Author Topic: Best martial anti-caster build?  (Read 24812 times)

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Lycanthromancer

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Re: Best martial anti-caster build?
« Reply #40 on: January 27, 2011, 09:30:08 PM »
I think whatever build you make, doing Hexblade 3 / (Ex-, if necessary) Monk 2 with it is a good chasis.  Mettle, Evasion, charisma to saves against spells and SLAs, and nice base saves, along with grappling ability if you find a way to get Antimagic Field on yourself.  If you don't care about Evasion, trade it for Spell Reflection and pump your touch AC (one of the few things monk is good for).  Go for the Steadfast Determination feat to use Con for will saves and never fail fort saves on a 1.
This is here is a classic example of a trap.
The best martial anti-caster build is a martial caster build.
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Barbarossa

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Re: Best martial anti-caster build?
« Reply #41 on: January 28, 2011, 12:35:15 AM »
Yes. All of them. You could even dodge the book-to-the-face-via-DM caused by using that to be immune to the wall of stone the wizard drops on you.
Just because you're immune to the spell doesn't mean you're immune to the spell's effects.
When the book says exactly that, that's exactly what it means, by the definition of RAW.

"You are immune to the effects of 6th level and lower spells."

The_Mad_Linguist

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Re: Best martial anti-caster build?
« Reply #42 on: January 28, 2011, 12:55:06 AM »
Yes. All of them. You could even dodge the book-to-the-face-via-DM caused by using that to be immune to the wall of stone the wizard drops on you.
Just because you're immune to the spell doesn't mean you're immune to the spell's effects.
When the book says exactly that, that's exactly what it means, by the definition of RAW.

"You are immune to the effects of 6th level and lower spells."
Uh, no.  Veeeeeeeeeeeery much no.  First, of all, that quote you just made up doesn't exist in the spell description.  (the quote is "It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient", which is completely different). 

A "summon monster" spell never affects you.  The monster it summons affects you, but that's not the same thing.  At all.  Similarly, a wizard flying up to 300 feet above you and dropping a hydra onto you, snapping your twig-like neck, isn't the fly spell affecting you.  A ghost turning you into a pincushion isn't the telekinesis supernatural ability affection you; it's the bolts.
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StreamOfTheSky

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Re: Best martial anti-caster build?
« Reply #43 on: January 28, 2011, 01:25:11 AM »
I think whatever build you make, doing Hexblade 3 / (Ex-, if necessary) Monk 2 with it is a good chasis.  Mettle, Evasion, charisma to saves against spells and SLAs, and nice base saves, along with grappling ability if you find a way to get Antimagic Field on yourself.  If you don't care about Evasion, trade it for Spell Reflection and pump your touch AC (one of the few things monk is good for).  Go for the Steadfast Determination feat to use Con for will saves and never fail fort saves on a 1.
This is here is a classic example of a trap.

http://www.giantitp.com/comics/oots0627.html

If you mean the whole not relying on magic like the OP asked about, fair enough.  I was thinking of something like a Master Specialist Abjuror 10 ally casting it on you, since it's a team game and all, but grapple + AMF is hardly required anyway, just a really nice trick.

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Re: Best martial anti-caster build?
« Reply #44 on: January 28, 2011, 01:40:52 AM »
http://www.giantitp.com/comics/oots0627.html

If you mean the whole not relying on magic like the OP asked about, fair enough.  I was thinking of something like a Master Specialist Abjuror 10 ally casting it on you, since it's a team game and all, but grapple + AMF is hardly required anyway, just a really nice trick.
A nice trick in theory.  It really breaks down when the Wizard flies up 15' into the air.  Maybe 20' to account for an Ex-abilities only Jump check.  Plus, there are about a half-dozen tricks that allow Wizards to cast within an AMF.  If they get one Dimension Door off, you're screwed.

A better trick is to change the range of an AMF into a touch attack, most often with the PrCs Spellguard of Silvermoon, Master Abjurer, and Ordained Champion.  Hilarity ensues if you, as a Spellguard of Silvermoon, cast an AMF that that doesn't affect creatures of the Animal type on a Fighter, Polymorph into a T-Rex, and then eat him.  How's that for grappling?

Solo

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Re: Best martial anti-caster build?
« Reply #45 on: January 28, 2011, 01:42:43 AM »
Can you do the same with an Eldritch Theurge/Disciple?

