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Ok so my DM finally convinced me to change my existing character over to a Magus since I wasnt having fun as a Wizard. I tried to keep the spirit of the character the same as well as keep his in game choices that grew out of this homebrew game. Luckily my DM is a cool guy who likes to make magic items not found in 2nd Ed and has influence from first so some (most?) Of my magic items I kept from my original character and took a few out of our sitting loot. Here it is. I only left out a few minor things as it wasnt pertinant. (Though admitidly its very few haha) Twilight Halfling Magus lvl 13
Stats
Ancestry
Class
Skill
General
Spellstats/Spells
8,7,2,1,1,2,2,2 Cantrips- Acid Splash, Electric Arc, Prestidigitation, Produce Flame, Ray of Frost, Telekinetic Projectile, Shield, Detect Magic, Mage Hand, Read Aura First- Befuddle-2, True Strike-5
Magic Items
Aeon Bracer- Homebrew set an Aeon Stone for additional benfits. Has the Magic Potency Aeon Stone in it. Ring of Ferocious Action- Homebrew grants 1 Focus Point. Free action spend 1 focus to gain 1 action. Can be used for anything. Become fatigued 2 at end of turn for 1 round. Ring of Wizardry 1 Pearl of Sirens ( we had an underwater stint) Purple Aeon Stone- stores 3 levels of spells Wands- Color Spray, False Life (1), Freedome of Movement, Locate (5), Invisibility (2) So yea lots of homebrew items but the game focuses on his world where an ancient magi-tech race died off and people find the ruins. Also turning out they aint as dead, they became starfaring (starfinder tie in) All in all with keeping in line with original character it hits 100%. Will see how it plays monday night. So far on paper I am happy with it. What do yall think?
Ok so first off I know I got skewed results because I rolled so well this encounter unlike normal. Usually I cant roll to save my life. So I played a lvl 2 Magus with 18 Str 16 Int 12 Con 12 Dex 10 Wis and 10 Cha. Had 26 Hp and a 19 Armor Class using a Breastplate. I was +9 to hit using a +1 Dogslicer and was +7 to Hit with Spells and DC 17. My Party consists of a Barbarian, Monk, Fire Oracle, Sorcerer, Tempest Druid, Precision Ranger, and Myself. Our party was shipwrecked on an island where were chasing after lost pirate treasure. We make it to a temple of cursed Undead and traverse our way to where a skeleton was sittin in a chair. Then 11 of em stood up and started to attack. Here is how my combat went Severe Encounter- 10 -3 Creatures and 1 +/- 0 Round 1- Moved and cast Burning Hands. Got 3 and did minor damage.
Here is where my unusual rolls happened. I never Crit, so naturally as I am testing out the class I crit 4 times in a row... way to skew results. Round 1- Slide Casting Step. Crit SpellStrike Strike and Crit Electric Arc killing Zombie
Combat Over. For the time between combats I was busy loading up coins and loot into my backpack. Then we ran out of the Temple with just a few undead able to respawn and the GM didnt really bother with em after the second round. All in all I felt like a Magus the whole time I played. I mean yes my first 2 rounds were no different than what a Multiclass could of done at lvl 4, I did it at lvl 2. I was chomping at the bit to Spellstrike though LOL. So thats why I did it the second combat because I wanted to test it even though it wasnt the most optimal because I was fighting 3 opponents. I should of Electric Arc'd and then did a Strike like I did in round 1. But it worked out just fine. 1 dead opponent is better than 3 hurt opponents. I did 22 Damage with the first Crit round and 26 the second. The Barbarian did 24 with 2 normal Greataxe strikes for comparison. So yea I will continue to play this character and see how my normal rolls play out. edit- Also to add. My two Crits did NOT happen from the crit mechanic. I nat 20d the TkP and the Zombie crit failed the Reflex save of Electric Arc.
Im starting in a new PF2 Campaign in a week or so, and am trying to decide between two characters. So far party make up is a Monk, a Chiurgeon Alchemist, a Swashbuckler, and an Ancient Elf "Ranged" Ranger/Druid with a Bear Companion. Myself and 1 other has not decided yet. First Option:
Stats: Str 18 Dex 12 Con 14 Int 8 Wis 8 Cha 14 Second Option:
Stats: Str 8 Dex 16 Con 12 Int 18 Wis 14 Cha 10 The Campaign is set on an Island that has risen from the ocean and is full of ancient ruins and wildlands. We are being paid to help start up a Settlement on the island. So there will be few shops, but a good bit of downtime on ship sailing back and forth to the mainland. So either the Wizard option or the Alchemist can use that time to create magic items. Is there anything I am missing or thinking wrongly here? Im not 100% on the rules yet. We have not played since the Playtest and our last campaign finally ended. I can answer more questions as they get asked. |