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kaaskeizer
2013-02-02, 09:43 AM
so.... ive been looking for ways to make characters as immune to damage., and this has been quite a journey....
a spellcasting half iron golem is fun, until you run out of fire or repair spells

(Immune to spells, spell-like abilities, & supernatural effects except
- Electricity effects the creature as a Slow spell for 3 rounds.
- Fire effects heals the creature 1hp per 3 damage & breaks any
Slow effect. immunity to criticals, sneak attacks, massive damage, level drain, ability drain, has DR15 / adamantine... etc...)

and there is always a way to give that undead that one extra boost with a feat or a template...

note, both options given above allow you to (in most cases) skip; eating, resting, diseases, poisons, breathing and going to the toilet (or all that other wacky stuff living characters do)

FINALLY! the quest(ion)... what would be the easiest way to get as many immunities as possible? and what ECL would that character have?
fun fun ^^ help me puzzle =D

-kaaskeizer

p.s. i love survival

JeminiZero
2013-02-02, 10:11 AM
My Emerald Legion (http://www.giantitp.com/forums/showthread.php?t=101587) is a bit old, but does outline the sort of things that you should try to gain immunity to (although its a custom-bred LA - monster, so its not actually PC usable)

The easiest way to have as many immunities as possible? Easy. Necropolitan, doable at ECL 3, for the cost of 3000 XP. If you are allowed LA buyoff, you can try and take Evolve Undead +1 which grants fast healing (and takes care of whatever healing problems an undead would normally have), and then buy that off for another 3,000 XP. This is probably best done if you are starting off at ECL ~7, as it means you lose just 6000 XP or, 1 level.

But Undeath is not fool proof. You still have to contend with things like object-affecting Fort saves (Disintegrate, Glass Strike), Slaying Arrows, Turn Undead etc.

Other than that, favorite PrCs for getting a boatload of immunities are: Warforged Juggernaut (Eberron), Bone Knight (from Five Nations) and Dweomerkeeper (does not grant immunities, but lets you DMM persist undispellable supernatural spells that grant them). In particular, Bone Knight can be combined (http://www.giantitp.com/forums/showpost.php?p=9774481&postcount=13) with Dweomerkeeper, as they can both ride off Divine spellcasting.

Addi
2013-02-02, 10:12 AM
The Emerald Legionnaire might give you some ideas:

http://www.giantitp.com/forums/showpost.php?p=5689601&postcount=80

and its creating process:
http://www.giantitp.com/forums/showthread.php?t=101587

Edit: Ninja'd by the creator...

kaaskeizer
2013-02-02, 10:51 AM
My Emerald Legion (http://www.giantitp.com/forums/showthread.php?t=101587) is a bit old, but does outline the sort of things that you should try to gain immunity to (although its a custom-bred LA - monster, so its not actually PC usable)


But Undeath is not fool proof. You still have to contend with things like object-affecting Fort saves (Disintegrate, Glass Strike), Slaying Arrows, Turn Undead etc.


im looking for ways that i can trace back in the books or dragon magazines sadly...
also, object-affecting Fort saves are just the reason i stopped building undead... =P
unless someone knows a way to work around this problem =P

Psyren
2013-02-02, 11:25 AM
im looking for ways that i can trace back in the books or dragon magazines sadly...
also, object-affecting Fort saves are just the reason i stopped building undead... =P
unless someone knows a way to work around this problem =P

There aren't too many of these, and they tend to be subject to SR, are rays, or both. In addition, you can simply buff your HP and fort save.

The (much more dangerous) list of stuff being undead protects you from is worth a small weakness like this one, imo.

Glimbur
2013-02-02, 11:30 AM
There aren't too many of these, and they tend to be subject to SR, are rays, or both. In addition, you can simply buff your HP and fort save.

The (much more dangerous) list of stuff being undead protects you from is worth a small weakness like this one, imo.

The bigger problem with being undead is that Turn Undead offers no save. With Greater Turning, you can just die.

JeminiZero
2013-02-02, 11:38 AM
im looking for ways that i can trace back in the books or dragon magazines sadly...
also, object-affecting Fort saves are just the reason i stopped building undead... =P
unless someone knows a way to work around this problem =P

Not to my knowledge. A few things do grant immunity to object Fort (E.g. Deity "Always Maximize Roll" ability, and the Aleax) but none of these are normally player obtainable (sort of some ice-assassin cheese).