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Barbarossa

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Re: Best martial anti-caster build?
« Reply #46 on: January 28, 2011, 03:16:08 AM »
http://www.giantitp.com/comics/oots0627.html

If you mean the whole not relying on magic like the OP asked about, fair enough.  I was thinking of something like a Master Specialist Abjuror 10 ally casting it on you, since it's a team game and all, but grapple + AMF is hardly required anyway, just a really nice trick.
A nice trick in theory.  It really breaks down when the Wizard flies up 15' into the air.  Maybe 20' to account for an Ex-abilities only Jump check.
That's where mundane flight comes in handy. My personal favorite method is becoming Dragontouched so as to take the Dragon Wings feat. (and the improved version) It's way more fun to use antimagic fields when you can outmaneuver them. A dimensional lock around the field can also make for a good time.

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Re: Best martial anti-caster build?
« Reply #47 on: January 28, 2011, 03:39:03 AM »
Sadly, Dragon Wings won't get you close to the 60' fly speed a Wizard typically has.  If they go with a Phantom Steed instead of a vanilla Fly spell, then they'll have 240' with at least good maneuverability.

SorO_Lost

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Re: Best martial anti-caster build?
« Reply #48 on: January 28, 2011, 12:54:55 PM »
Movement speed is overrated.

Ray spells
Kill them with their own spell by; reflection (ACF, spells, etc.), counters (high ac + leaping flame), wasted action (absorption, high ac, immunity)

Target - aka los effect - spells
Too far away? Step behind cover.
Close enough? Kill them.
Medium range? No such thing, charging doubles your speed and allows a full attack with insane modifiers with minimal effort putting everything too close or too far.

Want to side step things?
Fly sucks, I ride a mount that runs each rounds. Beat 240! Score! Coolness points for my original idea.
Mr mundane just buys/trains a mercury dragon or something and requires it to have the Run feat. Beat 1,000 and rider's charge distance.
See also being intelligent to just walk behind a rock or in a house, or cave, or in the wizard's closet. Hell get imaginative.

Now, summon solid fog and summon drops-a-fracking-iceberg-on-your-head... Those are useful to talk about.
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4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
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Re: Best martial anti-caster build?
« Reply #49 on: January 29, 2011, 12:59:00 AM »
Want to side step things?
Fly sucks, I ride a mount that runs each rounds. Beat 240! Score! Coolness points for my original idea.
Mr mundane just buys/trains a mercury dragon or something and requires it to have the Run feat. Beat 1,000 and rider's charge distance.
See also being intelligent to just walk behind a rock or in a house, or cave, or in the wizard's closet. Hell get imaginative.

Now, summon solid fog and summon drops-a-fracking-iceberg-on-your-head... Those are useful to talk about.
Phantom Steed is a 3rd-level Conjuration (Summoning) spell, so even if you prohibit only one of Conjuration or Illusion you have access to it.  The mount's base speed is 240', which makes it able to simply double-move at 480' or run at 960'.  If you have the foresight to cast Haste on it, it can run a whopping 1080' per round.  That on top of Good maneuverability makes it the most maneuverable flier in the game (barring something with a 140'+ perfect fly speed, which only means that they can fly straight up at higher speed).

Also, sure, you can hide under a rock, but then you can't fly, either, and if you can't fly then you're actually giving the wizard a whole 'nother host of abilities to use against you.  All kinds of abilities out there that are crap only because they're useless against fliers.

Barbarossa

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Re: Best martial anti-caster build?
« Reply #50 on: January 29, 2011, 08:21:50 AM »
Sadly, Dragon Wings won't get you close to the 60' fly speed a Wizard typically has.  If they go with a Phantom Steed instead of a vanilla Fly spell, then they'll have 240' with at least good maneuverability.
All you have to do is take the 'quick' trait to add 10 to your base movement and make it 40. The improved dragon iwngs feat (or one of the even more improved feats) lets you quadruple your speed for the same amount of time you can run. So long as you can automatically succeed on constitution checks for a long time, you can fly at 160' per round. If you can increase your base enough...

The_Mad_Linguist

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Re: Best martial anti-caster build?
« Reply #51 on: January 29, 2011, 08:29:51 AM »
Readied action: magic missile.

