Debuff King Build Critique


Advice


I know this build is probably not optimal but I like it. I think it has great potential to remove the threat of an enemy by making them as weak as a kitten. There is one house rule in effect that if you provide a fully painted mini to represent your character on the battle map you get an extra trait. My GM also allowed the old 3.5 feat Practiced Spellcaster which gives you a +4 caster levels that cannot exceed your character level. Please give me your feed back and suggestions of how to improve the character.

Elf +2 Dex, +2 Int and -2 Con
Took alternate race feature Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Traits
Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (Frostbite)
Metamagic Master
Your ability to alter your spell of choice is greater than expected.
Choose: A spell of 3rd level or below.
Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. (Frostbite)

Rogue (Thug) and Magus Wielding a Sap at low levels and Rapier when available to be enchanted with Merciful and Cruel

Lvl Class Special
1st Rogue 1 Sneak attack +1d6, Frightening, Finesse Training and Enforcer

2nd Rogue 2 Evasion, rogue talent (Slow Reactions)

3rd Magus 1 Arcane Pool, Spell Combat and Rime Spell
4th Magus 2 Spell Strike
5th Rogue 3 Sneak attack +1d6, Brutal Beating, Danger Sense +1 , Finesse Training and Practiced Spellcaster
6th Rogue 4 Rogue talent (Assault Leader), uncanny dodge, Debilitating Injury

7th Magus 3 Magus Arcana (Silent Magic) and Intensified Spell
8th Magus 4 Spell Recall
9th Magus 5 Spell Penetration, and Greater Spell Penetration
10th Magus 6 Magus Arcana (Prescient Attack)
11th Magus 7 Knowledge Pool and Dazing Spell
12th Magus 8 Improved Spell Combat
13th Magus 9 Magus Arcana (Still Magic) and Quicken Spell
14th Magus 10 Fighter Training
15th Magus 11 Improved Spell Recall, Spell Perfection (Elemental Grasp)and Spell Perfection (Frostbite)
16th Magus 12 Magus Arcana (Critical Strike)
17th Magus 13 Heavy Armor and Spell Perfection (Stone Call)
18th Magus 14 Great Spell Combat
19th Magus 15 Magus Arcana (Quickened Magic) and Improved Critical
20th Magus 16 Counterstrike


5 Hours and nothing? That isn't like this community... Even when I ask dumb questions I get responses.


Three copies of spell perfection is both overkill and illegal. The feat has no text allowing you to take it more than once, and in any case you will get more benefit from other feats. I suggest persistent spell for one and extra arcana for another. Flamboyant arcana is worth it once in a while, or wand wielder if you find yourself running out of spells. If neither appeals maybe extra arcane pool.

Spell penetration isn't a combat, metamagic or item creation feat, you can't take it as a magus bonus.

I'd strongly consider an archetype which trades in heavy armor, your dex is likely to make it unnecessary.

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