The closest-to-practical-way is simply to boost your Fort Save sky high. E.g. Use Mind over Body, grab that feat which lets you take 10 on Concentration checks, buy gear that boosts Concentration skill.

The closest-to-foolproof-way involves walking around in an AMF (since such Fort saves are usually Spells, SLAs or Su), which raises a seperate set of problems. A similar alternative is to become a Demi-lich (http://www.d20srd.org/srd/epic/monsters/demilich.htm) and obtain outright Magic Immunity (but you lose your Con score and cannot use Delay Death or Regen).

Slightly less crazy way is to get Spell Immunity (effectively infinite SR), which blocks Spells and SLA SR:Yes effects, but not Su (such as Beholder's disintegrate eye rays). But this is again, rather difficult to obtain. Only way that I'm aware off to do this (outside from Shapechange cheese) is be Warforged and cast Golem Immunity.

Psyren
2013-02-02, 11:39 AM
The bigger problem with being undead is that Turn Undead offers no save. With Greater Turning, you can just die.

Point, but you can get Turning resistance from feats, spells and items. There are also more universal defenses - protecting yourself from supernatural abilities, using cover, breaking line of effect, staying more than 60 ft away etc. Finally, you can debuff the offending cleric, hurting their charisma or ETL.

subject42
2013-02-02, 12:03 PM
The most absurd bit of immunity charop I've ever seen was the Twice-Betrayer of Shar (http://community.wizards.com/go/thread/view/75882/19871166/New_Build_and_Challenge:_The_Twice-Betrayer_of_Shar). You could probably mine that for ideas if you don't mind having books thrown at you.

Psyren
2013-02-02, 12:12 PM
One of my personal favorites is the Psionic Dreadnought (see the psionic tricks handbook for details.) It comes online fairly late, but it can also be added to a wide variety of builds.

Jack_Simth
2013-02-02, 12:31 PM
FINALLY! the quest(ion)... what would be the easiest way to get as many immunities as possible? and what ECL would that character have?
fun fun ^^ help me puzzle =D
Here's an option (with a few variants) that leaves you completely immune to everything except for one creature that exists solely in your own imagination:

Variant 1:
Wyrmling Phaerimm (Lost Empires of Faerun, LA+2; 1 racial hit die, but that goes away when you take class levels) Sorcerer-7, with cross-class ranks in Use Magic Device (although a one level dip in any divine spellcasting class negates the need for UMD - you still need at least 7 Sorcerer levels, though). Phaerimm cast as sorcerers of their own hit dice, as spell-like abilities, which explicitly stacks with Sorcerer casting. So you cast as a Sorcerer-14, and (thanks to the Monster Manual entry on spell-like abilities), all your spells are standard actions to cast... and none of them cost XP or GP for anything. Take Simulacrum as your one 7th level spell known, and get a Strand of Prayer Beads that has a Bead of Karma (you'll need to UMD it; you'll need a caster level of at least 17).

Variant 2: Cleric-7/Dweomerkeeper (Complete Divine Web Enhancement)-10 (you can either do this as a 17th level build by taking one of the numerous feats to grant a tiny amount of arcane casting, or an 18th level build by a 1-level dip in any arcane spellcasting class prior to Dweomerkeeper; you can also do this with non-Cleric classes, but the big key is getting Miracle as a Divine caster along with Dweomerkeeper).

Variant 3: Cleric-1/Wizard-7/Dweomerkeeper (Complete Divine Web Enhancement)-10. Make sure to take Wish as a spell known (you'll be casting it)