Oh, look.  You're suddenly sitting on thin air.
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Amechra

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Re: Best martial anti-caster build?
« Reply #52 on: January 29, 2011, 01:22:26 PM »
I have to suggest Divine Defiance. But only against Divine Casters.

Vs. a caster, well... Psibond Agent.

Wait, don't look at me like that, I can explain!

The class features aren't
a. Noticeable (iirc)
b. Mind-Affecting

Alternatively, somehow getting Vecna-Blooded (but that would break Endarire's '3 levels or less in a casting class', unless we took us some Ur-Priest. Then I think we would qualify.) along with Spellthief.

They don't know where you are...
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Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

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X-Codes

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Re: Best martial anti-caster build?
« Reply #53 on: January 29, 2011, 03:00:17 PM »
Sadly, Dragon Wings won't get you close to the 60' fly speed a Wizard typically has.  If they go with a Phantom Steed instead of a vanilla Fly spell, then they'll have 240' with at least good maneuverability.
All you have to do is take the 'quick' trait to add 10 to your base movement and make it 40. The improved dragon iwngs feat (or one of the even more improved feats) lets you quadruple your speed for the same amount of time you can run. So long as you can automatically succeed on constitution checks for a long time, you can fly at 160' per round. If you can increase your base enough...
You fail to understand that the Wizard's mount has a fly speed of 240'.  Not that it moves 240' per round, it has a fly speed of 240'.  Even if he just double-moves, he's way too fast for you to catch up to without something like a Pegasus or Dragon mount.

That said, there is one correction I need to make: the maneuverability of the mount is average, not good.  That said, it can still Air Walk to maneuver better for the purpose of turning.

Cephid Arcanis

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Re: Best martial anti-caster build?
« Reply #54 on: January 30, 2011, 08:14:48 AM »
I think the best way to take out a caster with a non caster is for the caster to never see you coming.

I agree. It depends how people interpret spells thou. I always ask: "how much does contingency know?" It should (in my opinion) only know what the caster knows i.e. it responds to situations that arise. e.g. "When I'm attacked casty teleport" only works if you are aware of the attack.
Also, the inediate action teleport from focused conjurer is the most crazy broken ability I know of. Really, auto ban it for sure.

So use heaps of stealth, high initiative, mage slayer/pierce magical concealment/protection,

Then hunters mercy+many shot+poisioned bane arrow possibly with sneak attack damage.
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The_Mad_Linguist

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Re: Best martial anti-caster build?
« Reply #55 on: January 30, 2011, 08:37:59 AM »
You can pick up immediate action teleports from the DotU shadow cloak for under 6k.
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SorO_Lost

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Re: Best martial anti-caster build?
« Reply #56 on: January 30, 2011, 07:11:04 PM »
You fail to understand that the Wizard's mount has a fly speed of 240'.  Not that it moves 240' per round, it has a fly speed of 240'.  Even if he just double-moves, he's way too fast for you to catch up to without something like a Pegasus or Dragon mount.
Quick point you keep ignoring too. Nowhere in the spell is it stated the horse-like creatures is trained-like for war-like, DC 20-like ride check kthx-like.

Also, my example did use a dragon, if both double moved a base land speed of 40 is all that is needed to make up the difference. Gee, I wonder how hard that is to do? And finally, stop playing games on forums and chat rooms and play on the table top where you have this wonderful invention of a map. Or idk, start playing D&D instead of post random things read from the SRD and other forums?

Idea. Next time you try to one up someone's comment with your personal choice in tactics. At least put forth effort to learn why the general view upholds it at a higher esteem than your own idea (los, ride check, dies-in-one-hit). Just mention the idea for consideration as an idea to consider and leave it at that.

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That cloak, while made of epic win, does have one loop hole you can exploit. You must see the point you are teleporting to clearly which would oppose the idea of concealment. Food for thought if your DM throws it at you on a mod.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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Solo

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Re: Best martial anti-caster build?
« Reply #57 on: January 30, 2011, 07:48:48 PM »
Quote
Quick point you keep ignoring too. Nowhere in the spell is it stated the horse-like creatures is trained-like for war-like, DC 20-like ride check kthx-like.
Please explain to me, in 100 words or less, why a quasi-real horselike creature would be sentient enough to require training for war?

