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In honor of year 6 of PFS having at least some focus on Numeria, I'm starting to think of a new character build. I don't expect to encounter all that many robots over the course of my career, so the new build needs to be generally useful but also killer against robots. Given that robots have electricity vulnerability and get temporary penalties any time criticals are scored against them, magus sounds like the way to go.
Enter Yoshimi.
I'm not looking for a super-optimized build, but I'd like to be effective AND be well-suited to PFS play. I am NOT interestedin making a dervish dancer or a bladebound magus. I currently have 2 modules' worth of credit on the character and can put a third on to get her to at least 4th level before starting play, but that would leave her fairly light on PP. Here's what I'm looking at so far:
Half-elf magus 3
Str 17
Dex 12
Con 14
Int 15
Wis 10
Cha 9
Ancestral arms: EWP Katana
Feat 1: Elven Heritage (+2 vs SR, +2 spellcraft to identify)
Feat 3: Power attack
Traits: Magical Lineage shocking grasp, and likely an RP one to give her a social skill or disable device.
The plan is to eventually pick up a keen adamantine katana, intensify spell, and not let those robots eat you. She has to be strong to fight the robots. I'm not completely opposed to a level dip to get her a black belt in karate (IUS) but nothing I could think of seemed particularly elegant. I do have a few other options for race...I have boons for Ifrit, Oread, Kitsune, and will have a Vishkanya/Suli one come GenCon. Elemental Knight is a little bit tempting, but the int penalty seems pretty steep. I've considered kensai a bit too, but it seems a lot better suited to a dex-based build for AC. Picking up Mage Armor would help alleviate that a bit, but the reduced spell progression isn't great either.

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Doesnt electricity give robots haste?
Here's the relevant text for why I chose magus from the Robot subtype, courtesy the Archives of Nethys
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.