All three variants work the same basic way: You find a way to get a Simulacrum (http://www.d20srd.org/srd/spells/simulacrum.htm) of a creature without needing the material component of a piece of the creature to be duplicated (the lack of verbal, somatic, Focus, XP, and expensive material components are just a bonus). You obtain a Power Stone (http://www.d20srd.org/srd/psionic/items/powerStones.htm) of True Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitchTrue.htm) (buy it, steal it, cheese it out of Wish, whatever; when you're done, you don't need to worry about repercussions anymore), and use your no-component Simulacrum (either no-component Simulacrum done directly via Variant 1, or no-component via Supernatural Spell(Wish/Miracle(Simulacrum)) by variant 2 or 3) to create a copy of an Aleax (Book of Exalted Deeds, page 158) of an Elan (http://www.d20srd.org/srd/psionic/psionicRaces.htm#elans) Psion (http://www.d20srd.org/srd/psionic/classes/psion.htm) (Telepath (http://www.d20srd.org/srd/psionic/powerList.htm#telepathTelepathyDisciplinePowers))-34 (note: This telepath needs to have at least 34 hit dice, or twice as many levels as you do, whichever is greater; 34 is the minimum to do this safely with Variant 1; variant 3 requires 36, and variant 2 requires either 34 or 36 depending on your method for getting Arcane casting). That produces an Aleax (template is not dependant on hit dice) Psion(Telepath)-17 (or 18), capable of using that True Mind Switch power stone of yours on you. You then give it an order: It is to personally use the Power Stone of True Mind Switch on you, and then never under any circumstances attempt to give its old body any orders.

You then voluntarily fail your save vs. the True Mind Switch.

True Mind Switch is Instant (and thus, can't be undone), and leaves you with the Ex abilities and Ex special qualities of the new body (also the physical ability scores of the new body, but those are irrelevant for our purposes) while leaving you with your own pre-swap HP, class levels (and anything derived from them), skills, feats, spell-like abilities, and supernatural abilities. The important bit that you get from this is the Aleax's Singular Enemy Ex special quality, which leaves you only vulnerable to the dedicated target of the Aleax (the original Elan Psion-34 you're copying), with the caveat that the Psion-34 your copied an aleax of doesn't actually exist. Outright invulnerability, per RAW, as early as ECL 9, using only 3.5 WotC sources, without pun-pun shenanigans (being an Elan is just so you no longer have a maximum age).

This is not without some very real costs. It's an open question what your LA is after the switch, though; your level adjustment is neither specified as something you keep from your original form, nor as something you get from the new body... and the Aleax does not have a level adjustment, so you might find you're no longer able to advance due to being off the XP tables. It might not matter, though; you could potentially inherit the Simulacrum's inability to improve. And, of course, if something *does* manage to hurt you via DM fiat (or some obscure method to bypass arbitrary immunities), you can't heal on your own or by spell anymore (it requires an expensive ritual).

Gavinfoxx
2013-02-02, 01:21 PM
Why don't you look at Team Solar for ideas?

http://www.giantitp.com/forums/showthread.php?t=188138

That and Emerald Legion should get you pretty much set.

Jack_Simth
2013-02-02, 01:43 PM
Here's an option (with a few variants) that leaves you completely immune to everything except for one creature that exists solely in your own imagination:

Variant 1:
Wyrmling Phaerimm (Lost Empires of Faerun, LA+2; 1 racial hit die, but that goes away when you take class levels) Sorcerer-7, with cross-class ranks in Use Magic Device (although a one level dip in any divine spellcasting class negates the need for UMD - you still need at least 7 Sorcerer levels, though). Phaerimm cast as sorcerers of their own hit dice, as spell-like abilities, which explicitly stacks with Sorcerer casting. So you cast as a Sorcerer-14, and (thanks to the Monster Manual entry on spell-like abilities), all your spells are standard actions to cast... and none of them cost XP or GP for anything. Take Simulacrum as your one 7th level spell known, and get a Strand of Prayer Beads that has a Bead of Karma (you'll need to UMD it; you'll need a caster level of at least 17).

Variant 2: Cleric-7/Dweomerkeeper (Complete Divine Web Enhancement)-10 (you can either do this as a 17th level build by taking one of the numerous feats to grant a tiny amount of arcane casting, or an 18th level build by a 1-level dip in any arcane spellcasting class prior to Dweomerkeeper; you can also do this with non-Cleric classes, but the big key is getting Miracle as a Divine caster along with Dweomerkeeper).

