
Risas |
i posted this on reddit, but since the pathfinder reddit is mearely accessory, while this forum is amazing and full of madlads i am going to copypaste that here together with the few tips i got
original post:
"i wanted to make a magus souldrinker, to be able to spam negative levels with weapon attacks. at 3rd level take the magus ability to use ranged spells with a melee weapon for enervation. before that i can use languor, negative levels are good. but the problem is i can't find the book with all the apocalittic boons.
also i was considering using a life drinker-weapon, but i don't know how to stop the negative levels exept going with a construct but i don't know if it is viable, like wyrwood or scout warforged(allowed by dm) if i go with a dex build, normal warforged for a str build, using adamantite palting with advanced construction at 1rst level
also i haven't played magus yet so is it better dex and weapon finesse or plain str build so stat allocation (20 points) advice is very good. if the construct thing isn't viable i think i would go with either a human(saber/rapier as main weapon) or half elf(katana with weapons of anchestors).
also what feats and traits are good, other than combat casting.
also what is the most convinienet order to take levels and are there any usefull archetypes? i was thinking to be more supportive i could go soulforger to craft items with my soulgems, but the reduced casting is a big bother"
they told me about the Vetala-Born dhampir, which sounds cool AF for a dex build, for the life-stealing weapon and that since i won't get that since later levels, my teammates will have plenty of things to remove them on the fly, and with ennervation i will inflict avarage 4 times the negative levels, so unless i fight somthing with 36 hd it will be fine. and that the fact that if you are a construct you can't heal for the first levels, but after that you become absurdly OP with the immunities, so i haven't understood if they are any good.
since the monstruosities i have seen on this forums i am going to add, i don't need full 10/10 optimization, just it to be viable and fun, more like a 7-8/10.
a build would be ideal, but only tips fine.

Risas |
after thinking about it i have an idea for both backstory and build
i wasn't shure about going staff magus or dex magus so i made alternatives. i know usually adopted wouldn't be able to give you extra feat but in our grup you can do that as long as the build is not to extreme.
the objective is to get a channeling/life-drinker weapn
dhampir (human if staff)
magus (staff mabye), souldrinker
str 7 (change str 16 dex 12 wis 14 if staff alternative ratial trait for +2 istr and int)
dex 18(+2)
con 14
int 16(+2)
wis 10(-2)
cha 7
traits extra feat,?(reactive probably)
feats, arcanas and souldrinker of charon stuff
1 mag feats: combat casting, weapon finesse(lunge if staff)
2 mag
3 mag feats: lounge(weapon focus if staff) arcana: Close Range
4 mag
5 mag feats: intensified spell, enpowered spell
6 mag arcana: enpowered spell
7 mag feats: heigtened spell
8 soul
9 soul feats: enpowered magic ability (Enervation, more negative levels=better)
10 soul exalted boon: sands of time 1/day (kinda useless but the other spells are more usleseless)
11 soul feats: quikened magic ability (Enervation, for extra swift action attack on turn 3 times a day, and it should stack with other standard action spells or spell-like abilities on spellstrike or full spell combat actions)
12 soul
13 soul feats: weapon focus (spell penetration if staff) exalted boon: hunger of the styx (the real reson i took this path other than backstory, auto-stun good)
14 soul
15 soul feats: spell perfection
16 soul exalted boon: grasp of the styx(little helping hand for shutting down weak enemyes like spellcasters or gain cover when fired on)
17 soul feats: spell penetration/ greater if staff
18 mag
19 mag feats: greater spell penetration/ thoughness if staff arcana: quikened spell
20 mag
also i was wondering if you could use ann empowered quikened ennervation with both feats.
the plan is to use languor when i run out of spell like abilities and enervation when i get 4rth levlel spellslots, the rest i will metamagic my whay trugh it

Claxon |

I don't have anything helpful to add, but I have considered such a build before.
There are some key problems:
1) Affording lifedrinker
2) Avoiding lifedrinkers drawback
3) Being able to cast enervation before you get lifedrinker
4) Not being miserable when you fight one of many things that are immune to negative levels, Undead being pretty common. And also
5) Deathward completely shuts you down
6) A GM who wont get frustrated by this tactic and constantly shut it down

yukongil |
1 person marked this as a favorite. |

that #6 is a flashing red light to me;
one of the things I dread most as a GM are penalty or stat reducing debuffs. Handling a dozen combatants and corralling a bunch of players is already difficult enough without having to remember that #4 orc is now -3 to hit, while #9 is -1, and so on.
A character built around this sole schtick seems like they'd get tiring REAL fast for the GM.

