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![]() 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
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
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
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.
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? ![]()
![]() 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? ![]()
![]() 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
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. ![]()
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