Variant 3: Cleric-1/Wizard-7/Dweomerkeeper (Complete Divine Web Enhancement)-10. Make sure to take Wish as a spell known (you'll be casting it)

All three variants work the same basic way: You find a way to get a Simulacrum (http://www.d20srd.org/srd/spells/simulacrum.htm) of a creature without needing the material component of a piece of the creature to be duplicated (the lack of verbal, somatic, Focus, XP, and expensive material components are just a bonus). You obtain a Power Stone (http://www.d20srd.org/srd/psionic/items/powerStones.htm) of True Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitchTrue.htm) (buy it, steal it, cheese it out of Wish, whatever; when you're done, you don't need to worry about repercussions anymore), and use your no-component Simulacrum (either no-component Simulacrum done directly via Variant 1, or no-component via Supernatural Spell(Wish/Miracle(Simulacrum)) by variant 2 or 3) to create a copy of an Aleax (Book of Exalted Deeds, page 158) of an Elan (http://www.d20srd.org/srd/psionic/psionicRaces.htm#elans) Psion (http://www.d20srd.org/srd/psionic/classes/psion.htm) (Telepath (http://www.d20srd.org/srd/psionic/powerList.htm#telepathTelepathyDisciplinePowers))-34 (note: This telepath needs to have at least 34 hit dice, or twice as many levels as you do, whichever is greater; 34 is the minimum to do this safely with Variant 1; variant 3 requires 36, and variant 2 requires either 34 or 36 depending on your method for getting Arcane casting). That produces an Aleax (template is not dependant on hit dice) Psion(Telepath)-17 (or 18), capable of using that True Mind Switch power stone of yours on you. You then give it an order: It is to personally use the Power Stone of True Mind Switch on you, and then never under any circumstances attempt to give its old body any orders.

You then voluntarily fail your save vs. the True Mind Switch.

True Mind Switch is Instant (and thus, can't be undone), and leaves you with the Ex abilities and Ex special qualities of the new body (also the physical ability scores of the new body, but those are irrelevant for our purposes) while leaving you with your own pre-swap HP, class levels (and anything derived from them), skills, feats, spell-like abilities, and supernatural abilities. The important bit that you get from this is the Aleax's Singular Enemy Ex special quality, which leaves you only vulnerable to the dedicated target of the Aleax (the original Elan Psion-34 you're copying), with the caveat that the Psion-34 your copied an aleax of doesn't actually exist. Outright invulnerability, per RAW, as early as ECL 9, using only 3.5 WotC sources, without pun-pun shenanigans (being an Elan is just so you no longer have a maximum age).

This is not without some very real costs. It's an open question what your LA is after the switch, though; your level adjustment is neither specified as something you keep from your original form, nor as something you get from the new body... and the Aleax does not have a level adjustment, so you might find you're no longer able to advance due to being off the XP tables. It might not matter, though; you could potentially inherit the Simulacrum's inability to improve. And, of course, if something *does* manage to hurt you via DM fiat (or some obscure method to bypass arbitrary immunities), you can't heal on your own or by spell anymore (it requires an expensive ritual).

Correction: This leaves you immune to attack from anything other than one creature that exists only in your own imagination. Non-attack hazards (such as a forest fire, natural lava, or the damage from being on the Plane of Fire) can still hurt you. Likewise, buffs that have associated costs can still hurt you.

Phelix-Mu
2013-02-02, 01:46 PM
If somebody moved the elan psion's mind out of the body that you put it in, the original body, doesn't that become a problem? Not an expert on what you are trying, but the aleax elan's original body is the simularcrum? Then the character moves into the simulacrum? Very elaborate. Way beyond my ability to critique this.

If it were me, I'd try to be a creature that is one type with good immunities that then has traits belonging to another creature type. Similar to how some undead have outsider traits or such. Elemental is always fun to play with, and not half so hard to get. Perhaps something like necromental or taint elemental. Ooze immunities are also nice.

I think Cancer Mage silliness is well-covered.

Avoiding effects is usually much easier in practice than on paper. Evade line of effect, stay out of range, optimize saves, immediate action cheats, these all work out a good portion of the time. Worried about unexpected ambush by optimized wizards? Make a policy of being friendly with wizards, and never travel alone. Contingent something or other and Elminster's evasion are powerful tools.

Gavinfoxx
2013-02-02, 01:53 PM
Yea, if you want to survive, Craft Contingent Spell -- if not on you, on someone to help with the crafting of a bunch -- is very very useful!

