips than true multi-classes (such as an Invulnerable Rager Barbarian 10/Witchguard Ranger 10).
The problem is that you're taking two classes whose possibility for effective multi-classing does not mesh well at all. In my above example, you have a full BAB martial who can self-buff himself (and/or others) with spells like Haste, provide powerful bonuses to ally spellcasters (and himself), Raging, Rage Powers (Pounce becomes a capstone), and so on.
If we combined Magus and Wizard (Necromancer), you'll have too many different class features and two different spell lists that have crap caster level in comparison to what you're expected to fight (seriously, Mystic Theurges would have better spells and caster levels than you, and they're designed to be "the most effective dual spellcaster"). Spellcasters (even Magi), mechanically speaking, do not benefit from excessive multiclassing. And in this case, Wizard dipping Magus (or vice-versa) is equally pointless, since Magus can get access to specific Wizard spells via Arcanas.
I understand that. Ohh how I understand that...
One of the things I hate about the current muti-class system (introduced by D&D 3rd edition) is that making multi-class of non-spellcaster classes (or classes that are not primary spellcasters) work like a charm, but the moment you use a pure spellcaster class of any type you suffer, like you have commited a heinous crime. The old AD&D had a system a lot more just and that acoplished the goal of multiclassing better. Enough with the rant.
In my case I normally dont go for mechanic as a reason to make a character. Like I said the Magus class is just to add a spice of combative option to the character. When I make a character I dont think about the "group" or if it will be relevant or not. I think about the story and if the concept is cool and then I go to search for classes options.
I like the Kensai archetype for Magus, but the loss of armor proficiency (and the fact our GM is one that hardly gives magic items in the game) make it a no-go for me on the matter of defensive capacities. Of course there is Mage Armor, but it only gives a +4 armor modifier and the Canny Defense is limited by the level of the Magus. That means that at best (5th level Magus) I would have AC 20 if I have the Dodge Feat and that is still low AC for a game in the 10th level range. Armor (of any type) could add much more AC more easily and without the need of me losing a action to cast mage armor.
Like I said before I just need ideas to change/replace magus class abilities to give the feel I want.
supervillan |
Check out Maximised Spellstrike. It's a (high level) feat meant for samurai/magus types. You need to be a level 12 magus with Quick Draw, or a level 3 Samurai/level 12 Magus.
Darksol the Painbringer |
I'd honestly suggest that, instead of multi-classing, you take VMC Magus. (Or, take Magus and VMC Wizard. Either way can work.) This gives you most of the Magi's/Wizard's useful features (which means you have the Magus/Wizard feel you're looking for), and you won't be suffering on the spellcaster front.
For the record, Kensai AC can be bonkers if you have a maxed out Intelligence and/or Dexterity, combined with Bracers of Armor +X (which is actually stronger than Mage Armor once they're +5, which is 25,000 gold), Shield spell (which you can certainly cast), Ironskin spell (+4 or higher Natural Armor AC), and so on.
Also keep in mind that, just because you aren't proficient in armor, doesn't mean you can't wear it. It just means you apply the armor check penalty from that item to your attack rolls, which can be negated with a zero armor check penalty armor items (such as Mithril Breastplate with Armor Expert trait, Masterwork Bucklers, and so on). The other problem you have to deal with, though, is Arcane Spell Failure, which you still suffer from, and does restrict your choices (but doesn't outright negate them).
Back to "Multiclassing"...If you're more worried about spellcasting power, Wizard with VMC Magus will be your best bet. (9th level spellcasting is always overpowered.) If you're more worried about melee capabilities, Kensai Magus with VMC Wizard also works solidly. (The nova potential and melee survivability is huge.)
Dragonchess Player |
1 person marked this as a favorite. |
Seriously, if you want a "samurai-themed [pseudo]magus," you're probably better off with a samurai 1/arcanist (blade adept) 6/eldritch knight 3 that has a lot of Necromancy spells and the School Understanding (Necromancy) exploit (in addition to the Spellstrike and Eldritch Blade exploits available to the blade adept; take the Extra Arcanist Exploit feat a couple of times).
If you do want to mix "necromancer" and magus levels, then you're better off with cleric (negative energy) 3/magus 6/mystic theurge 1. You absolutely want at least six levels in magus to take the Broad Study arcana.
blashimov |
It can't really be done. Things can be done that fit your flavor as mentioned above, but you just can't make a very effective
1) necromancer
2) magus dip
3) katana wielding
Like, you're being inconsistent. Samurai flavor means wielding a katana, and you want a splash of magus, but you don't just want to take katana proficiency, and it has to be a magus and not something else. I second variant multiclassing or something. Also see vivisectionist for creepy medic vibe.