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View Full Version : [3.5]Pseudo-caster Mage Killer?



Thurbane
2012-04-27, 02:59 AM
Using only pseudo casters (i.e. Binder, Warlock, DFA, Shadowcaster, Truenamer, Factotum etc.), possibly mixed with non-casting levels, how would you go about creating a (semi-) effective mage/caster slayer?

For this purpose, "caster" counts as any memorised or spontaneous caster of arcane or divine spells, and also psionics.

Just a thought exercise at the moment...

Cheers - T

Myth
2012-04-27, 06:28 AM
Human+Necropolitan

WF+SLT Barbarian 1/Factotum 4/Horizon Walker 1 (Cavernous)/Sworsage x/Factotum Y

Able Learner
Mageslayer line of feats
Open Least Chakra + Necrocarnum Circlet
UMD a scroll of Celerity

Round 1 you pounce them, activate Whiling Frenzy and you use your Factotumish tricks if needed. Blindsight+Tremorsense+Mageslayer line means if you start first, you're gong to get him. That's assuming a NPC caster and not an optimized Schroedenger Batman.

eggs
2012-04-28, 12:36 PM
I'd expect straight Factotum to be the least bad, but only then because it's basically a spellcaster in disguise. Crank Initiative, take a whole bunch of Fonts of Inspiration, grab wands of staple anticasting spells like Dimension Anchor, Anticipate Teleport, [Lesser/]Celerity (maybe with the Quick Recovery feat, if downright daze immunity is too cheesy) and abuse the action economy to the fullest extent possible.

The Binder might have a chance, but only by abusing the Mindsight/Daze Ray/Summon-spamming online vestige really hard.

To go into third party materials, Villains of Pact Magic has a pretty cool Binder-hunting class called the Templar. It has a slew of magic-fighting SLAs, status effect attack tag-ons, and general defenses like high saves and a couple immunities. And few of the __ of Pact Magic Binder-spinoffs could also work (namely Soul Binder/Unbound Witch/maybe Ravaged Soul); they're generally more flexible with their vestiges than the ToM binder, and their spirits have a bit more versatility than the ones in ToM.

Biffoniacus_Furiou
2012-04-28, 01:42 PM
Does Paladin count? Go Cloistered Cleric 1/ Paladin 4+, get the Inquisition and probably Wrath domains, and swap for Knowledge Devotion (arcana). Use the spontaneous domain casting ACF in PH2 for Wrath. Trade your Paladin turning for Divine Counterspell in CM, and take Divine Defiance from FC2 for which you'll need Practiced Spellcaster or Krau.

Whenever an opponent casts a spell, you can use Divine Defiance to Divine Counterspell as an immediate action. Your dispel check bonus will be your Paladin class level +3 (level -3, +4 for inquisition, +2 for Kn: Arcana ranks), which could go higher if you get items that increase your effective turning level such as an Ephod of Authority.

I'd get max cross-class ranks in UMD for a Wand of Nerveskitter, preferably in a wand chamber, and cast (Lesser Rod of Extended) Sign when you're anticipating an encounter. Maybe even swap the Wrath domain for Magic, to use wands of wizard spells freely, which should include Heart of Water (CM) and Dispel Magic (plus Inquisition).


If you want to go with a Mage Slayer build, I'd start with Whisper Gnome with the Silencing Strike and Extra Silence feats from RoS. Get a source of sneak attack, such as a Spellthief dip which also allows you to use wands of most wizard spells, or Rogue 2+ with the Spell Reflection ACF in CM. Get Darkstalker in LoM and max out Hide and Move Silently. Pick up a greater Collar of Umbral Metamorphosis from ToM asap for Hide in Plain Sight, or even the Shadow Creature template in LoM for Shadow Blend. If a caster can't see you, then they don't have line of sight and can't use targeted spells on you, though area effect spells and touch attacks can still hit you.

Grab a level of Warlock for Devil's Sight. Hire an NPC spellcaster to put a (Heightened, Extended) Deeper Darkness on a small mundane pendant you wear on a chain around your neck. You can put it in your mouth to block the darkness effect, and when it's needed you can 'drop' it as a free action by spitting it out and plunge the room into darkness. Darkness effects can only be overcome by light spells of equal or higher level, so if it's Heightened then your opponent would need to have a Heightened Daylight or similar to overcome it. This is why any mid-level adventurer should look into hiring an NPC spellcaster for a Continual Flame that's Heightened to 9th level, which should only cost 1580 gp per standard NPC spellcasting fees.