DeathlessOne |

A character built around this sole schtick seems like they'd get tiring REAL fast for the GM.
I outsource during these situations. I expect the players to remember which creatures have been hit with what debuffs, just like they need to keep track of their bonuses. I have a pretty good head for juggling the numbers in my own head and keeping things flowing well, but I will occasionally forget. The kick the player get out of 'reminding' me about the -2 (or whatever) the monster is taking, that just happens to spare them an attack connecting, is just as fun for me as it is for them.

Risas |
I outsource during these situations. I expect the players to remember which creatures have been hit with what debuffs
yes, me too, and i can write it down.
also it just occurred to me that i don't need combat casting if i cast warding weapon, which seems nice as havind to cast defensively always leaves the possibility of failing
Risas |
I don't have anything helpful to add, but I have considered such a build before.
There are some key problems:
1) Affording lifedrinker
2) Avoiding lifedrinkers drawback
3) Being able to cast enervation before you get lifedrinker
4) Not being miserable when you fight one of many things that are immune to negative levels, Undead being pretty common. And also
5) Deathward completely shuts you down
6) A GM who wont get frustrated by this tactic and constantly shut it down
if i go with the dhampir, the moment i will get a life drinker weapon, my teammates will have enough to remove them easely, and i'd focus against big baddies. i would use a side weapon or focussing, for fighting multiple enemies, and gettig a good side weapon as a magus is easy ecpetially if i sell soulgems to enchanters for 250-300 per gem(i gust need the grup talker to convince them) soulgens that i can get X times a day by buyng and slaughtering small animals, like chikens, and enchant teh weapon with my pool, i gust need downtime. as you said deathward can shut me down, but it can also make me immune to the drawbacks, and we can dispell the shit out of deathwarded enemies. if i go human, i would simply go with a life drinker weapon if i can get dethwarded before using it.
for the GM thing, if he gets that annoyed at me, he will probably ask me to change character, ya know, communication exists, that how you stop horrorstories from happening.
Risas |
also for the cocadaemon i'd take the mauler arcketype, seems fun
having a hand and a demon to protect me will ofset the slightly low hp and ac of magusses
if i do this is it worth to take that feat to have you'r familiar level=to your oun? becouse the extra strenght, natural armor and DR seems tempting, but i don't know what feat would i give up

Risas |
i found that you can use eldritch heritage to get the familiar at your level -2, which combined with the souldrinker levels should give me full level familiar,that would change my feat progression to this
9 soul feats: heldritch heritage(familiar)
10 soul
11 soul feats: quikened magic ability (Enervation)
12 soul
13 soul feats: enpowered magic ability (Enervation)
14 soul
15 soul feats: spell perfection
16 soul
17 soul feats: spell penetration
18 mag
19 mag feats: greater spell penetration

VoodistMonk |

I have been trying to see how you qualify for Souldrinker without Fiendish Obedience or Great Fortitude... apparently there is an older version that lacks such prerequisites, huh.
The newer version requires 7 ranks in various skills, and two feats... AND they took away the 8th level ability to summon 1d2 ceustodaemons. All you get is Daemonic Boons, which you get if you take Fiendish Obedience, no matter what... the accelerated access to Boons could be had taking Diverse Obedience instead of Great Fortitude. What a bunch of BS. Lol.

Risas |
I have been trying to see how you qualify for Souldrinker without Fiendish Obedience or Great Fortitude... apparently there is an older version that lacks such prerequisites, huh.
The newer version requires 7 ranks in various skills, and two feats... AND they took away the 8th level ability to summon 1d2 ceustodaemons. All you get is Daemonic Boons, which you get if you take Fiendish Obedience, no matter what... the accelerated access to Boons could be had taking Diverse Obedience instead of Great Fortitude. What a bunch of BS. Lol.
you know that somehow i missed the two feats preq.... welp that's my build gone. tecnically with the old one there is no need to go magus since either whay you need a channelling weapon to hit so probably fighter would be better if not for flavor... unless i can get my dm to remove those nonsensical restriction, they are whay too hig, 7th level character with 3 skills requirement and allignemet restriction is alredy enough, adding two feats is insane, and the new class is not that op, the old one was strong, but not insane either, welp, it's time to homebrew!