Making Nasus (League of Legends) in Pathfinder


Advice

Dark Archive

So I imagine a handful of you folks have at least glanced at the thread about Quick-converting League of Legends Champions to be playable in Pathfinder. If not, you can find it here: http://paizo.com/forums/dmtz5t90&page=2?Quickconverting-the-League-of-L egends-Champions

Anyway, a couple of my friends were playing the game over VOIP, and started talking about how a Pathfinder campaign based on it would be infinitely less infuriating than the actual game itself. To that end, they started suggesting how to roll up characters for such a campaign.

I, having on had a short tenure in the game, decided I would make Nasus. In the thread I linked above, it's suggested to have him be a Cleric, then take the Pharaoh prestige class. However, he actually seems more like a Staff Magus to me. Also, I'd be playing him as a Human wearing an ornate jackal mask, though I am absolutely considering using the Advanced Race Guide to make a Anubis race, once I can get access to it.

I've got the first twelve levels planned out, but if anyone could give me some pointers, that'd be great. I'm actually going to be taking a 3 level dip of Weapon Master for extra feats + Weapon Training: Quarterstaff, and grabbing some trip feats because it just sounds cool to be a big ol' jackaldude, knocking people on their asses and slapping them in the face with an electrically-charged stick.

Sasun
Male Human
Lawful Neutral
Str: 16 (18, +2 Racial bonus, +1 at 4, 8, 12 and 20)
Dex: 12
Con: 14
Int: 15 (+1 at 16)
Wis: 10
Cha: 7

Traits: Reactionary and Magical Lineage (Shocking Grasp)

1: Magus 1 - Combat Expertise, Improved Trip
2: Fighter 1 - Weapon Focus: Quarterstaff
3: Magus 2 - Weapon Specialization: Quarterstaff
4: Fighter 2 - Power Attack
5: Magus 3 - Maneuver Mastery: Trip (Arcana), Combat Reflexes
6: Fighter 3 -
7: Magus 4 - Tripping Staff
8: Magus 5 - Greater Trip
9: Magus 6 - Wand Wielder (Arcana), Intensify Spell
10: Magus 7 -
11: Magus 8 - Arcane Strike
12: Magus 9 - Wand Mastery (Arcana)

Any suggestions are more than welcome. I'm not aiming to be restricted just to what Nasus can do in the game, but instead a character based off of him that's in the same vein as far as abilities.

Thanks in advance!

Dark Archive

Anthropomacia...divination by entrails...

I'm not a big fan of multi-classing out of magus - you're missing out on 3 levels of spell progression and the staff master's ability to treat a staff as a magical weapon. At this level you could spend 19K on a staff of fire and treat it as +2/+2, compared with the 16,600g it would cost to get that normally, and with UMD you'd have several AOE spells to complement the magus' single target damage.

Dark Archive

That was one of the things I was worried about.

I've heard that the Staff Magus tends to play more like a spellcaster, the levels in fighter feel like they'd help him feel more like a fighter who can use magic than a magic-user who fights with a staff. The former is really how I want to play him, which is why I'm okay with taking the hit in Caster Level to grab extra feats and weapon training.

And in regards to Staff Weapon, would it make any magical staves I pick up receive the bonus from Weapon Training, Focus and Specialization? The way I read it, it does, but it seems like the kind of thing that might be in the gray area.

Dark Archive

Bump?


The feats would work with any staff u wield, wither it be magic or not...

Dark Archive

Okay, cool. I was just worried I might run into "a magical staff isn't a QUARTERstaff," but if it works that makes things easier.

Oh, that reminds me. Since the staff is a bludgeoning weapon, will I have to take Improved Critical: Quarterstaff to increase it's range? Or can I use the Arcane Pool to do that?


At 5th level ud be able to make it keen, which would increase its threat range, so yea...

Also

Physical Description: A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

Says its like quarterstaff, and since the magus's ability turns staffs into fighting weapons i dont think anyone would rule ur weapon focus and spec. doesnt apply


Additionally there are a few speciaific staves that act as +2 quarterstaffs, so again i see no issue with you wielding say a staff of fire as a +2/+2 quraterstaff at 10th level...

Dark Archive

Cool. That's really helpful, thank you!


I just dawned on me that u might have to spend the 2 arcane pool points, 1 for each end to make every attack keen... Not for sure, but i do know staffs can have different enchantments on each end, so it makes sense ud have to spend 1 point for each end...

Dark Archive

I had intended to use the quarterstaff either one- or two-handed, instead of trying to mess around with TWF with a double weapon without any of the feats for it.

Are you REQUIRED to enchant both ends of a double weapon? I'm gonna go check the SRD.

-e-

It doesn't really say. Also I found this:

Keen: This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.

Are you sure I can make my quarterstaff keen?


I dont think ur required.. Just attck with the end u have enchanted if your not goin twf style..

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