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View Full Version : Pathfinder [PF] Yet another Mage Killer Thread



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.

Serafina
2016-07-28, 01:54 PM
You're mostly describing effects that can be gained via spells. As you said yourself, casters are the best counter to casters because at some point, too many spells can only be countered by other spells.

However, several of the things you describe are not relevant if you do not let the enemy caster get a spell off, ever. This can actually be achieved reasonably well with a mundane character.
Take Overwatch Style (http://www.d20pfsrd.com/feats/combat-feats/overwatch-style-combat-style). You can now ready two ranged attacks per round. This is sufficient to hinder one caster from getting off any spell - you will quickly deal sufficient damage that they will fail their Concentration-checks due to taking damage during casting. Since it is a prepared attack, casting defensively will not help them. Since you can ready two attacks, Quicken Spell will not help them.
Overwatch Tactician (http://www.d20pfsrd.com/feats/combat-feats/overwatch-tactician-combat) lets you move and do this (as well as do it in a surprise round), Overwatch Vortex (http://www.d20pfsrd.com/feats/combat-feats/overwatch-vortex-combat) upgrades you to four readied attacks per turn.

Improved Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/improved-precise-shot-combat---final) lets you ignore miss chances that are not bypassed by True Sight, while a Cyclonic Weapon (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cyclonic) prevents your attacks from being stopped by Wind Wall and similar effects.

For good optimization, you can be a Crossbowma (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/crossbowman)n Fighter 7, this allows you to target the enemies flat-footed AC. Take levels in a class that grants sneak attack, and get very notable damage out of it.
If you throw in a level of Bolt Ace (http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo---gunslinger-archetypes/bolt-ace) Gunslinger, you will also be proficient with all crossbows. Take a Minotaur Double Crossbow (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur) (RAW it's reloadable as a free action with Crossbow Mastery (http://www.d20pfsrd.com/feats/combat-feats/crossbow-mastery-combat).

With that optimization, you can achieve about 4D10+2D6+20 damage per hit at level 12, for an average damage of 49 and Concentration DCs of 59+spell level, which pretty much no caster will make. This can rise to over 4D10+6D6+27 at 20th level, for an average damage of 70.


Can this tactic be bypassed? Of course it can. The caster can simply be too far away for you to spot via True Seeing, have Greater Invisibility up and spam you with summoned creatures. Or sit on another plane and do the same with bound creatures. Or have Blur up and get lucky. Or roll higher Initiative than you despite your high Dexterity and get a spell off thanks to that. Or any number of other things.
But baring such luck or bypassing of the fight, you'll prevent any caster within 120 feet from getting any spell off ever. Ally with someone who takes care of the rest, and you're reasonably good to go.

Azoth
2016-07-28, 02:33 PM
Yes, most things I listed are spells/spell effects. These can be gained from items as well. Think of the purpose of this thread being to create a checklist of sorts for those aspiring to build mage hunting characters.

As new criteria and ideas are brought forth, it makes it easier to search for things to grant these abilities and make sure a character has them.

For example:

Gaining a Fly speed. A cheap 1/day fly speed can be gained with Celestial Armor. Gaining always on EX flight can be done for 55k gp with a Demonic Implant if you are not Good aligned.

True Seeing: Always on eye slot item is expensive as Baator. The Gem of Seeing is 75k and gives 30min/day use able in 5min increments...more than enough for you typical adventuring day.

Freedom of Movement: 10k gets you 1/day for 10min with the Unfettered Shirt. This should tide you over until you can afford the 40k ring for continuous FoM.

After enough criteria are gathered, I can generate a guide of sorts based on Price/slot/usefulness for characters that want to specialize in hunting/killing casters.

Will this mean we see non-casters actually capable of killing optimized, paranoid, God Wizards...NO. Will it help people be semi-competent at their character idea against mid/low op casters...possibly.