Jack_Simth
2013-02-02, 01:54 PM
If somebody moved the elan psion's mind out of the body that you put it in, the original body, doesn't that become a problem? Not an expert on what you are trying, but the aleax elan's original body is the simularcrum? Then the character moves into the simulacrum? Very elaborate. Way beyond my ability to critique this.
Well, your simulacrum is immune to anything that you do to it, so you have it do something to you that gives you the immunity that it has.

Telling the beast to never give 'you' any orders is really just contingency planning; it's unclear if the "your absolute control at all times" clause follows the body or the mind. If it follows the mind, you're set; if it follows the body, you've got a slight flaw due to your original form. If you're particularly concerned, you can order it to kill itself after the swap, and just soak the lost level.

Oh, another method: Master Transmorgifist PrC. Sorcerer-10/Master Transmorgifist-10: Infinite Variety capstone. Use Shapechange to turn into a Zodar (Fiend Folio, a 3.0 book) for it's Invulnerability special quality, and use the Infinite Variety capstone to nab the Bludgeoning Immunity from the Ocean Giant (Monster Manual... II, I think, also 3.0). Alternately, use Shapechange to turn into the Ocean Giant, and use Infinite Variety to grab the Zodar's Invulnerability (this second one can potentially be done with Polymorph Any Object for a much longer duration, if you find a way to bypass the caster level cap, such as with Reserves of Strength). That *does* give you outright invulnerability to everything.

Story
2013-02-02, 01:55 PM
You can become immune to mundane damage through the classic Troll Blooded Warforged Juggernaut. For extra protection, you can try to add Fire and Acid immunity, but the easiest ways for that cost LA, and you'd still be open to magic.

To get more immunities, you generally need a lot of cheese. You can see the Ikea Tarrasque thread for ideas.

Suddo
2013-02-02, 03:06 PM
I made a blog just to post this so I would not forget. (http://ratoutofthebag.blogspot.com/2012/03/becoming-immune-to-conventional-damage.html)Its in about 14 levels (including LA and class levels), and you have to have flaws. This is just for damage immunity to other things may not be included.

Edit: Wow someone above me (I didn't read the thread before posting) beat me to the punch. Damn.

You can easily optimize this build by dropping one of the templates (probably Fire Soul) and take wizard levels and elemental savant to 10 to get immunity to fire or acid. The only reason I take fighter is Full BAB as 5 BAB is a prereq for Juggernaut.

Story
2013-02-02, 03:51 PM
Why on earth would you use Half Black Dragon and Firesouled? The templates in Savage Species get you fire and earth subtypes for +1LA each. And even Saint gives you acid immunity at +2LA, though it does have annoying RP requirements.

Anthrowhale
2013-02-02, 09:30 PM
W.r.t. the Half Iron Golem, D&D 3.0 Magic Immunity was replaced by D&D 3.5 Immunity to Magic, which differs in the sense that Su effects penetrate it.

You might want to take a look at the ExFighter (http://www.giantitp.com/forums/showthread.php?t=265730). The base build is much tougher than Emerald Legion, so it's probably far to strong for a typical campaign. But, the defenses and esoteric attack forms might give you some ideas.

Santra
2013-02-02, 10:10 PM
Well 10 levels of Bone Knight (http://dndtools.eu/classes/bone-knight/) gives you immunity to stunning attacks, nonlethal damage, critical hits, sneak attacks, poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage.

JaronK
2013-02-02, 10:27 PM
My favorite is the Learnean Lumi (MMII and Manual of the Planes, I think?). You can't be killed by anything except Disintegrate. And there are ways to become immune to that. You also can't be blinded, and even getting warped to the Positive Energy Plane can't hurt you. You start with IIRC 4 racial HD and you're ECL 10. Throw in some Warblade for Iron Heart Surge and you nearly can't be stopped.

JaronK

Baron Corm
2013-02-02, 11:14 PM
War troll is actually a playable monster at ECL 18. Saint is a +2 template. War trolls, unlike Troll-Bloodeds, are only weak to acid damage. There is no Searing Spell version of acid damage. So basically if you devote your entire build to these two simple things you have it. It leaves you as a pretty decent character regardless, with your +20 base Strength. No Dragon Magazine is also a plus.

