Seltyiel

Aelreth's page

34 posts. Organized Play character for Edward the Necromancer.




So I have been looking over the 2e Player's Handbook and in order to better understand how 2e works I decided to brainstorm how to make a Magus. This is not for any particular game I am just theory crafting the best way to make a character that would be similar to a Magus.

Elf Heritage: Cavern Elf for the Darkvision
1st: Elven Weapon Familiarity
5th: Elven Weapon Elegance
9th: Elf Step
13th: Elven Weapon Expertise
17th:
OR
Human Heritage: Half Orc
1st: Orc Weapon Familiarity
5th: Orc Weapon Carnage
9th: Orc Ferocity
13th: Orc Weapon Expertise
17th: Incredible Ferocity

By using the heritage feats to gain better weapon proficiency I avoid having to use Class Feats to pick up Fighter Dedication. While Elf at first seems like the obvious choice elves to gain proficiency with Long swords, you do take a penalty to Con though. Half-orcs though do NOT take that penalty and Orc Weapon Familiarity gives them access to the Orc Necksplitter. Or you can use the Orc Knuckle Dagger and punch people. [I cast FIST!]. Half-orc also gives you access to Ferocity which seems good. You could take advantage of Ancestor feats in a similar way with other Ancestries, but Dwarfs are slow and Goblins/Halflings/Gnomes are small. Are size bonuses/penalties still a thing in 2e?

Wizard choices
Arcane Thesis - Spell Blending [turning lower level slots into higher ones just seems GOOD]
School - Abjuration [for protective ward] or
Universalist [for extra Drain Bonded Item + Extra Wizard Class Feat +Extra Spells Known]
Wizard Class Feat 1: Hand of the Apprentice
+Eschew Material if Universalist

The Abjuration Ward seems like a nice ability, especially when combined with Shield and Mage armor. But the Universalist's ability to gain more uses of Drain Bonded Item, thus gain more spells per day seems REALLY good. Since Drain Bonded Item can be used on ANY spell slot [most of the time] this just seems OP!

Feats
Ancestry Feat 1-see above
Wizard 2nd Lv: Cantrip Expansion
Skill Feat 2nd:
General 3rd: Toughness
Wizard 4th: Bespell Weapon
Skill Feat 4th: Magical Crafting [after using your 3rd level skill increase to increase a crafting skill to Expert]
Ancestry 5th: see above
Wizard 6th: Steady Spell Casting
Skill Feat 6th:
General 7th: Fast Recovery
Wizard 8th: Bond Conversation OR Universal Versatility
Skill Feat 8th:
Ancestry 9th: See Above
Wizard 10th: Quickened Casting
Skill Feat 10th:
General 11th: Incredible Investiture
Wizard 12th: Bond Conversation OR Universal Versatility
Skill Feat 12th:
Ancestry 13th: see above
Wizard 14th: Bond Focus or Superior Bond
Skill Feat 14th:
General 15th:
Wizard 16th: Effortless Concentration
Skill Feat 16th:
Ancestry 17th:
Wizard 18th: Bond Focus or Superior Bond
Skill Feat 18th:
General 19th:
Wizard 20th: Spell Combination
Skill Feat 20th:

Bespell Weapon is obviously meant for Magus/Gish Builds. The Concentration bonuses are going to be needed since you will be in close combat often. The Bond Wizard Feats give you more ability to use Drain Bonded Item, thus more spells, which is always good. Quickened Casting helps with Action Economy, which is important because the idea is to be in melee combat. Toughness helps you NOT to die when you get hit.

There are plenty of good spells, but what I think would be good SPECIFICALLY for a Magus build are.
Shield is now a Cantrip but is still going to be a MUST. Even though it only gives a +1 it can be cast every round, so might as well if you don't want to cast a different spell.
Mage Armor was weakened to only give a +1, but lasts ALL DAY
Shocking Grasp: takes 2 actions, meaning you can use your third action for a melee attack to take advantage of Bespell Weapon.
Vampiric Touch: similar to Shocking Grasp but you gain temp HP.
Mirror Image: only lasts 1 minuet but still seems like a good defensive option.
Blur: gives you concealment, which grants a flat DC 5 check or the attacker misses you. Which on a d20 turns into a 25% miss chance. Compared to 1e flat 20% chance this is an improvement :D
Haste: Gain an extra Action for Strike or Stride! Yes Please!
Fly: now a 4th level spell, but Flying is still always a good option.
False Life: extra HP is good
Fiery Body: Gain Fire Immunity and a Fly Speed. Plus anyone who attacks you with an unarmed attack or a NON-Reach Weapon takes fire damage. Considering that you are planning to be in melee this is a good option.

I am sure there are a lot of things I have missed, or better options that I just have not thought of yet, but I think this a good foundation to brainstorm how to make a Magus/Gish with what is currently available.

I am curious if what other and/or better builds are currently out their?


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I am sure I am not the ONLY one who has considered altering the current Starfinder Setting by keeping Golarion. My question is how have people handled this or how would you handle this? How would history have unfolded?

A few things I think would happen are

-The Empire of Cheliax is either completely gone or has shrunk into a nation, instead of being an empire.

-When Numeria finally gets a hold of Firearms, their head start on Technology allows THEM to become the next Empire and dominate force in the Inner Sea.

-The technological head start the Inner Sea Region gets on technology, when compared to the rest of the world, allows them to engage in Global Imperialism. Like what the European powers did to the rest of the world on Earth.

Has anyone else thought about or already added Golarion back into the setting? What would/have you done?


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So I have been seeing others take a crack at making Mass Effect and Star Trek Races, so I thought why not take a shot at it.

My first entry for the Tau Empire in Service to The Greater Good.

Tau Fire Warrior

+2 Str, +2 Con, -2 Cha
6 HP
Fire Caste Tau are Medium Humanoids with the Tau Subtype

Fire Caste Warriors: due to their life long training, Fire Caste Warriors receive a +1 racial bonus to EAC/KAC when wearing Light, Heavy, or Power Armor.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.

I realize that they are very similar to the Vesk, but since the Fire Caste are the warriors and each caste is going to be from each other I think this makes sense.


Custom Zelda Content

So a few months ago after playing Breath of the Wild I was INSPIRED to stat out some Legend of Zelda content. I do not know when/if I will personally use this but I am hoping that someone out there would get some use out of this.

Also, thoughts, comments, suggestions, etc?


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Starships

I spent the weekend familiarizing myself with the Starship building rules. Thought I would share what I had made.

Thoughts, comments, suggestions, recommendations, errors?