Naanomi
2015-05-07, 08:31 PM
Hunting spellcasters effectively was a fun dream to pursue in the 3.X days (when doing anything to stop a tier 1 spellcaster at any appreciable level was a challenge, to say the least). While in this edition casters are not quite the unstoppable forces they once were, it is still an interesting approach to take for a party theme!
What we need:
Stats:
Casters can target a variety of Saves, which makes dump stats extra deadly. While it is hard to build characters with no vulnerabilities, efforts to keep all saves up is a bit more important than in other party concepts
Skills:
Having an expert in Arcana is vital; other knowledge skills for other spell-casters are also important
Someone decent in Athletics to grapple doesn't hurt
Feats:
Alert: any strategy to prevent spellcasting from occurring is going to start with going before them
Mageslayer: the classic 'anti-caster' feat; can be useful both in breaking concentration and providing a little spell defense. Look for ways to boost damage to improve the effects.
Backgrounds:
Acolyte: traditionally mage-hunting is tied to some church or another
Sage: research on unknown magic, ancient liches, hidden demiplanes... all thoughts that might help the witch-hunt
Hermit: the 'discovery' may be tied to some magic (or anti-magic) thing in the world
Roles:
Someone to counter/dispel spells: Counterspell and Dispel Magic both use the same mechanics, and while many spell-casters can do the job, there are two that do it better than others. Abjurationists get a flat bonus to the Ability Checks, which doesn't hurt. However I favor Lore Bards for the role. Bards also get a (reduced) flat bonus to the Ability Check, and Lore Bards can further enhance their own abilities even higher than an Abjurationist (as well as inspiring others' saving throws and other important checks). Lore bards can also take expertise in Arcana to serve as our 'magical expert'
Half-Elf/Lore Bard/Sage
STR 9
DEX 14
CON 13
INT 14
WIS 12
CHA 16
4) +2 Charisma
8) +2 Charisma
12) Lucky
16) Resiliant: Constitution
19) Warcaster
Arcana <-Expertise 3
Investigation <-Expertise 3
Stealth
Perception <Expertise 10
Intimidation <-Expertise 10
History (3)
Nature (3)
Religion (3)
>Common
>Elvish
>Primordeal
>Abyssal
>Fiendish
Spell List: COMING SOON
Someone to survive spells: Surviving spells means being able to handle large amounts of damage in a wide array of damage types, as well as having good saving throws. Barbarians can do the first, Monks can do the second, but Oath of Ancients Paladins do both very well. With Protection fighting style and perhaps Shield Mastery they can also do a passable job at 'tanking' spells for others while they spread their spell-protection aura around
Variant Human/Oath of Ancients Paladin/Knight
STR 16
DEX 8
CON 14
INT 8
WIS 10
CHA 16
1) Shield Master, Protection Combat Style
4) +2 Strength
8) +2 Strength
12) +2 Charisma
16) +2 Charisma
19) Sentinel
Athletics
Persuasion
Perception
Arcana
Insight
>Common
>Halfling
>Gnome
>Dwarf
Someone to stop spellcasting: Stopping spellcasting is tough. Silence can stop some spells, grapple or pin might stop others. Anti-Magic aura has a small radius and is high level. The only reliable tool (besides unconsciousness/death) to stop spellcasting before it happens is Stun, which means Monk. Monks also come equipped with good Saves and maneuverability to get to a distant spell-caster. While all the paths offer some benefits, I like Shadow for this role: stealth is your friend when fighting people who can prepare so well, and it adds Silence to your toolbox at lower levels.
Variant Human/Shadow Monk/Hermit
STR 8
DEX 16
CON 14
INT 10
WIS 16
CHA 8
1) Alert
4) +2 Dexterity
8) +2 Dexterity
12) +2 Wisdom
16) +2 Wisdom
19) Mobile
Acrobatics
Stealth
Perception
Insight
Arcana
> Common
> Celestial
*Herbalism Kit
Someone to break Concentration: Breaking concentration can be vital to witch-hunting. Every caster probably has at least one Concentration spell that is an important part of their tactics. Breaking this concentration requires three things: The Mageslayer Feat, Good Damage, and the ability to actually hit the mage. While several options exist to cover these bases, I chose to pursue an Assassin build: big damage at range, and with the benefit of stealth to get that hit in. Not a bad way to get that 'dead' status effect on their sometimes as well. Going to put a 1 level dip of Fighter in for Martial Weapons (Longbow mostly) and Archery Style, though a rapier will be kept on hand if closing in for melee is possible to further exploit Mageslayer's reaction ability.
Half-Orc/Rogue 1/Fighter 1/Assassin Rogue +18/Acolyte
STR 11
DEX 14
CON 16
INT 10
WIS 12
CHA 12
2) Archery Combat Style
6) Mage Slayer
7) Sharpshooter
9) +2 Dexterity
12) +2 Dexterity
16) +2 Dexterity
19) Alert
Intimidation
Stealth <-Expertise 1
Acrobatics <-Expertise 7
Perception <-Expertise 1
Deception <-Expertise 7
Sleight of Hand
> Common
> Orcish
> Goblin
* Thief's Tools
* Forgery Kit
3* Poisoner's Kit
3* Disguise Kit
Other thoughts:
Actually *finding* spell casters can be tough, they have the resources to hide their lairs well. While nothing apart from research and luck is going to find what demi-plane they might be tucked in, a ranger with the right racial enemies (human, elf, gnome, etc) might be a place to look for extreme tracking skills. Hunter Ranger could potentially replace the assassin build above as the 'ranged mage-slayer'
What we need:
Stats:
Casters can target a variety of Saves, which makes dump stats extra deadly. While it is hard to build characters with no vulnerabilities, efforts to keep all saves up is a bit more important than in other party concepts
Skills:
Having an expert in Arcana is vital; other knowledge skills for other spell-casters are also important
Someone decent in Athletics to grapple doesn't hurt
Feats:
Alert: any strategy to prevent spellcasting from occurring is going to start with going before them
Mageslayer: the classic 'anti-caster' feat; can be useful both in breaking concentration and providing a little spell defense. Look for ways to boost damage to improve the effects.
