Taking icehawk333's Lightsaber build and making it better.


Advice


icehawk333's Lightsaber build

LIGHTSABERS!!!:
Note: I'm not placing any of these feats or even the order of classes you take in a specific order, just giving you a general idea of how it'll look at level 15.

Bloodrager Elemental (Fire) Bloodline 1/Kensei Magus 8/Fighter 6 Ifrit (Mostly Human alt racial trait)

Levels:
Bloodrager, 1: Racial Heritage (Halfling)
Magus, 2: Weapon Focus (Longsword) (Bonus)
3: Intensified Spell
4: N/A
5: Empowered Spell
6: Risky Striker (Bonus)
7: Furious Spell (or if it doesn't work the way I think it does Piercing Spell)
8: N/A
9: Spell Penetration
Fighter, 10: Power Attack (Bonus)
11: Greater Spell Penetration, Elemental Strike (Bonus)
12: N/A
13: Leadership (Take Wizard or Sorcerer Cohort), Arcane Strike (Bonus)
14: N/A
15: Spell Perfection (Force Sword), Bloodied Arcane Strike (Bonus)

I only went to 15th level to emulate icehawk333, who also only went that high, but I will go to level 20 at the end. Now here's how it works at this level:

Before Combat, have your Cohort cast Contingent Action, with the activation being "When he activates Elemental Strikes (the Bloodline ability), he will activate Elemental Strike (the Feat). Activate Flaming and Shock (or Frost) with your Arcane Pool.

Bloodied Arcane Strike allows Arcane Strike to be free when Bloodraging, so that will be included in this mess as well.

Force Sword creates a longsword that is enhanced by a lot of these feats, so those enhancements are doubled with Spell Perfection. So let's add all of this up.
When the Contingent is activated + Bloodraging + Furious Spell first hit against target + wielding force sword two handed + everything else:
+15+Str mod (not counting the bonus from Bloodraging as I've already figured that into the 15) to hit
-6 to ac
+8 vs SR
1d8+57+(2d6+8 Fire)+1d6 Electricity (or Cold)+1.5x Str mod (not counting the bonus from Bloodraging as that was already added to the 57) to damage

Remove 1d6 Fire next turn, remove 8 points of damage against targets you've already dealt Furious Spell damage to, and when Bloodrage ends, remove 2 to hit and 3 to damage, but add 2 to ac.

That leaves us for the remainder of the Bloodrage with 1d8+49+(1d6+8 Fire)+1d6 Electricity (or Cold)+1.5x Str mod (not counting the bonus from Bloodraging as that was already added) to damage after your first full attack, and after BR ends, you have 1d8+46+(1d6+8 Fire)+1d6 Electricity (or Cold)+1.5x Str mod (not counting the bonus from Bloodraging as that was already added to the 57) to damage, but you will be fatigued.

Also I'm assuming you aren't using Spell Combat because it's just better to get the extra power attack bonuses doubled... Maybe. I'll admit I'm no expert on Magus, so if it's better to use one handed + spell combat, then subtract 9 points from all of this, as one point was from 1.5x the increase to your str from Bloodraging, and the other eight were from the extra damage power attack gets when two handed, and being doubled with spell perfection.

Now I'll give the feats for a few more levels, just incase somebody wants more (and couldn't think of the obvious feats to take), but you'll have to figure out all the bonuses at those levels.

Bloodrager 1/Kensai Magus 9/Fighter 10

Levels:
Fighter, 16: N/A
17: Weapon Specialization, Greater Weapon Focus (Bonus)
18: Cut from the Air (Bonus)
19: Caster's Champion or Weapon Evoker Mastery or Electric Discharge or Smash from the Air, Greater Weapon Specialization (Bonus)
Magus, 20: N/A

Caster's Champion or Weapon Evoker Mastery will gain use when you use up your Bloodline Elemental Strikes for the day, and as such will take the Contingent Action slot, but if you don't fight that many fights in a day, or if you just want to pool all your damage into one attack, go with Electric Discharge instead, just know that your Cohort will need to take it as well.

If you can get the non-mythic version of Borrowed Time for your Cohort, and have him create scrolls of it for you, then it is better to have Caster's Champion or Weapon Evoker Mastery.

However, if you want to be able to deflect spells, thus being the closest thing to deflecting blaster fire from Star Wars, go with Smash from the Air.

So there you have it. A Lightsaber build. Also after typing all of this I realized it might be better to only go to 7th level Magus if you go on to 20th level, as taking those last two Magus levels and making them Fighter levels would nab you an extra feat, or hell, possibly only go to 5th level Magus, and from then on only taking Fighter levels, for even more feats. I'm merely pointing this out because I am not refiguring out where to place all the feats and stuff after typing all of that.

Shadow Lodge

It's still based on a longsword. If you want a lightsaber, you start with a Flame Fountain Firework.


Why do the words "brilliant energy" appear nowhere in the writeup of this supposed lightsaber?


Fuzzy-Wuzzy wrote:

Why do the words "brilliant energy" appear nowhere in the writeup of this supposed lightsaber?

Brilliant Energy wrote:

A brilliant energy weapon cannot harm undead, constructs, or objects.

Could have sworn lightsabers were capable of harming droids and objects. :P


Fuzzy-Wuzzy wrote:

Why do the words "brilliant energy" appear nowhere in the writeup of this supposed lightsaber?

You know what, I'll be nice. Here is what you need to change to gain Brilliant Energy:

The last 4 levels of Fighter when leveling up to 20th level need to be replaced with levels of Magus. You'll get a bonus feat from Magus, so you'll only lose one feat. Make that feat Greater Weapon Specialization. At 12th level Magus, take the Magus Arcana Ghost Blade, which gives you the option of spending one additional Arcane Point to gain the option of adding Brilliant Energy and Ghost Touch to the list of choices for enchanting your weapon. So for 5 total Arcane Points each time you go into battle, (unless you manage to get from one fight to the next quick enough (since you'll want Enduring Blade to make the enchantment last 1min/Magus Level)) which will be your total enchantment for that battle, you can get Brilliant Energy.

You happy now?


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Yay! No more stupid chunk of metal in the middle of my lightsaber! All is well.

EDIT: Oh, it wasn't metal, it was force. Well, the brilliant energy is still pretty, and that's important. :-P


Question from the thread, how is he doubling all feats that effect the weapon?


SorrySleeping wrote:
Question from the thread, how is he doubling all feats that effect the weapon?

Spell Perfection. You can only take this feat once, and you have to assign it to a single specific spell when taking it, which can't be changed later (maybe could if you did retraining but definitely not just willy nilly).

It does two things.
1: Allows you to apply one Metamagic Feat you have to the spell for free, so long as you could actually cast it with the theoretical increase in spell level.
But more importantly, it does
2: Any feat you have which gives a set numerical bonus to any aspect of the spell, gets doubled. Since those feats are increasing the damage for the longsword, which is in fact an aspect of the spell Force Sword, they get doubled.

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