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The_Mad_Linguist

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Re: Best martial anti-caster build?
« Reply #58 on: January 30, 2011, 08:05:56 PM »
Quote
Quick point you keep ignoring too. Nowhere in the spell is it stated the horse-like creatures is trained-like for war-like, DC 20-like ride check kthx-like.
Please explain to me, in 100 words or less, why a quasi-real horselike creature would be sentient enough to require training for war?
Please explain to me, in 100 words or less, where it implies that the quasi-real horselike creature would come with a set of instincts and training different than that of a normal horse in just such a manner as to render it perfect for combat, when the spell implies no such thing.
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Re: Best martial anti-caster build?
« Reply #59 on: January 30, 2011, 08:52:09 PM »
Readied action: magic missile.

Oh, look.  You're suddenly sitting on thin air.
Two things:

1) One magic missile spell usually won't kill a Phantom Steed spell of equal or higher CL unless it's a Shadow Phantom Steed.  The exceptions are at levels 9 and 10, where the average damage exceeds the mount's HP.  Since Magic Missile has a very strong tendency to deal average damage, that's 2 out of 15 non-epic levels where both Phantom Steed and Magic Missile are in play that Magic Missile will tend to kill it.  All other levels, it has an equally strong tendency to not do jack.

2) Readied actions are standard actions, and every standard action a Wizard forces you to take to not kill him can be taken advantage of by said Wizard in one way or another.  As such, regardless of the mount's terrible HP, HP damage is still quite possibly the worst way to deal with it.  Much better to go with a readied action to cast Solid Fog or something like that.

You fail to understand that the Wizard's mount has a fly speed of 240'.  Not that it moves 240' per round, it has a fly speed of 240'.  Even if he just double-moves, he's way too fast for you to catch up to without something like a Pegasus or Dragon mount.
Quick point you keep ignoring too. Nowhere in the spell is it stated the horse-like creatures is trained-like for war-like, DC 20-like ride check kthx-like.

Also, my example did use a dragon, if both double moved a base land speed of 40 is all that is needed to make up the difference. Gee, I wonder how hard that is to do? And finally, stop playing games on forums and chat rooms and play on the table top where you have this wonderful invention of a map. Or idk, start playing D&D instead of post random things read from the SRD and other forums?

Idea. Next time you try to one up someone's comment with your personal choice in tactics. At least put forth effort to learn why the general view upholds it at a higher esteem than your own idea (los, ride check, dies-in-one-hit). Just mention the idea for consideration as an idea to consider and leave it at that.
Solo pointed out the fallacy in your inane valley-girl impersonation, so I'll skip that.

Yes, your example used a DRAGON.  Sure, there are ways to get loyal Dragon cohorts, but if we're suddenly bringing in cohorts then what's keeping the wizard from not opening a gate to hell right under your ass?  As for table tops, I really don't see what that has to do with anything.  Yes, conditions in-game could allow for a Wizard to be royally screwed.  You fail to realize that they could also allow for whatever martial anti-caster to be screwed as well.

Finally, my "personal choice in tactics" was the Fly spell.  You know, the spell that everyone says every wizard should have up all the time from level 5 onwards (however the hell that's possible).  Fly spell tends to out-perform the Dragon Wings feat.  I mentioned the Phantom Steed as a possible worst-case-scenario where the Wizard is just so obnoxiously fast that you can't hope to catch them by natural flight alone.

Quote
Quick point you keep ignoring too. Nowhere in the spell is it stated the horse-like creatures is trained-like for war-like, DC 20-like ride check kthx-like.
Please explain to me, in 100 words or less, why a quasi-real horselike creature would be sentient enough to require training for war?
Please explain to me, in 100 words or less, where it implies that the quasi-real horselike creature would come with a set of instincts and training different than that of a normal horse in just such a manner as to render it perfect for combat, when the spell implies no such thing.
Assume you're right, and you need to make a DC 20 Ride check to ride a Phantom Steed in combat.  What about a DC 20 Ride check makes it a task that is anything but inconsequential to a mid-to-high-level Wizard?  Skill checks don't even have critical failures that attack rolls do, so once you hit a +19 modifier to ride, you're set; you can't lose, period.

I think it's about time we get back to the original reason for me bringing up Phantom Steed in the first place: you can't out-fly a Wizard while you yourself are stuck in your own AMF.  Can you do so with full use of magic items and supernatural abilities?  In some way, yes.  At the very least you can match them.