Backgrounds:
Acolyte: traditionally mage-hunting is tied to some church or another
Sage: research on unknown magic, ancient liches, hidden demiplanes... all thoughts that might help the witch-hunt
Hermit: the 'discovery' may be tied to some magic (or anti-magic) thing in the world
Roles:
Someone to counter/dispel spells: Counterspell and Dispel Magic both use the same mechanics, and while many spell-casters can do the job, there are two that do it better than others. Abjurationists get a flat bonus to the Ability Checks, which doesn't hurt. However I favor Lore Bards for the role. Bards also get a (reduced) flat bonus to the Ability Check, and Lore Bards can further enhance their own abilities even higher than an Abjurationist (as well as inspiring others' saving throws and other important checks). Lore bards can also take expertise in Arcana to serve as our 'magical expert'
Half-Elf/Lore Bard/Sage
STR 9
DEX 14
CON 13
INT 14
WIS 12
CHA 16
4) +2 Charisma
8) +2 Charisma
12) Lucky
16) Resiliant: Constitution
19) Warcaster
Arcana <-Expertise 3
Investigation <-Expertise 3
Stealth
Perception <Expertise 10
Intimidation <-Expertise 10
History (3)
Nature (3)
Religion (3)
>Common
>Elvish
>Primordeal
>Abyssal
>Fiendish
Spell List: COMING SOON
Someone to survive spells: Surviving spells means being able to handle large amounts of damage in a wide array of damage types, as well as having good saving throws. Barbarians can do the first, Monks can do the second, but Oath of Ancients Paladins do both very well. With Protection fighting style and perhaps Shield Mastery they can also do a passable job at 'tanking' spells for others while they spread their spell-protection aura around
Variant Human/Oath of Ancients Paladin/Knight
STR 16
DEX 8
CON 14
INT 8
WIS 10
CHA 16
1) Shield Master, Protection Combat Style
4) +2 Strength
8) +2 Strength
12) +2 Charisma
16) +2 Charisma
19) Sentinel
Athletics
Persuasion
Perception
Arcana
Insight
>Common
>Halfling
>Gnome
>Dwarf
Someone to stop spellcasting: Stopping spellcasting is tough. Silence can stop some spells, grapple or pin might stop others. Anti-Magic aura has a small radius and is high level. The only reliable tool (besides unconsciousness/death) to stop spellcasting before it happens is Stun, which means Monk. Monks also come equipped with good Saves and maneuverability to get to a distant spell-caster. While all the paths offer some benefits, I like Shadow for this role: stealth is your friend when fighting people who can prepare so well, and it adds Silence to your toolbox at lower levels.
Variant Human/Shadow Monk/Hermit
STR 8
DEX 16
CON 14
INT 10
WIS 16
CHA 8
1) Alert
4) +2 Dexterity
8) +2 Dexterity
12) +2 Wisdom
16) +2 Wisdom
19) Mobile
Acrobatics
Stealth
Perception
Insight
Arcana
> Common
> Celestial
*Herbalism Kit
Someone to break Concentration: Breaking concentration can be vital to witch-hunting. Every caster probably has at least one Concentration spell that is an important part of their tactics. Breaking this concentration requires three things: The Mageslayer Feat, Good Damage, and the ability to actually hit the mage. While several options exist to cover these bases, I chose to pursue an Assassin build: big damage at range, and with the benefit of stealth to get that hit in. Not a bad way to get that 'dead' status effect on their sometimes as well. Going to put a 1 level dip of Fighter in for Martial Weapons (Longbow mostly) and Archery Style, though a rapier will be kept on hand if closing in for melee is possible to further exploit Mageslayer's reaction ability.
Half-Orc/Rogue 1/Fighter 1/Assassin Rogue +18/Acolyte
STR 11
DEX 14
CON 16
INT 10
WIS 12
CHA 12
2) Archery Combat Style
6) Mage Slayer
7) Sharpshooter
9) +2 Dexterity
12) +2 Dexterity
16) +2 Dexterity
19) Alert
Intimidation
Stealth <-Expertise 1
Acrobatics <-Expertise 7
Perception <-Expertise 1
Deception <-Expertise 7
Sleight of Hand
> Common
> Orcish
> Goblin
* Thief's Tools
* Forgery Kit
3* Poisoner's Kit
3* Disguise Kit
Other thoughts:
Actually *finding* spell casters can be tough, they have the resources to hide their lairs well. While nothing apart from research and luck is going to find what demi-plane they might be tucked in, a ranger with the right racial enemies (human, elf, gnome, etc) might be a place to look for extreme tracking skills. Hunter Ranger could potentially replace the assassin build above as the 'ranged mage-slayer'