For just straight immunities to things though, especially non-damaging things, warforged juggernaut is really the way to go. Get the right magic items with it and very little other than damage will be able to stop you.

Tr011
2013-02-03, 01:44 AM
EDIT: JaronK mentioned it. But it's from MM3 (Lumi) and SS (the Multiheaded part).

Carth
2013-02-03, 02:26 AM
Anything that wants to claim to be a survival build needs to become immune to polymorphing. Otherwise supernatural PAO, or miracle mimicking baleful polymorph, can just change them into something without all the nifty immunities their natural form enjoys, and be killed before being able to take the standard action the shapechanger subtype affords to get back to their natural form. Spellblades are too easily sundered to be a reliable defense against this.

Quiddle
2013-02-04, 01:24 AM
Better even than the emerald legion have a look at Monty (http://web.archive.org/web/20070325230455/boards1.wizards.com/showthread.php?t=690806) and the terminator (http://community.wizards.com/go/thread/view/75882/19861610/TGs_Pun-Pun_Challenger:_34;The_Terminator34;_%28Finalized% 29).

Greenish
2013-02-04, 01:50 AM
My favorite is the Learnean Lumi (MMII and Manual of the Planes, I think?). You can't be killed by anything except Disintegrate. And there are ways to become immune to that. You also can't be blinded, and even getting warped to the Positive Energy Plane can't hurt you.You also can't be beheaded. :smalltongue:

Squirrel_Dude
2013-02-04, 01:53 AM
From Pathfinder:

A friend built a Kobold Swarm Lich (Inquisitor 20) that was immune to evocation spells. Thing could do damage, but it was impossible to kill.

TuggyNE
2013-02-04, 02:33 AM
From Pathfinder:

A friend built a Kobold Swarm Lich (Inquisitor 20) that was immune to evocation spells. Thing could do damage, but it was impossible to kill.

Well, nothing is really impossible to kill, just extremely difficult. :smalltongue:

Suddo
2013-02-04, 02:47 AM
Why on earth would you use Half Black Dragon and Firesouled? The templates in Savage Species get you fire and earth subtypes for +1LA each. And even Saint gives you acid immunity at +2LA, though it does have annoying RP requirements.

I never really looked through SS because I knew how much broken stuff was in there. I'll take a look at it when I get a chance, don't have that book out. Do you happen to know what they are called and do they give any other benefit?

Hanuman
2013-02-04, 03:13 AM
saint template (boed), op's current build in addition would be good

Squirrel_Dude
2013-02-04, 04:32 AM
Well, nothing is really impossible to kill, just extremely difficult. :smalltongue:We honestly didn't have any way to beat it on hand.

- Weapon attacks don't work.
- Blasty spells don't work because it was outright immune to any spell from the evocation school
- Stupidly high wills saves + stalwart means that healing spells and positive energy will have little to no effect.
- Most Debuffs won't work because A) swarm and B) undead
- As a Lich: immunity to cold and electric damage
- As an Inquisitor: up to 14 energy resistance in an energy type of their choosing (I think it was acid)
- It probably had some form of evasion on because at high levels everything does, so most things that allowed a reflex save wouldn't affect it.

We found it hilarious, to be honest.

Psyren
2013-02-04, 05:37 AM
There are blasty conjurations, e.g. Acidic Spray/Acid Fog. Most supernatural abilities bypass immunity as well, such as an Alchemist's bombs or dragon breath.

You can also summon something with a SLA or Su area attack.

Story
2013-02-04, 10:14 AM
I never really looked through SS because I knew how much broken stuff was in there. I'll take a look at it when I get a chance, don't have that book out. Do you happen to know what they are called and do they give any other benefit?

Ritual of the Elements, page 148

You get an elemental or energy subtype, giving you immunity to that type of damage, and making you take double from the opposed type.

It costs 36k gp and 1440XP, in addition to LA+1


We honestly didn't have any way to beat it on hand.

Weapon attacks don't work.
Blasty spells don't work because it was outright immune to any spell from the evocation school
Stupidly high wills saves + stalwart means that healing spells and positive energy will have little to no effect.
Most Debuffs won't work because A) swarm and B) undead


We found it hilarious, to be honest.

