Azoth
2016-07-28, 08:11 AM
Now, I know we have done these threads to death for all editions of D&D and Pathfinder, and I fully accept that in the end the only way to effectively hunt and kill Tier 1 casters is to be a more optimized Tier 1 Caster.
With that disclaimer out of the way, I would like to discuss civilly what it would reasonably take for one to build a "Caster Killer" in Pathfinder. For the sake of the discussion Schrödinger builds are off limits. If you wish to discuss an ability that will completely shut down a method of killing a character, show your work.
A few things I have noticed are necessary:
A reasonable chance of passing any save with a DC between 32 and 36. 19base +13 Ability mod(20base +5 levels +5 Time +6Enhancement=36Int/Wis/Cha) +2-4 Spell Focus +greater Spell Focus+ Spell Perfection= Save DC of 34-36.
A Touch AC of 46+. 10BAB +5 Dex (14 base +6 Enhancement=20) +20 True Strike=+35 To Hit for Rays of Ranged Touch Attack Spells.
A Fly Speed, preferably EX. No high level caster will be on the ground waiting to be hit.
Mind Blank. Divination is the way casters gather information, and a +8 against Mind Affecting goes a long way to keeping you from being a Caster's new pet.
A way to dispel enemy buff spells. Caster's will often times be buffed to the nine's if they know you are coming for them, and they will know you are coming for them. Even being immune to divination doesn't stop Gather Information attempts.
Dimension Anchor or another means to stop extraplanar travel and a way to make it stick. If you can get a shot at them, casters will run as soon as they realize the upper hand is lost.
See Invisibility/True Seeing. Casters love to hide by means of Illusion/Transmutation spells. You need to be able to see them to kill them.
Freedom of Movement. Casters love BFC and this is one of the few "NO buttons" to BFC.
Tactical and long range Teleportation abilities. Wall spells are a thing, as is Forcecage. You have to be able to manuevers around them to keep a caster in sight. Long Range is for when you know you are about to lose and need to beat a hasty retreat of your own.
A high mundane Stealth check, and a means to cloak the magic auras of your buffs/gear. Casters can reasonably be able to detect all magic auras within 120ft of them at all times (Permanent Arcane Sight). This means even if you can get close to them without being noticed due to a high stealth check, your gear will be a beacon glowing brightly to give you away.
With that disclaimer out of the way, I would like to discuss civilly what it would reasonably take for one to build a "Caster Killer" in Pathfinder. For the sake of the discussion Schrödinger builds are off limits. If you wish to discuss an ability that will completely shut down a method of killing a character, show your work.
A few things I have noticed are necessary:
A reasonable chance of passing any save with a DC between 32 and 36. 19base +13 Ability mod(20base +5 levels +5 Time +6Enhancement=36Int/Wis/Cha) +2-4 Spell Focus +greater Spell Focus+ Spell Perfection= Save DC of 34-36.
A Touch AC of 46+. 10BAB +5 Dex (14 base +6 Enhancement=20) +20 True Strike=+35 To Hit for Rays of Ranged Touch Attack Spells.
A Fly Speed, preferably EX. No high level caster will be on the ground waiting to be hit.
Mind Blank. Divination is the way casters gather information, and a +8 against Mind Affecting goes a long way to keeping you from being a Caster's new pet.
A way to dispel enemy buff spells. Caster's will often times be buffed to the nine's if they know you are coming for them, and they will know you are coming for them. Even being immune to divination doesn't stop Gather Information attempts.
Dimension Anchor or another means to stop extraplanar travel and a way to make it stick. If you can get a shot at them, casters will run as soon as they realize the upper hand is lost.
See Invisibility/True Seeing. Casters love to hide by means of Illusion/Transmutation spells. You need to be able to see them to kill them.
Freedom of Movement. Casters love BFC and this is one of the few "NO buttons" to BFC.
Tactical and long range Teleportation abilities. Wall spells are a thing, as is Forcecage. You have to be able to manuevers around them to keep a caster in sight. Long Range is for when you know you are about to lose and need to beat a hasty retreat of your own.
A high mundane Stealth check, and a means to cloak the magic auras of your buffs/gear. Casters can reasonably be able to detect all magic auras within 120ft of them at all times (Permanent Arcane Sight). This means even if you can get close to them without being noticed due to a high stealth check, your gear will be a beacon glowing brightly to give you away.