When in doubt, there's always massively CL boosted (Su) Holy Words. Of course I'm not sure you can pull the same tricks in Pathfinder.

Person_Man
2013-02-04, 10:32 AM
Things you might want to consider, most of which are not theoretical optimization:

Starmantle Cloak Immunity to non-magical weapons, and DC 15 Reflex Save to take half damage from magic weapons. Thus, if you have Evasion, you basically never take damage from weapons. (Unless someone Sunders the Cloak, or you're in an anti-magic field). BoED pg 116, 132,000 gp.

Tabard of Valor: When reduced to 50% hit points or less, you gain Mettle. If you already have Mettle, you gain Improved Mettle (which works just like Improved Evasion, but for Will and Fort Saves). Thus even if you fail a Will or Fort Save, you only take the "partial" effect, which is NOTHING for 90% of Will and Fort Saves. 16,000 gp, Complete Champion pg 142.

Incarnte or Necrocarnate: Vitality Belt soulmeld gives you meldshaper level * essentia invested bonus hit points (basically 40-120ish hit points, depending on your level and how much you invest in it). In addition, the Heart of Incarnum Feat gives you bonus hit points equal to your essentia pool. For a Necrocarnate, that's basically = 5-10ish + the number of recently dead creatures that you've come across in the past 24 hours. (Basically every living creature anyone in your party has killed. Or if you want to pour boiling water on an ant hill...) Spellward Shirt soulmeld with a Feat and a couple of magic items can give you Spell Resistance = Level + 20ish. And Wind Cloak soulmeld bound to your Shoulders chakra basically makes you immune to most ranged attacks.

Winged Warrior Feat: As a Move Action you can create a hemisphere of concealment (for those in the cloud) and total concealment (for those trying to look into the cloud) around you. Cast a Standard Action spell, use Mobile Spellcasting Feat to move away from your enemies, and then use your Move Action to activate this feat and prevent counter attack.
Races of the Wild pg 153.

Mole builds: Find a method of becoming Incorporeal or Ethereal when you move. Get natural flight with a high movement speed and the Flyby Attack feat. Move, use a Standard Action spell or ability, and they Move again through a wall or ceiling or floor or whatever, where your enemies can't target you. You should also try and get tremorsense or mindsight, so you always know where enemies are located.

Suddo
2013-02-04, 02:40 PM
Ritual of the Elements, page 148

You get an elemental or energy subtype, giving you immunity to that type of damage, and making you take double from the opposed type.

It costs 36k gp and 1440XP, in addition to LA+1

So you can only get 1 of the immunities though right or am I forgetting how types work can you be Fire(Earth) type and have immunities to both?

Story
2013-02-04, 05:57 PM
They're subtypes, so there's no reason you can't have both.

kaaskeizer
2013-02-04, 09:12 PM
are there any good ways to give a half iron golem regeneration??
a lot of immunity's from the start..
maybe get a couple of clockwork menders (MM4 p31) to fly around you. also any repair spells you know of? (i dont know what mending does to constructs, but it's an easy spell to get)

MM 2 p 210:

half iron golem gets this lovely breath attack
Breath Weapon (Su): As a free action, an iron half-golem can emit a cloud of poisonous gas from its limbs in a 10-foot cone directly in front of it. The cloud lasts 1 round, and the limbs can emit another cloud every 1d4+1 rounds. The initial damage is 1d4 points of Constitution damage, and the secondary damage is death. A Fortitude save (DC 10+ 1/2 the iron halfgolem’s Hit Dice + the iron half-golem’s Constitution modifier) negates both effects.

AC: A half-golem replaces any natural armor bonus it may have had with a new natural armor (+11 for iron golem)
Damage Reduction: 25/+2
Abilities: Half-golems have –2 Dex, +4 Con (or no Con upon a failed Will save), –6 Int, +0 Wis, and –6 Cha. Strength varies by type (Strength + 12 for iron golem)
Construct Traits: A halfgolem is immune to mind affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair.
A half-golem has darkvision (60-foot range).
Magic Immunity (Ex): Half-golems completely resist all magical and supernatural effects, except as noted in the appropriate golem descriptions (see Monster Manual).

downsides;
desintegrate, rust vulnerability &
It cannot be raised or resurrected.